Search found 183 matches
- 03 Jan 2012, 11:08
- Forum: Ingame Community
- Topic: 3 hour game
- Replies: 6
- Views: 1979
3 hour game
No comment.
- 03 Jan 2012, 00:38
- Forum: Ingame Community
- Topic: Must be some kind of record
- Replies: 7
- Views: 3097
Must be some kind of record
[PinK] won in 11 minutes in a medium-sized game:
- 23 Dec 2011, 06:31
- Forum: Lua Scripts
- Topic: Team Stats
- Replies: 3
- Views: 1112
Re: Team Stats
the allyteam with team 0 in it is allyteam 0. you can not rely on that. Yeah I know I can't rely on that, but it seems to work for SPADS games with just two teams. I understand what allyteams are (otherwise I couldn't have written this widget); my problem is that I can't view ally team *numbers* di...
- 23 Dec 2011, 02:32
- Forum: Lua Scripts
- Topic: Team Stats
- Replies: 3
- Views: 1112
Team Stats
This is a widget that I wrote for myself to give me more information as a spectator (since I almost always spectate rather than play). It displays the "assets" possessed by each allyteam - that is, the total metal in all the allyteam's storages, plus the metal cost of each of the allyteam'...
- 20 Dec 2011, 01:38
- Forum: Balanced Annihilation
- Topic: Eco is much more important than territory in BA DSD
- Replies: 17
- Views: 3895
Eco is much more important than territory in BA DSD
In this replay, if you look at the map, west seems to be clearly winning - it has complete control over the south and is invading both the north and the south. However, if you use a widget to count the amount of metal (including the metal stored in units and structures) that each ally team has, east...
- 28 Aug 2011, 20:11
- Forum: Help & Bugs
- Topic: Path file error
- Replies: 4
- Views: 1509
Path file error
http://pastebin.com/eGtkpwAD It says it couldn't open the path file, but why does that cause it to crash? Shouldn't it just create a new one? I deleted all of my spring files (I think) and this wasn't fixed. Also, this map was working for me just a few days ago... This happens both when I run Spring...
- 13 Jul 2011, 05:38
- Forum: Game Development
- Topic: A thought [less predictable and harder teching]
- Replies: 17
- Views: 4100
Re: A thought [less predictable and harder teching]
+1Johannes wrote:eyu100 wrote:In BA right now (this is not a suggestion for BA, BADSD is just the only mod I'm familiar with),
- 11 Jul 2011, 19:49
- Forum: Game Development
- Topic: A thought [less predictable and harder teching]
- Replies: 17
- Views: 4100
Re: A thought [BA + Tetris]
My idea isn't really about Tetris, but people have been focusing on that exclusively, so I'll change it a little: what would BA gameplay be like if teching took a random amount of time, and made your units much weaker until it was finished? Please don't talk about Tetris any more :lol: . Smoth: I kn...
- 11 Jul 2011, 18:20
- Forum: Game Development
- Topic: A thought [less predictable and harder teching]
- Replies: 17
- Views: 4100
Re: A thought
I'm wondering what effect this change would have on BA, and so far none of the posts have addressed this, except MidNight's. I don't want to know (in this thread) how other games do it, or whether the specific method (such as Tetris) makes sense, because I want to know what this specific idea would ...
- 11 Jul 2011, 01:25
- Forum: Game Development
- Topic: A thought [less predictable and harder teching]
- Replies: 17
- Views: 4100
Re: A thought
Tetris was just a silly way of making teching unpredictable and attention-occupying. You could instead have people solve puzzles related to tech (like "fit these parts together") or just make teching take a random amount of time.
- 10 Jul 2011, 23:24
- Forum: Game Development
- Topic: A thought [less predictable and harder teching]
- Replies: 17
- Views: 4100
A thought [less predictable and harder teching]
In BA right now (this is not a suggestion for BA, BA is just the only mod I'm familiar with), higher tech levels are easy to get if you have the resources - on DSD, you can tech at the back and get T2 in a few minutes, but if you are at the front and have a reasonable amount of metal you can quickly...
- 10 Jan 2011, 16:52
- Forum: Help & Bugs
- Topic: spring runs too slow and laggy on my computer.
- Replies: 10
- Views: 1535
Re: spring runs too slow and laggy on my computer.
Try using multithreaded Spring. That way, even if your simulation can't keep up, you will still get a reasonable framerate (and be able to scroll, etc.).
- 07 Jan 2011, 02:57
- Forum: Help & Bugs
- Topic: MT crash
- Replies: 2
- Views: 931
Re: MT crash
Did that, still crashes. If it helps, Spring MT works on Linux. However, .7 isn't available for Ubuntu yet, and map textures don't work on Linux, so I would rather play on Windows. Since I have a (not very fast) laptop, large games are not even observable without MT (I can't scroll). Even with MT, m...
- 06 Jan 2011, 01:49
- Forum: Help & Bugs
- Topic: MT crash
- Replies: 2
- Views: 931
MT crash
http://pastebin.com/1WiATYEp
It hasn't worked for me for a while now, so it's not just a problem with the new release.
It hasn't worked for me for a while now, so it's not just a problem with the new release.
- 15 Sep 2010, 04:45
- Forum: General Discussion
- Topic: Considering a personal project
- Replies: 19
- Views: 2920
Re: Considering a personal project
If you wish to work on campaign missions and are able to do so, we will be very pleased and will assist you of course :) You can also be sure it will be put to use if it works. We can modify anything to make features not possible atm. CA team is responsible for big part of infrastructure and many t...
- 11 Sep 2010, 06:53
- Forum: Game Development
- Topic: Minimal mod? (for mods-in-a-map)
- Replies: 5
- Views: 1222
Re: Minimal mod? (for mods-in-a-map)
And what does a minimal modinfo need to contain? Just the mod name, or more?
- 07 Sep 2010, 05:04
- Forum: General Discussion
- Topic: Max player limit.
- Replies: 19
- Views: 5149
Re: Max player limit.
It would be really hard to leave and come back...incidenta5 wrote:The idea of a persistent battle spanning days with 100+ people is pretty awesome :)
- 07 Sep 2010, 05:02
- Forum: Game Development
- Topic: Minimal mod? (for mods-in-a-map)
- Replies: 5
- Views: 1222
Re: Minimal mod? (for mods-in-a-map)
What is the bare minimum that the Spring engine requires of a mod? Must it include units? Configuration files? Could there be an "empty mod" that exists solely to prevent conflicts with mods bundled in maps? Since the 0.82 release, the *ONLY* thing a mod needs to run is a correctly format...
- 06 Sep 2010, 04:41
- Forum: Game Development
- Topic: Minimal mod? (for mods-in-a-map)
- Replies: 5
- Views: 1222
Minimal mod? (for mods-in-a-map)
What is the bare minimum that the Spring engine requires of a mod? Must it include units? Configuration files? Could there be an "empty mod" that exists solely to prevent conflicts with mods bundled in maps?
- 30 Aug 2010, 18:23
- Forum: Balanced Annihilation
- Topic: Stationary flak hitting own buildings
- Replies: 17
- Views: 3380
Re: Stationary flak hitting own buildings
Yeah, take a look at the hitspheres (alt+b). I replicated this bug, and the flak shoots while its inside a buildings hitsphere. Its not really a huge problem, because it does hardly any damage to buildings, and if you are building it that close to things then you arent going to hit anything anyway ...