Yep, that was it. I figured that out after I posted this, but my internet kicked out for awhile.
Someone deleted this please.
Search found 44 matches
- 11 Feb 2011, 14:06
- Forum: Game Development
- Topic: tech annihilation 2.01 crashes when enemy commander shoots
- Replies: 2
- Views: 917
- 11 Feb 2011, 10:59
- Forum: Game Development
- Topic: tech annihilation 2.01 crashes when enemy commander shoots
- Replies: 2
- Views: 917
tech annihilation 2.01 crashes when enemy commander shoots
I have everything updated, the newest version of the Spring Engine, the Lobby, and this mod. It runs fine until I send a unit to where the enemy is at, then crashes, every single time. I started a new game, send my commander straight to where the other commander was, the other commander turns to fir...
- 11 Feb 2011, 10:08
- Forum: Help & Bugs
- Topic: Newest version, .121, lags up badly! older version was fine
- Replies: 6
- Views: 1967
Re: Newest version, .121, lags up badly! older version was fine
Why have a zero before it if its finished software? Usually that's done before everything is completed.
Should be 1 decimal and then a number, getting higher up as new changes are done, big changes having a bigger number. Be easier to keep track of things that way.
Should be 1 decimal and then a number, getting higher up as new changes are done, big changes having a bigger number. Be easier to keep track of things that way.
- 10 Feb 2011, 17:04
- Forum: Help & Bugs
- Topic: Newest version, .121, lags up badly! older version was fine
- Replies: 6
- Views: 1967
Lobby version and Spring Engine version, 2 different things.
Downloaded latest version of Spring, installed it in the directory of my old one, that erasing some of the mods I had on my list, while others remained. Oh well. I can download them again, and have the two I play most often anyway.
No problems now.
No problems now.
- 10 Feb 2011, 15:05
- Forum: Help & Bugs
- Topic: Newest version, .121, lags up badly! older version was fine
- Replies: 6
- Views: 1967
Newest version, .121, lags up badly! older version was fine
I had .6 before, and it working perfectly. I started playing this game again, a few games just fine, then decide to update to .121. Severe lag problems. Anyway else having trouble with this? And shouldn't .6 be farther up than .121? It says on the download page that 0.82.7.1 is the most recent versi...
- 01 Mar 2010, 14:53
- Forum: Zero-K
- Topic: Pylons affecting gameplay, energy use weapons, etc
- Replies: 20
- Views: 4210
Re: Pylons affecting gameplay, energy use weapons, etc
Then neither I nor the AI would be able to get enough metal to build anything, since the new system greatly reduces the amount of metal you can get without the pylons. And most of what I read previously was negative, but I don't scan the forums too thoroughly. Without an official poll, you won't rea...
- 01 Mar 2010, 08:13
- Forum: General Discussion
- Topic: Games listed on the Games page aren't all available anymore
- Replies: 18
- Views: 2429
Games listed on the Games page aren't all available anymore
http://springrts.com/wiki/Games The Cursed site links to the download page at: http://www.springfiles.com/show_file.php?id=2140 But once there, both links provided give me nothing but a message that says: "The file you are trying to download doesn't exists." The link for P.U.R.E brings me ...
- 01 Mar 2010, 07:20
- Forum: Zero-K
- Topic: Pylons affecting gameplay, energy use weapons, etc
- Replies: 20
- Views: 4210
Re: Pylons affecting gameplay, energy use weapons, etc
Thanks.
http://trac.caspring.org/wiki/sd
I'm using the downloader, but alas, it isn't working.
3/1/2010 12:17:51 AM: Download started: ca:revision:6796
Is anyone else having trouble with this? The download server shouldn't be crowded this late at night.
Any other way to get it?
http://trac.caspring.org/wiki/sd
I'm using the downloader, but alas, it isn't working.
3/1/2010 12:17:51 AM: Download started: ca:revision:6796
Is anyone else having trouble with this? The download server shouldn't be crowded this late at night.
Any other way to get it?
- 28 Feb 2010, 21:33
- Forum: Zero-K
- Topic: Pylons affecting gameplay, energy use weapons, etc
- Replies: 20
- Views: 4210
Re: Pylons affecting gameplay, energy use weapons, etc
I don't think so as it is such a foundation element. We would have to maintain the balance of two separate economy games or people would try the 'wrong' one and think the game is bad. Kind of ironic. Most people would find the pylon system bad. A survey poll would be the only way to find out. What ...
- 28 Feb 2010, 03:17
- Forum: Zero-K
- Topic: Pylons affecting gameplay, energy use weapons, etc
- Replies: 20
- Views: 4210
Re: Pylons affecting gameplay, energy use weapons, etc
The only other version I played was 5763, and there was no overdrive at all.
What's the latest version before overdrive was added? Can I still download it somewhere?
What's the latest version before overdrive was added? Can I still download it somewhere?
- 27 Feb 2010, 21:52
- Forum: Zero-K
- Topic: version 7077 problems. This is a bug right? Map remembering.
- Replies: 1
- Views: 1104
version 7077 problems. This is a bug right? Map remembering.
Why is it that even after flying by and seeing the reclaimable scenery, it vanishes off the map again? That wasn't done on purpose was it? Just a bug? Telling build units to reclaim an area, doesn't work now, they only getting what they can currently see, and then stopping. You should also be able t...
- 27 Feb 2010, 21:44
- Forum: Zero-K
- Topic: Pylons affecting gameplay, energy use weapons, etc
- Replies: 20
- Views: 4210
Pylons affecting gameplay, energy use weapons, etc
The AI can't handle pylons at all. Thus playing against the AI with the newest version, makes an easy victory. Any plans for an option to turn these things off and use the older system? If not, what is the most recent version that does not have pylons in it? I can't tell if I have any power at all, ...
- 27 Feb 2010, 09:18
- Forum: Zero-K
- Topic: Random idea: special cheap ramp terraform?
- Replies: 14
- Views: 2643
Re: Random idea: special cheap ramp terraform?
Repair bombed out areas cheaply, and everything else should cost a lot. Sometimes the hole destroys a necessary land crossing, or a large chunk of real estate you really needed to build on if the map is mostly water. You could have a ramp, which units can go up and down on, which is cheaper, but cou...
- 27 Feb 2010, 08:44
- Forum: Zero-K
- Topic: How to enable local widgets in ZK
- Replies: 16
- Views: 13491
Re: How to enable local widgets in CA
Question. Is version 7077 suppose to have it where no matter how much energy you have being produced, even with all factories and build units off, or self destructed, it automatically says you are using all of your power? I was producing 800, and it said I was using 800. All the patrol routes and bu...
- 27 Feb 2010, 07:53
- Forum: Zero-K
- Topic: How to enable local widgets in ZK
- Replies: 16
- Views: 13491
Re: How to enable local widgets in CA
I downloaded the newest version which is 7077 stable. So that's working fine. Much better than what I had before. Unfortunately when I was trying to get it to work with the old one, I just turned on everything. Doh! No reset to default settings. Got to look through what everything else does. One mak...
- 27 Feb 2010, 06:35
- Forum: Zero-K
- Topic: How to enable local widgets in ZK
- Replies: 16
- Views: 13491
Re: How to enable local widgets in CA
I don't see it listed anywhere.
Complete Annihilation stable-5763
Complete Annihilation stable-5763
- 27 Feb 2010, 05:43
- Forum: Zero-K
- Topic: How to enable local widgets in ZK
- Replies: 16
- Views: 13491
Re: How to enable local widgets in CA
I did as instructed, and it seems to have worked, except I don't see the area mex anywhere. Is there something else I have to do in order to enable it? https://trac.caspring.org/wiki/WidgetGuide https://trac.caspring.org/browser/trunk/mods/ca/LuaUI/Widgets/cmd_area_mex.lua I don't like having to sel...
- 16 Feb 2010, 21:56
- Forum: Game Releases
- Topic: Maximum Annihilation V1.1
- Replies: 66
- Views: 20570
Re: Maximum Annihilation V1.1
The trouble with Core's best bomber For Core, the Black Lily - Stealthy Heavy Bomber has a very wide turning radius, it taking forever to get a single shot. You aim at a target, it has to keep flying in the other direction for quite some distance, turn, and make a wide circle back before it gets to...
- 15 Feb 2010, 11:28
- Forum: Game Releases
- Topic: Maximum Annihilation V1.1
- Replies: 66
- Views: 20570
Re: Maximum Annihilation V1.1
Just remembered one more thing, just something minor.
Can you make it so when the nano turrets are made, they work on their own straight away? As it is, you have to select them, and click patrol, and then they'll repair or help build anything within range.
Can you make it so when the nano turrets are made, they work on their own straight away? As it is, you have to select them, and click patrol, and then they'll repair or help build anything within range.
- 15 Feb 2010, 09:19
- Forum: Game Releases
- Topic: Maximum Annihilation V1.1
- Replies: 66
- Views: 20570
Re: Maximum Annihilation V1.1
Aircraft carriers When moving a group of aircraft carriers, they will automatically start to guard one of their numbers. They usually go along their patrol route for a time, then end up with the one they are guarding stuck in the middle of them, unable to move, and the rest boxed in around it. Resu...