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by TheFatController
28 May 2011, 11:57
Forum: Lobby Clients & Server
Topic: Setting mod options in TasClient
Replies: 3
Views: 848

Re: Setting mod options in TasClient

Nothing to change the actual mod options in there (ie coop mode)
by TheFatController
26 May 2011, 23:56
Forum: Lobby Clients & Server
Topic: Setting mod options in TasClient
Replies: 3
Views: 848

Setting mod options in TasClient

Where is this hidden now...

Image
by TheFatController
26 May 2011, 11:28
Forum: Balanced Annihilation
Topic: 7.4X Balance Change Reasoning
Replies: 141
Views: 10204

Re: 7.4X Balance Change Reasoning

Should be able to find out the threshold where sending too many commands actually affects the performance of a game (scaled to # of players even maybe) and log a message to console "WARNING: Beherith has sent 1200 commands in the last 6 seconds, this may affect game performance" then the host can te...
by TheFatController
26 May 2011, 10:27
Forum: Balanced Annihilation
Topic: 7.4X Balance Change Reasoning
Replies: 141
Views: 10204

Re: 7.4X Balance Change Reasoning

dansan wrote:lack of E makes your mex stop -> unexpected, hinders building up E-producers -> noob-trap
It becomes expected after the first time it happens just like a million other things in BA, dealing with these things is part of an adaptive process called 'learning how to play a game'.
by TheFatController
26 May 2011, 10:00
Forum: Balanced Annihilation
Topic: 7.4X Balance Change Reasoning
Replies: 141
Views: 10204

Re: 7.4X Balance Change Reasoning

Nixa wrote:FYI all BA devs have the power to revert any changes they wanted before this release.
Would have been nice to know that in advance 8)
by TheFatController
25 May 2011, 19:34
Forum: Balanced Annihilation
Topic: Experience stats from 250+ replays
Replies: 67
Views: 8702

Re: Experience stats from 250+ replays

I suppose Commando doesn't get the damage from its minelaying attributed to it (or it fails a lot, probably both!)
by TheFatController
25 May 2011, 10:02
Forum: Lua Scripts
Topic: [Gadget Request] Randomized Explosion sounds
Replies: 20
Views: 1965

Re: [Gadget Request] Randomized Explosion sounds

If you want to add even more randomness to your explosion sounds you could also look into http://springrts.com/phpbb/viewtopic.php?f=52&t=20685
by TheFatController
25 May 2011, 00:20
Forum: Balanced Annihilation
Topic: Balanced Annihilation 7.42
Replies: 143
Views: 10955

Re: Balanced Annihilation 7.42

smoth wrote:Maybe I can integrate it for them regret :)
Unless there's going to be a lobby feature for dynamic mod naming on options i'd much prefer BA chickens to be a seperate mutator so it's clear in the lobby what's being hosted.
by TheFatController
24 May 2011, 23:06
Forum: Feature Requests
Topic: luafy the aim/targeting/priorty code please?
Replies: 13
Views: 1651

Re: luafy the aim/targeting/priorty code please?

Is there going to be a way to get hold of the list of targets the unit is considering cause 'AllowWeaponTarget' doesn't seem to allow you to implement BadTargetCategory if you don't know what else the unit would target if you declined the check... (See: http://springrts.com/phpbb/viewtopic.php?f=21&...
by TheFatController
24 May 2011, 01:18
Forum: Balanced Annihilation
Topic: Balanced Annihilation 7.42
Replies: 143
Views: 10955

Re: Balanced Annihilation 7.42

For the record as I was credited on this release, I'm not happy with every change here, specifically: - Removed arm EMP bomber I disagree with removing any units, if EMP bomber was OP it should have been refactored somehow. - All fighter HP reduced to 50 (1-hit killed by all antiair) I think AA shou...
by TheFatController
05 Apr 2011, 22:32
Forum: Balanced Annihilation
Topic: BA model replacements
Replies: 1290
Views: 118981

Re: BA model replacements

If anyone was wondering what I was thinking on why some of the T3 mechs weapons look different, its to reflect the 'Experimental' part of the factory and make them a little different from t1 and t2 effects where possible; if the new team wants to standardise them I'd consider it a shame myself. Ther...
by TheFatController
29 Mar 2011, 22:34
Forum: Balanced Annihilation
Topic: Balanced Annihilation 7.31
Replies: 222
Views: 18945

Re: Balanced Annihilation 7.31

Congrats on the release Beherith, I've moved house and only just got the internet back but incase anyone had any doubts yes it's legitimate and I'm passing on the torch of BA. I had been meaning to for months but was looking for the right person to take ownership, thanks to Beherith for stepping up ...
by TheFatController
16 Feb 2011, 18:31
Forum: Balanced Annihilation
Topic: Balanced Annihilation V7.20
Replies: 78
Views: 17802

Re: Balanced Annihilation V7.20

Btw I've been real busy the last week or two but have a release with sub fixes and stuff (nothing major really) just testing and crap and will try and publish at some point in the next few days!
by TheFatController
23 Jan 2011, 12:02
Forum: Star Wars: Imperial Winter
Topic: Imperial Winter - where things stand, and how you can help.
Replies: 380
Views: 77825

Re: Imperial Winter - where things stand, and how you can help.

I fixed the double squad spawning thing and added a kind of fade in effect to the dropship graphics (forgot to make it blue this commit oops).
by TheFatController
22 Jan 2011, 14:21
Forum: Game Development
Topic: The taint of *A
Replies: 117
Views: 8389

Re: The taint of *A

I like the art style of BA and am not so lacking in imagination that boxy models spoil a game for me, primarily the gameplay is important. I don't see why there's a requirement for BA to look as real as possible at all and I don't see it as a failure of BA or lazyness that it doesn't. It succeeds in...
by TheFatController
20 Jan 2011, 16:42
Forum: Star Wars: Imperial Winter
Topic: Imperial Winter - where things stand, and how you can help.
Replies: 380
Views: 77825

Re: Imperial Winter - where things stand, and how you can help.

I am getting odd lag(masssive fps drops) but it seems to happen periodically. The custom flag capturing command causes massive lag for me when commanding groups of units and they get near a flag. I am writing a patch which scraps most of the existing underlying flag capturing code (preserving the s...
by TheFatController
18 Jan 2011, 02:21
Forum: Star Wars: Imperial Winter
Topic: Imperial Winter - where things stand, and how you can help.
Replies: 380
Views: 77825

Re: Imperial Winter - where things stand, and how you can help.

Updated again 8) fixed C.R.A.I.G.!

Currently only works well on maps it has waypoints lists for, todo: adding something to auto generate them for maps that don't have them.
by TheFatController
17 Jan 2011, 00:57
Forum: Star Wars: Imperial Winter
Topic: Imperial Winter - where things stand, and how you can help.
Replies: 380
Views: 77825

Re: Imperial Winter - where things stand, and how you can help.

I just added some examples I'd previously made with dropships for Imperial Solar, E-Storage and Barracks based on the old gadget by KDR, these may need further work and maybe the gadget improving - definite potential I think though. Also added a dropship effect to the imperial commander at gamestart...
by TheFatController
16 Jan 2011, 21:05
Forum: Lua Scripts
Topic: set max_speed seems broken using the group move widget....
Replies: 14
Views: 908

Re: set max_speed seems broken using the group move widget....

I ran into this problem with a synced move order IW was giving its Royal Guards. I'm certain that CMD.MOVE issued by Lua used to do the appropriate issuing of CMD.SET_WANTED_MAX_SPEED but now it doesn't and the solution looks something like: GUARD_SPEED = UnitDefs[GUARD_DEF_ID].speed/30 ... Spring.G...
by TheFatController
16 Jan 2011, 20:36
Forum: Star Wars: Imperial Winter
Topic: Imperial Winter - where things stand, and how you can help.
Replies: 380
Views: 77825

Re: Imperial Winter - where things stand, and how you can help.

Just committed a fix for broken Imperial Royal Guards :)

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