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by Niobium
04 May 2009, 08:23
Forum: Lua Scripts
Topic: Separate menu for user-added LuaUI and mod-added LuaUI
Replies: 8
Views: 784

Re: Separate menu for user-added LuaUI and mod-added LuaUI

All things mentioned already solved: IceUI
by Niobium
29 Apr 2009, 04:09
Forum: Balanced Annihilation
Topic: Units that are very rarely used and probably need changing
Replies: 69
Views: 5540

Re: Units that are very rarely used and probably need changing

I build T2 metal storage very often... Makes it far easier to manage when making large eco (i.e. 1 adv fusion -> multiple)

And I also make T2 energy storages (when I dont have adv fusions), its nice for com cloak-time, reclaiming energy production (geo -> adv geo or something) etc

Keep !
by Niobium
29 Apr 2009, 02:53
Forum: Lua Scripts
Topic: Auto Swarm
Replies: 70
Views: 4947

Re: Auto Swarm

CPU will be low, but issuing commands can lag the server. This widget is issuing 4 commands per unit per second, with many units and/or players using this, could be noticeable, 4 commands/sec/unit is extremely high relative to the number of commands a human would issue.
by Niobium
27 Apr 2009, 05:17
Forum: Balanced Annihilation
Topic: BA Co-operative 1.05 (BA691)
Replies: 21
Views: 3702

Re: BA Co-operative 1.05 (BA691)

Updated If someone writes a widget that automatically draws the order queue of units you have selected that would be useful (so you can see it changing or what's previously been ordered etc). Spring.DrawUnitCommands ( number unitID ) -> nil ( { [1] = unitID, ... } [, false ] ) -> nil ( { [unitID] =...
by Niobium
24 Apr 2009, 13:10
Forum: Balanced Annihilation
Topic: hammer/thud change revert?
Replies: 68
Views: 7768

Re: hammer/thud change revert?

+7% DPS = OMFG IMBA NERF PLS
by Niobium
24 Apr 2009, 06:05
Forum: Balanced Annihilation
Topic: BA Co-operative 1.05 (BA691)
Replies: 21
Views: 3702

Re: BA Co-operative 1.04 (BA691)

BaNa wrote:yes seeing the other peoples cursor would be win.
Include the already-made 'ally cursors' widget as a default, and done :o
by Niobium
23 Apr 2009, 10:46
Forum: Balanced Annihilation
Topic: hammer/thud change revert?
Replies: 68
Views: 7768

Re: hammer/thud change revert?

Beherith wrote:projectile speed also got increased
Not according to weapons.tdf
by Niobium
23 Apr 2009, 06:51
Forum: Balanced Annihilation
Topic: hammer/thud change revert?
Replies: 68
Views: 7768

Re: hammer/thud change revert?

What are these major role-changing mod-breaking changes are you people talking about?

As far as I can tell:

Reload : 1.75 -> 1.25 (-28.6%)
Damage : 104 -> 80 (-23.1%)
=> DPS : 59.4 -> 64 (+7%)

avoidfriendly added
predictboost added

For same cost/buildtime/hp/etc/etc
by Niobium
22 Apr 2009, 11:46
Forum: Balanced Annihilation
Topic: hammer/thud change revert?
Replies: 68
Views: 7768

Re: hammer/thud change revert?

Units are MEANT to be effective at things

Change was minor

Micro should be rewarded.

Done, keep as-is.
by Niobium
28 Mar 2009, 07:11
Forum: Balanced Annihilation
Topic: [old] Balanced Annihilation V6.85
Replies: 123
Views: 11884

Re: Balanced Annihilation V6.85

Bug: Torpedos from T1 subs (And maybe others) start falling before max range. Its possible to order a sub to attack another sub, and it will go to max range, then constantly fire torpedos which fall short.
by Niobium
20 Mar 2009, 05:10
Forum: Balanced Annihilation
Topic: [old] Balanced Annihilation V6.84
Replies: 111
Views: 14267

Re: Balanced Annihilation V6.84

Yeah, mar3usmc uses the same bomber rush I used to use, I stopped using it because it makes it far too easy to win games. Especially in team commander ends game, my entire team could die and I could pull off a win with rushed hurricanes via bombing coms (After bombing all enemy air players and then ...
by Niobium
15 Mar 2009, 10:27
Forum: Balanced Annihilation
Topic: [old] Balanced Annihilation V6.84
Replies: 111
Views: 14267

Re: Balanced Annihilation V6.84

Rather big bug: Core cannot build T2 kbot mobile jammers... (/give corspec does not work either, and modit lists core T2 lab as building it)
by Niobium
13 Mar 2009, 13:48
Forum: Balanced Annihilation
Topic: [old] Balanced Annihilation V6.84
Replies: 111
Views: 14267

Re: Balanced Annihilation V6.84

Aw, ruining my fun :(
by Niobium
06 Mar 2009, 15:07
Forum: Lua Scripts
Topic: [Request/Idea]Auto-cloak fusions
Replies: 14
Views: 1279

Re: [Request/Idea]Auto-cloak fusions

To answer your question: Yes, quite easily. Could be done in under 20 lines if you just did "If an enemy radar plane is seen, cloak all fusions". But could get complex if you want them to only cloak if plane is close to the fusions, or only if flying towards fusions. It would also be a bit tricky to...
by Niobium
10 Feb 2009, 06:37
Forum: Lua Scripts
Topic: Area Mex
Replies: 123
Views: 16151

Re: Area Mex

Sounds like a great widget, however when I have it enabled my fps will occasionally fall to 1 for no apparent reason, even with as little as 3 units on the entire map, and thats without ever issuing an area mex command :l Maybe it's just a conflict with my particular setup, but it only ever happens ...
by Niobium
07 Feb 2009, 07:15
Forum: Lua Scripts
Topic: Area Mex
Replies: 123
Views: 16151

Re: Area Mex

To fix your shift-required problem all you need to do is add 'return true' at the very end of the CommandNotify function. Basically returning true tells spring that you've taken care of the CMD_AREA_MEX order and spring itself doesn't need to do anything. If you don't return true, spring continues a...

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