Search found 456 matches
- 04 May 2009, 08:23
- Forum: Lua Scripts
- Topic: Separate menu for user-added LuaUI and mod-added LuaUI
- Replies: 8
- Views: 1320
Re: Separate menu for user-added LuaUI and mod-added LuaUI
All things mentioned already solved: IceUI
- 29 Apr 2009, 04:09
- Forum: Balanced Annihilation
- Topic: Units that are very rarely used and probably need changing
- Replies: 69
- Views: 9136
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 !
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 !
- 29 Apr 2009, 02:53
- Forum: Lua Scripts
- Topic: Auto Swarm
- Replies: 70
- Views: 7283
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.
- 27 Apr 2009, 05:17
- Forum: Balanced Annihilation
- Topic: BA Co-operative 1.05 (BA691)
- Replies: 21
- Views: 5987
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] =...
- 24 Apr 2009, 13:10
- Forum: Balanced Annihilation
- Topic: hammer/thud change revert?
- Replies: 68
- Views: 12396
Re: hammer/thud change revert?
+7% DPS = OMFG IMBA NERF PLS
- 24 Apr 2009, 06:05
- Forum: Balanced Annihilation
- Topic: BA Co-operative 1.05 (BA691)
- Replies: 21
- Views: 5987
Re: BA Co-operative 1.04 (BA691)
Include the already-made 'ally cursors' widget as a default, and doneBaNa wrote:yes seeing the other peoples cursor would be win.
- 23 Apr 2009, 10:46
- Forum: Balanced Annihilation
- Topic: hammer/thud change revert?
- Replies: 68
- Views: 12396
Re: hammer/thud change revert?
Not according to weapons.tdfBeherith wrote:projectile speed also got increased
- 23 Apr 2009, 06:51
- Forum: Balanced Annihilation
- Topic: hammer/thud change revert?
- Replies: 68
- Views: 12396
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
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
- 22 Apr 2009, 11:46
- Forum: Balanced Annihilation
- Topic: hammer/thud change revert?
- Replies: 68
- Views: 12396
Re: hammer/thud change revert?
Units are MEANT to be effective at things
Change was minor
Micro should be rewarded.
Done, keep as-is.
Change was minor
Micro should be rewarded.
Done, keep as-is.
- 28 Mar 2009, 07:11
- Forum: Balanced Annihilation
- Topic: [old] Balanced Annihilation V6.85
- Replies: 123
- Views: 20963
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.
- 20 Mar 2009, 05:10
- Forum: Balanced Annihilation
- Topic: [old] Balanced Annihilation V6.84
- Replies: 111
- Views: 21763
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 ...
- 15 Mar 2009, 10:27
- Forum: Balanced Annihilation
- Topic: [old] Balanced Annihilation V6.84
- Replies: 111
- Views: 21763
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)
- 13 Mar 2009, 13:48
- Forum: Balanced Annihilation
- Topic: [old] Balanced Annihilation V6.84
- Replies: 111
- Views: 21763
Re: Balanced Annihilation V6.84
Aw, ruining my fun
- 06 Mar 2009, 15:07
- Forum: Lua Scripts
- Topic: [Request/Idea]Auto-cloak fusions
- Replies: 14
- Views: 2047
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...
- 10 Feb 2009, 06:37
- Forum: Lua Scripts
- Topic: Area Mex
- Replies: 123
- Views: 24527
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 ...
- 07 Feb 2009, 07:15
- Forum: Lua Scripts
- Topic: Area Mex
- Replies: 123
- Views: 24527
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...