kiki, might this be a bit OP?
Wasn't CA going to have teleporters, the gantries would make a good teleporter building once the gantries are replaced with a nano turret thing.
Search found 2502 matches
- 20 Feb 2008, 09:17
- Forum: Zero-K
- Topic: Complete Annihilation News
- Replies: 1522
- Views: 173582
- 19 Feb 2008, 10:13
- Forum: Game Development
- Topic: War Of The Mods
- Replies: 18
- Views: 1561
Re: War Of The Mods
I think this would end up being who could exploit your cost formula the most. eg. a unit with 1 hp, no turn speed but massive range. To stop this the formula would have to be very strict but then the units are very similar and thus boring. And what about special things like shields or cloaking which...
- 17 Feb 2008, 11:38
- Forum: Off Topic Discussion
- Topic: Red Alert 3
- Replies: 77
- Views: 7814
Re: Red Alert 3
I hope the really fun units from the Westwood c&c's get added, like chrono troopers and burrowing tanks.
- 15 Feb 2008, 06:05
- Forum: Feature Requests
- Topic: Spherical worlds weeeeeeeeee
- Replies: 77
- Views: 9478
Re: Spherical worlds weeeeeeeeee
Imagine launching a satellite and waiting for it to orbit over the enemy base.
I don't thing this is a feature you would implement, it's a new engine.
I don't thing this is a feature you would implement, it's a new engine.
- 13 Feb 2008, 07:56
- Forum: Feature Requests
- Topic: Ghosted features & Radar Dots for Seismic Detectors
- Replies: 9
- Views: 1075
Re: Ghosted features & Radar Dots for Seismic Detectors
What the engine needs is different detection layers that can be defined per mod. The you could assign units to be visible to layers of your choice , assign jammers to certain layers and control how the layer is displayed(radar bleep, seismic circle...).
- 12 Feb 2008, 10:37
- Forum: General Discussion
- Topic: New name to spring project.
- Replies: 43
- Views: 4334
Re: New name to spring project.
If you're worried about obscurity call it 'Awesome Free RTS' to catch people who are bored and are googling for games. Even this post may catch people.
- 12 Feb 2008, 06:10
- Forum: Game Development
- Topic: Brainstorming rant
- Replies: 25
- Views: 2309
Re: Brainstorming rant
I think the aim of BA is to hit a wall. There is almost no chance of this getting implemented try talking to the CA devs.
- 11 Feb 2008, 06:17
- Forum: Game Releases
- Topic: Expand and Exterminate version 0.42
- Replies: 414
- Views: 61921
Re: Expand and Exterminate version 0.41
Smoth you'll probably be able to set them to hold fire so they don't open up.
- 09 Feb 2008, 04:28
- Forum: Game Releases
- Topic: Expand and Exterminate version 0.42
- Replies: 414
- Views: 61921
Re: Expand and Exterminate version 0.41
I think the scout forms should stay comm buildable. Alien has trouble holding the land gained from fast expansion because the con that can build turrets coasts 800m as opposed to 100m for the other races. I agree with the buildspeed reduction to make them less op when assisting.
- 06 Feb 2008, 02:48
- Forum: Game Releases
- Topic: Expand and Exterminate version 0.42
- Replies: 414
- Views: 61921
Re: Expand and Exterminate version 0.41
Drop armored forms from transports onto incoming armies although I can't do this atm because the game crashes. If hey have aa drop them where the army is going.
- 05 Feb 2008, 07:27
- Forum: Game Releases
- Topic: Expand and Exterminate version 0.42
- Replies: 414
- Views: 61921
Re: Expand and Exterminate version 0.41
Spring crashed while transporting again. Here is the infolog: Spring 0.76b1 has crashed. Exception: Access violation (0xc0000005) Exception Address: 0x0079a6fe DLL information: 0x00400000 spring 0x7c900000 ntdll 0x7c800000 kernel32 0x77dd0000 ADVAPI32 0x77e70000 RPCRT4 0x77fe0000 Secur32 0x73f10000 ...
- 05 Feb 2008, 06:02
- Forum: Game Releases
- Topic: Expand and Exterminate version 0.42
- Replies: 414
- Views: 61921
Re: Expand and Exterminate version 0.41
Is it just me or do alien mexes make less M?
Try dropping units from transporters onto enemy units and corpses. Also I haven't tried the other factions transports so they could have the same problem.
Try dropping units from transporters onto enemy units and corpses. Also I haven't tried the other factions transports so they could have the same problem.
- 04 Feb 2008, 13:00
- Forum: Feature Requests
- Topic: Fixes for Assholes
- Replies: 15
- Views: 1642
Re: Fixes for Assholes
I don't like the idea of forcing start position distances because some rush strategies involve 2 comms assisting a factory from the start.
- 04 Feb 2008, 12:45
- Forum: Game Releases
- Topic: Expand and Exterminate version 0.42
- Replies: 414
- Views: 61921
Re: Expand and Exterminate 0.41
hrm... what exactly happened..? With the alien transports 2 game crashed just as i was unloading about 50 aliens from 10 transports onto an enemy army. With alien cloning I barely clone my units unless it's cheaper that building (eg. cons). For building an army I prefer spamming scouts to assist a ...
- 03 Feb 2008, 09:00
- Forum: Game Releases
- Topic: Expand and Exterminate version 0.42
- Replies: 414
- Views: 61921
Re: Expand and Exterminate 0.41
The alien t2 transport has crashed 2 games I've played today.
- 03 Feb 2008, 03:19
- Forum: General Discussion
- Topic: Selling spring content
- Replies: 55
- Views: 5397
Re: Selling spring content
Actually thats how I got Spring, a friend handed me a CD.Jonanin wrote: Or, not even go that far, just do the CD part. I would totally hand it out to a bunch of friends or random people. Maybe even make a bunch of CD's and offer them free somewhere.
- 02 Feb 2008, 11:41
- Forum: Game Releases
- Topic: Expand and Exterminate version 0.42
- Replies: 414
- Views: 61921
Re: Expand and Exterminate 0.41
To play aliens you have to spam scouts. They are useful for expanding quickly, reclaiming, repairing and assisting.
- 15 Jan 2008, 11:28
- Forum: General Discussion
- Topic: Fun with Liches
- Replies: 18
- Views: 2260
Re: Fun with Liches
Try CA anti-gravity laser liches, they are much more fun.
- 12 Jan 2008, 06:05
- Forum: Game Development
- Topic: Idea of mod.
- Replies: 30
- Views: 3411
Re: Idea of mod.
Is it possible to make mobile mexes? Because if it was you could make cells collect their own resource from metal spots and when they have enough stored they can morph/duplicate. This would need a good UI to avoid being tedious like a 'morph when you're able' button.
- 12 Jan 2008, 05:54
- Forum: Game Releases
- Topic: Fibre v13
- Replies: 155
- Views: 34688
Re: Fibre v8
So when making a node the node with the most energy in the build radius pays for it, thats good. does this also work for building inside 2 or more node radius's?