Cant agree more to this.JohannesH wrote: Too strong comms, could be countered by playing bigger maps though
Too strong scouts, makes expansion slower by too much
Too strong mines, something that's invisible and so powerful is just lame, kinda luck-based
Search found 149 matches
- 29 Jul 2010, 13:38
- Forum: XTA
- Topic: XTA future
- Replies: 128
- Views: 13734
Re: XTA future
- 26 Jul 2010, 10:52
- Forum: XTA
- Topic: XTA future
- Replies: 128
- Views: 13734
Re: XTA future
I am here, just been busy lately (and playing some starcraft)
- 17 Jul 2010, 08:57
- Forum: XTA
- Topic: Drama thread maybe? Not sure what to call this...
- Replies: 68
- Views: 13444
Re: Drama thread maybe? Not sure what to call this...
It is allso an animal that is known for providing us with milk, allthough most animals can do this, this particular one delivers > 95% of the worlds milk.
Another funny fact about cows is that they say MOOOOOOH!
Another funny fact about cows is that they say MOOOOOOH!
- 05 Jul 2010, 22:12
- Forum: Map Creation
- Topic: Rorschach's Island ( islandTest )
- Replies: 17
- Views: 3306
Re: islandTest
I just came up with a name.
Rorschach's Island thanks Knorke :)
Rorschach's Island thanks Knorke :)
- 05 Jul 2010, 22:04
- Forum: Map Creation
- Topic: Rorschach's Island ( islandTest )
- Replies: 17
- Views: 3306
Re: islandTest
a clown? a clown! now you mentiom it i see it too!
- 05 Jul 2010, 21:52
- Forum: Map Creation
- Topic: Rorschach's Island ( islandTest )
- Replies: 17
- Views: 3306
Re: islandTest
mmm, maybe a red nose and a yellow hat.
- 05 Jul 2010, 17:22
- Forum: Map Creation
- Topic: Rorschach's Island ( islandTest )
- Replies: 17
- Views: 3306
Re: islandTest
indeed, you are correctPxtl wrote:I assume all those mesa-ramps are bot-only?
EDIT: added slope-maps
- 05 Jul 2010, 16:45
- Forum: Map Creation
- Topic: Rorschach's Island ( islandTest )
- Replies: 17
- Views: 3306
Re: islandTest
working on it
i needed the forum link for springfiles and visaversa XD
Don be so quick! don you have anything better todo then watch for new posts
i needed the forum link for springfiles and visaversa XD
Don be so quick! don you have anything better todo then watch for new posts
- 05 Jul 2010, 16:40
- Forum: Map Creation
- Topic: Rorschach's Island ( islandTest )
- Replies: 17
- Views: 3306
Rorschach's Island ( islandTest )
Rorschach's Island A test/concept version of a 2 to 8 player map i am working on. The conept of the map is to fight with sea and/or water units. So, as you can see, there are large areas of shallow water. The middle island holds the most metal. Try to take it, if you dont, exapand over the sides of...
- 28 May 2010, 10:55
- Forum: Off Topic Discussion
- Topic: What are you listening to?
- Replies: 1363
- Views: 332466
- 28 May 2010, 10:46
- Forum: XTA
- Topic: Input for next xta version (non-balance issues)
- Replies: 28
- Views: 7288
Re: Input for next xta version (non-balance issues)
or use keybinds
- 27 May 2010, 12:30
- Forum: Off Topic Discussion
- Topic: Song that defines a genre.
- Replies: 46
- Views: 7832
Re: Song that defines a genre.
Black Sabbath - Into the Void http://www.youtube.com/watch?v=S6CNRPXaiYA ... Oooh that riff is godly! Black Sabbath single handedly invented most of all metal genres in decennia to come, death-, trash-, doom metal. XD More doom: http://www.youtube.com/watch?v=akt3awj_Ah8&feature=related For me ...
- 21 May 2010, 10:32
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 132701
Re: Skirmish AI: E323AI 3.19.1
With the config i do not only mean wich units to build when. But also how big an attack group should be, how many scouts/raiders you want. On some maps you want to dynamically change the config parameters. Maybe even change them during the game based on enemy behavior. I know this is incredibly hard...
- 20 May 2010, 16:35
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 132701
Re: Skirmish AI: E323AI 3.19.1
just played a couple of games with this version too. Everything seems to work fine so far. It uses air, fighters guard the lab as intended. Raiders do what they do best. But still a lot of things in its behaviour that can be improved though. Scouts often miss opurtunity targets. Ie, a peewee passes ...
- 15 May 2010, 20:44
- Forum: XTA
- Topic: Thank you Raar and Braindamage and Deadnight Warrior
- Replies: 45
- Views: 9929
Re: Thank you Raar and Braindamage and Deadnight Warrior
something else wich just crossed my mind; the hitsphere of windmills. They are big, too big imo. When you have some next to your lab, selecting the lab becomes hard somtimes. What do you thinkof giving them a cubical hitsphere?
- 15 May 2010, 00:01
- Forum: XTA
- Topic: Thank you Raar and Braindamage and Deadnight Warrior
- Replies: 45
- Views: 9929
Re: Thank you Raar and Braindamage and Deadnight Warrior
i wasnt considering any balance changes in this post. There are some other threads fot that. Thought this was mainly about XTAs graphical stuff
- 14 May 2010, 22:07
- Forum: XTA
- Topic: Thank you Raar and Braindamage and Deadnight Warrior
- Replies: 45
- Views: 9929
Re: Thank you Raar and Braindamage and Deadnight Warrior
the explosions of those vertical rockets is too much imo. You cannot see the units in the cloud they produce. And since ppl tend to spam rocket hovers lately this can get quiet annoying. Same for flashes. If two players run at each other with >10 flashes it is hard to distinguish your own units from...
- 03 May 2010, 11:09
- Forum: XTA
- Topic: Least used units?
- Replies: 129
- Views: 13799
Re: Least used units?
ehm... making core arty fire twice as fast ... thats like a mobile buzzsaw (kinda)
- 03 May 2010, 01:55
- Forum: XTA
- Topic: Least used units?
- Replies: 129
- Views: 13799
Re: Least used units?
Core arty does have a better chance to survive against one or two raiding Kbots (pyro/warrior) then luger. At close range the core arty will hit most defenitly throwing the raider back to the base it came from. Luger cant do that, and will most likely die if you send two pyros/warriors at it.
- 01 May 2010, 15:06
- Forum: XTA
- Topic: Least used units?
- Replies: 129
- Views: 13799
Re: Least used units?
Core arty may be the least used unit, it also is the most awesome unit in Core's arsenal. i agree with ik there ;-) Dont you just love the sound of a Core Artry shooting, the plasma shot landing in a group of peewees throwing them all over the map :D It is pure epicness. Who cares it costs 2K metal....