Search found 1112 matches
- 16 Mar 2015, 06:45
- Forum: XTA
- Topic: What to do with vulcan?
- Replies: 12
- Views: 10092
Re: What to do with vulcan?
It already works as an area saturation weapon due to its lack of precision. I think the whole "race to build the expensive superweapon and win" is bad gameplay. It shouldn't outrange berthas. XTA vulcan is 35000 M (taking into account energy->metal conversion) 500000+ buildtime 9800 HP 780...
- 16 Mar 2015, 01:36
- Forum: Spring: 1944
- Topic: player feedback
- Replies: 9
- Views: 8500
Re: player feedback
there's some weird stuff on infantry stats : some have 140hp, others 110, others 65, for some reason. The cost does change slightly, though. It seems to depend on nationality, not role. and there are units that don't match their historic counterparts. The katyusha in s44 is an expensive high tier ar...
- 16 Mar 2015, 01:24
- Forum: XTA
- Topic: What to do with vulcan?
- Replies: 12
- Views: 10092
Re: What to do with vulcan?
remove it from the game
- 15 Mar 2015, 21:46
- Forum: Spring: 1944
- Topic: player feedback
- Replies: 9
- Views: 8500
player feedback
Hi. Here's some feedback about S44. I'm still relatively new to it, but here goes: --- good parts - WW2 look and feel - nice unit models - generally intuitive (mg kills infantry, big guns kill vehicles and buildings, ranges on infantry and vehicle guns generally make sense) - several factions with l...
- 14 Mar 2015, 17:42
- Forum: Off Topic Discussion
- Topic: WC in SC2
- Replies: 20
- Views: 6339
Re: WC in SC2
This was created by the users, not Blizzard. I think it looks a bit better (different certainly) with the new rendering engine and a better GUI, but I certainly get your point. The question is then though, what's the point of TA-like games here? ;) The TA-like games here tried to fix what was broke...
- 14 Mar 2015, 08:14
- Forum: Off Topic Discussion
- Topic: WC in SC2
- Replies: 20
- Views: 6339
Re: WC in SC2
there's something depressing about these conversions.
After many months (or years) of hard work, they end up with something that looks and plays EXACTLY like the old game they already have.
what's the point?
After many months (or years) of hard work, they end up with something that looks and plays EXACTLY like the old game they already have.
what's the point?
- 03 Mar 2015, 06:41
- Forum: Engine
- Topic: Overlay transition speed
- Replies: 8
- Views: 1514
Re: Overlay transition speed
Not sure if i understood you correctly, but LOS view changed in the spring 99 release candidates.
- 26 Feb 2015, 03:58
- Forum: Ingame Community
- Topic: DSD or big games discussion
- Replies: 54
- Views: 21232
Re: Whats happening with BA?
people flocking to the same overcrowded room instead of joining other rooms is something that i see happening in all spring games. maybe the room hosts could automatically make suggestions on game modes (how many players per team, or ffa) or other game rooms running in the same server. a human logs ...
- 20 Feb 2015, 05:59
- Forum: Off Topic Discussion
- Topic: About New Computer
- Replies: 41
- Views: 22911
Re: About New Computer
http://www.videocardbenchmark.net/
http://www.cpubenchmark.net/
http://www.videocardbenchmark.net/gpu.p ... 280&id=325
glancing at it makes the gpu price you listed seem too high
http://www.cpubenchmark.net/
http://www.videocardbenchmark.net/gpu.p ... 280&id=325
glancing at it makes the gpu price you listed seem too high
- 17 Feb 2015, 04:34
- Forum: The Cursed
- Topic: Latest "The Cursed" available here
- Replies: 213
- Views: 160738
Re: Latest "The Cursed" available here
Game looks pretty good.
Have you thought about setting auto-hosts for it on the official server?
Have you thought about setting auto-hosts for it on the official server?
- 14 Feb 2015, 03:17
- Forum: Art & Modelling
- Topic: Random WIP 2015+
- Replies: 129
- Views: 62478
Re: Random WIP 2015+
that looks good. Needs some smoke though.
- 12 Feb 2015, 03:47
- Forum: Engine
- Topic: new default camera: Spring camera
- Replies: 12
- Views: 3441
Re: new default camera: Spring camera
My preference is for no changes from the old default camera. The previous zoom worked well and I think rotation is a bit of a gimmick which is too dangerous to put in prominently in the UI (people can get disoriented easily). If I can set the old camera to be the default then I am happy. same here....
- 10 Feb 2015, 07:30
- Forum: Map Creation
- Topic: Overgrown Maps
- Replies: 27
- Views: 3582
Re: Overgrown Maps
This is not good, you are disabling grass for anyone running this map. You are never resetting the value on exit. would be best if you store the player's current settings are then restored them on widget exit. Even still having maps play with user settings is bad imo. According to JK's past stateme...
- 09 Feb 2015, 04:41
- Forum: Map Creation
- Topic: Overgrown Maps
- Replies: 27
- Views: 3582
Re: Overgrown Maps
Thanks. I tried that now and it didn't work, though, not even on the second attempt :/. [EDIT: maybe related to the "(needs ModUICtrl)" warning found here ] [EDIT2: wiki says the default is "true" and i have luaModUICtrl=1, so that's probably not why it didn't work] Using Spring....
- 09 Feb 2015, 03:37
- Forum: Map Creation
- Topic: Overgrown Maps
- Replies: 27
- Views: 3582
Re: Overgrown Maps
What i'd like is a way to remove them for all users. Or maybe only below buildings.
searched the wiki and found this.
http://springrts.com/wiki/Lua_SyncedCtrl#Grass
searched the wiki and found this.
http://springrts.com/wiki/Lua_SyncedCtrl#Grass
- 09 Feb 2015, 02:59
- Forum: Engine
- Topic: Engine Testing - 99.0-RC3
- Replies: 20
- Views: 4972
Re: Engine Testing - 99.0-RC3
Thanks for all the work. It seems to be working, but the camera changes are too disruptive. Using the mouse wheel to change zoom now also quickly scrolls in the direction of the mouse pointer (if it isn't centered on screen), and the camera rotates when mouse pointer is near the edges after a second...
- 08 Feb 2015, 22:43
- Forum: Map Creation
- Topic: Overgrown Maps
- Replies: 27
- Views: 3582
Re: Overgrown Maps
ah! grass can be removed? how?
- 08 Feb 2015, 21:16
- Forum: Map Creation
- Topic: Overgrown Maps
- Replies: 27
- Views: 3582
Re: Overgrown Maps
it could be interesting to have units or features be able to work as variable height "ground" for other units. currently buildings have a footprint, where cells can either be occupied or open. We could have a way to define the ground height for each cell, something like the yardMap attribu...
- 27 Jan 2015, 15:53
- Forum: General Discussion
- Topic: ZK lobby server split is a disaster?
- Replies: 125
- Views: 87008
Re: ZK lobby server split is a disaster?
I feel like some people think this is a disaster because Z-K has potential to become ever so popular and split makes the discovery of other spring games less possible. yep. And that was probably deliberate. personally some good came out of it, though. I stopped playing ZK and have been more focused...
- 26 Jan 2015, 01:59
- Forum: Engine
- Topic: @LockFreeLua
- Replies: 16
- Views: 3247
Re: @LockFreeLua
if you disable the locks for performance reasons, can it cause desyncs between players in the game?
if it's going to cause desyncs it's not worth it.
if it's going to cause desyncs it's not worth it.