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by el_matarife
08 Dec 2006, 08:44
Forum: Game Releases
Topic: Balanced Annihilation v4.7 !!
Replies: 1266
Views: 104511

NOiZE wrote:Changelog so far:
changelog wrote:V4.2 --> 4.3
Targeting facilities cost 1/4 now, more facilities will enhance your accuracy of radar dots
That includes 1/4th building time and operating cost too right?
by el_matarife
06 Dec 2006, 22:22
Forum: Help & Bugs
Topic: About the FPS bug
Replies: 33
Views: 1337

I was suggesting that it was fixed in .71 but got broken after the .73 release. The "Fixed several FPS exploits" entry just indicated work got done around then, possibly making it when someone (I have no idea who) fixed that bug, or it may have even been a "collateral damage" fix...
by el_matarife
05 Dec 2006, 18:39
Forum: Help & Bugs
Topic: About the FPS bug
Replies: 33
Views: 1337

The original fix must have been put in SVN before 5/18/06 when Fizwizz reports is as fixed in Mantis #105. There were complaints about it up until 3/27/06 which means that it was probably broken in .70 betas 1-3. My guess is the fix was released in .71b1 since the changelog says "Fixed several ...
by el_matarife
04 Dec 2006, 20:26
Forum: Game Releases
Topic: Balanced Annihilation v4.7 !!
Replies: 1266
Views: 104511

I guess you could just cut the build costs, operating costs, and build time to a quarter then note in the description "build more for more accuracy". A Spring fix for allowing mod-defined parameters would be great, but it will probably be at least a month before .75, since if they do a .74...
by el_matarife
04 Dec 2006, 12:02
Forum: Game Releases
Topic: Balanced Annihilation v4.7 !!
Replies: 1266
Views: 104511

Wow those are amazing screenshots. I had no idea more than one targeting facility improved accuracy. One question though, will it look like that for everyone who is on your team?
by el_matarife
03 Dec 2006, 01:07
Forum: Game Releases
Topic: Balanced Annihilation v4.7 !!
Replies: 1266
Views: 104511

I've never understood why the cloaked fusion needs to be another building anyway. Why not make the Arm fusion able to cloak on just the regular one, and give Core some sort of either HP boost or maybe cost reduction to balance it? That's the way the advanced fusions are, with cloak being an optional...
by el_matarife
02 Dec 2006, 07:29
Forum: General Discussion
Topic: Sync errors
Replies: 117
Views: 7717

If desync replays will help, I can get a bunch of .74 and/or .73 replays emailed or FTPd somewhere. Can you setup or designate some sort of central clearinghouse for these? One of the most worrying trends is that they seem to "break" almost half the players in a game when they occur now, n...
by el_matarife
21 Nov 2006, 19:10
Forum: General Discussion
Topic: Guard and reclaiming
Replies: 11
Views: 644

If a mod allows multiple construction units to reclaim one thing, the guard command should take that into account and assist reclaims just like it does everything else. The mex upgrader AI would work a lot better if the constructors guarding your main level 2 constructor would help the reclaim. It'd...
by el_matarife
23 Oct 2006, 01:18
Forum: General Discussion
Topic: Important: do not fight (under)water battles with 0.73b1
Replies: 15
Views: 1132

This means all units with sonar might break it right? So no radar/sonar planes, amphib kbots like Gimps with sonar, depth charge launchers, etc?
by el_matarife
22 Oct 2006, 19:48
Forum: Help & Bugs
Topic: High ping times :(
Replies: 19
Views: 2631

I just bumped this thread and the Mantis entry because this bug is still occuring. I just had a game fall victim to it yesterday. The steps to repeat it are simple, just drag out a large build queue. Suddenly, every player will report as sending no sync response, the units in game will not take orde...
by el_matarife
19 Oct 2006, 16:44
Forum: Game Releases
Topic: Absolute Annihilation 2.23
Replies: 1326
Views: 104765

Yeah, they take FOREVER to hit. It's gotta be at least 10 seconds.
by el_matarife
17 Oct 2006, 20:38
Forum: Game Releases
Topic: Absolute Annihilation 2.23
Replies: 1326
Views: 104765

Get all the work besides this done, then add this change in dead last. If it sucks, you can go back to the point right before you changed right?

Edit: and yeah, its not that big of a deal. It can always wait for the next patch.
by el_matarife
17 Oct 2006, 20:12
Forum: Game Releases
Topic: Absolute Annihilation 2.23
Replies: 1326
Views: 104765

Well, you might as well release a test beta with that change. Getting people to test it is the only way to tell if it'll actually work. It wouldn't be fair to make everyone who downloads 2.22 test it.
by el_matarife
17 Oct 2006, 20:08
Forum: Map Creation
Topic: Ok at what point do we mappers draw the line?
Replies: 75
Views: 4788

Rather than categorize all the maps on Unknownfiles, why not just implement a tag system for maps? Make tags for type of map like: metal, water, ice; tags for mods the map is good for: AA, Final Frontier, etc; Tags for suggested number of players, etc. Set up 4 or 5 categories of tags, each with spe...
by el_matarife
17 Oct 2006, 17:25
Forum: Game Releases
Topic: Absolute Annihilation 2.23
Replies: 1326
Views: 104765

That crawling bomb fix applies to the Skuttle too right? Also, that idea about the Dragon's Teeth and fort walls is pretty sweet, would that mean units could target them too? Right now besides crawling bombs / AOE units / tac or regular nukes, the only way to really deal with fort walls is to recali...
by el_matarife
11 Oct 2006, 11:30
Forum: Map Releases
Topic: ..:: MoonQ10 & 20 Re-Release ::..
Replies: 7
Views: 595

There's a version of DeltaSiege unpacked on Unknown Files. Unfortunately, Rev and Duo are broken. It can't find DeltaSiege.SMT, so half the map is pink with no texture, plus bizarre graphical artifacts elsewhere.
by el_matarife
10 Oct 2006, 06:02
Forum: Game Releases
Topic: Absolute Annihilation 2.23
Replies: 1326
Views: 104765

Torpedo bombers no longer have sonar to see subs and underwater units, plus because of how long the range is on their torpedoes, they tend to drop on land a LOT. I know that behavior is a Spring bug, but is there some way you can muck around with them to make it so their torpedo only has a short ran...
by el_matarife
08 Oct 2006, 00:33
Forum: Help & Bugs
Topic: Spring Trying to Connect to Incorrect Address
Replies: 3
Views: 198

Whoa, this was happening to some other players, but I just assumed it was a problem on their ISP's end.
by el_matarife
06 Oct 2006, 05:08
Forum: Game Releases
Topic: Absolute Annihilation 2.23
Replies: 1326
Views: 104765

Did you check on torpedo launchers vs subs and other underwater stuff? I'd swear there's not sonar on those.
by el_matarife
05 Oct 2006, 23:15
Forum: Game Releases
Topic: Absolute Annihilation 2.23
Replies: 1326
Views: 104765

Do Urchin torpedo launchers have sonar? I played a Shore 2 Shore game last night to mess around with the naval balance and discovered they didn't seem to shoot at my subs. I had T1 subs parked right next to them killing a lot and they didn't fire back unless there was a sonar or sonar plane around.

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