Search found 149 matches
- 03 Apr 2010, 12:03
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 132658
Re: Skirmish AI: E323AI 3.19.0
but is it more stable then the previous versien, or in other words, should i dl this version?
- 02 Apr 2010, 22:00
- Forum: XTA
- Topic: Xta unit stats and balance tweaks (input for next version)
- Replies: 195
- Views: 30672
Re: What's wrong with XTA? (input for next version)
D-guns stays, not even worth discussing on the XTA forum. And comblast should kill any commander regardless of its level. Im always in for new ideas, even a game w/o D-gun. But that would just not beXTA. Make a new thread in wich you describe a new A-mod w/o D-gun, redefined role for Can, Krogoth etc.
- 31 Mar 2010, 11:43
- Forum: XTA
- Topic: Xta unit stats and balance tweaks (input for next version)
- Replies: 195
- Views: 30672
Re: What's wrong with XTA? (input for next version)
+1 to the "The Can" buff. They are seldom worth their metal. Small dmg buff should be sufficient.
- 30 Mar 2010, 19:30
- Forum: XTA
- Topic: Xta unit stats and balance tweaks (input for next version)
- Replies: 195
- Views: 30672
Re: What's wrong with XTA? (input for next version)
lineblock micro ftw :D
- 30 Mar 2010, 18:35
- Forum: XTA
- Topic: Xta unit stats and balance tweaks (input for next version)
- Replies: 195
- Views: 30672
Re: What's wrong with XTA? (input for next version)
In general i never found all the redundant information confusing or unintuitive. On the other hand i agree with you ont the default 'C' and 'B' behaviour in spring reclaim and repair are the same though :) Some of your other point are valid too. For me, at the time i started playing spring the ui wa...
- 30 Mar 2010, 17:43
- Forum: XTA
- Topic: Xta unit stats and balance tweaks (input for next version)
- Replies: 195
- Views: 30672
Re: What's wrong with XTA? (input for next version)
I would agree with you if the interface really was unintuitive. Never had any troubles getting used to the interface coming to spring with an OTA background. Most XTA's models do justice to their functionality. Fido being the only exception. Things that bother me in the ui are not related to the gam...
- 30 Mar 2010, 16:03
- Forum: XTA
- Topic: Xta unit stats and balance tweaks (input for next version)
- Replies: 195
- Views: 30672
Re: What's wrong with XTA? (input for next version)
No offense meant to any mapmaker. Only a critical note for ppl who discus modbalance
- 30 Mar 2010, 10:53
- Forum: XTA
- Topic: Xta Effects
- Replies: 32
- Views: 4361
Re: Xta Effects
request 2: if u capture an enemy unit red lil hearths will raise into the sky, so we will get more super hot girls for xta :mrgreen: http://zwzsg.hosted.luckz.de/img/spring/Kernel%20Panic%20-%20Direct%20Memory%20Access%200.5e%20-%20Pony%20Love.jpg Play moar KP! My litle pony RTS? Maybe add some gum...
- 30 Mar 2010, 10:42
- Forum: XTA
- Topic: Xta unit stats and balance tweaks (input for next version)
- Replies: 195
- Views: 30672
Re: What's wrong with XTA? (input for next version)
I have mentioned this before but i wil do it again because im notsure all ppl realise how important maps are in the balance/gameplay of a mod. If you find the tactics and buildorders lack variety then look for mas where you can deploy multiple strategys. And tbh, XTA gets so little playtime that it ...
- 29 Mar 2010, 11:04
- Forum: XTA
- Topic: Report New animation bugs
- Replies: 21
- Views: 5648
Re: Report New animation bugs
I know nothing about modelling and scripting model movement so maybe this is unrealistic. The question, is it posible to use variables in the movement scripts of a model? so you can animate it accordingly to its speed?
- 29 Mar 2010, 10:32
- Forum: XTA
- Topic: Xta unit stats and balance tweaks (input for next version)
- Replies: 195
- Views: 30672
Re: What's wrong with XTA? (input for next version)
Hi raaar, nice to see new ppl thinking along with the mod. However, i disagree with some of this. - disable com dgunning com and living (imo it's one of the reasons players dislike this mod) This issue comes up in every XTA thread sooner or later, so i think we agreed on fixing this. - construction ...
- 14 Mar 2010, 21:23
- Forum: XTA
- Topic: Current Progress on Blade UI for XTA
- Replies: 56
- Views: 5005
Re: Current Progress on Blade UI for XTA
keep up the work. If there is anything to test ill send send you some feedback.
And whats wrong with another ui? things can be improved always.
And whats wrong with another ui? things can be improved always.
- 10 Mar 2010, 22:23
- Forum: XTA
- Topic: Xta Effects
- Replies: 32
- Views: 4361
Re: Xta Effects
isnt that a bit too big? kindof an overkill imo. About the other explaosion in xta, a too much for my taste as well. Especially flashes. The mod could do with a bit less flashy effects it would make big battles a bit clearer, but thats just me i guess.
- 07 Mar 2010, 20:01
- Forum: XTA
- Topic: D-gun issues
- Replies: 47
- Views: 8626
Re: D-gun issues
Rassemblement Pluraliste Gesvois, everyone knows that, tss
- 07 Mar 2010, 10:04
- Forum: XTA
- Topic: D-gun issues
- Replies: 47
- Views: 8626
Re: D-gun issues
Id like to see/hear a statememt of most regular players on if D-gunning and surviving is accaptable, and if it should be implemented in XTAs gameplay permanently.
Imo, it shouldnt. Players shouldnt apply this tactic, but since the game allows it, it is hard to forbid.
Imo, it shouldnt. Players shouldnt apply this tactic, but since the game allows it, it is hard to forbid.
- 04 Mar 2010, 08:46
- Forum: XTA
- Topic: XTA keybinds [IMPORTANT PLEASE RESPOND]
- Replies: 30
- Views: 4161
Re: XTA keybinds [IMPORTANT PLEASE RESPOND]
F4 is mex view. Is this like "fuck with the 2 buttons that pint does 90% of his macro with" week or what? :P edit: how bout space bar? nooo XD lol I use the spacebar to put focus on the last mesage (f3) just like starcraft and other rtsses. Do you really want stats hotkeyed? I'd sugest o,...
- 03 Mar 2010, 09:41
- Forum: XTA
- Topic: XTA keybinds [IMPORTANT PLEASE RESPOND]
- Replies: 30
- Views: 4161
Re: XTA keybinds [IMPORTANT PLEASE RESPOND]
You have my blessings, go in peace now :)Tribulex wrote:erg......
okay well i will just make an option to enable keyboard interface to ui functions. Forget about keybind editor.
Can I at least have assurance that people use the number keys for groups only?
- 01 Mar 2010, 22:16
- Forum: XTA
- Topic: XTA keybinds [IMPORTANT PLEASE RESPOND]
- Replies: 30
- Views: 4161
Re: XTA keybinds [IMPORTANT PLEASE RESPOND]
I use them a lot. Allmost every structure is bind to a key(s). I allso use some selection keys. 'z' gives me shortranged/raider units 'x' gives me undamaged longrange units (>75% health) ctrl + z all units of the same type ctrl + shift + 'z' all units of the same type on screen ctrl + a all damaged ...
- 15 Feb 2010, 10:49
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 132658
Re: Skirmish AI: E323AI 3.17.0
The ota basicly makes a bunch of units at throws them at you, no tactics whatsoever :S That doesnt take too much CPU time. Even the Dune2 AI could do that (well, iin dune2 attacks didnt grow as the game progressed ) If you compare that to all the stuff this AI calculates :)
- 05 Feb 2010, 11:30
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 132658
Re: Skirmish AI: E323AI v3.16.0 - High Templar
I was playing versus RAI an E323AI, I just wanted them to team up, so I could kick ass both of them ^^ About version 3.16: the commander just stands there, it says "dead team", and it was a very boring game :P ..And I work on vista I had the same. I solved it by replacing the configs with...