Search found 3544 matches
- 22 Jul 2012, 15:17
- Forum: Help & Bugs
- Topic: BA - frequent crashing on multiplayer games
- Replies: 23
- Views: 2170
Re: BA - frequent crashing on multiplayer games
Aren't bots for ZK and NOTA still extremely weak? There are 'working' bots for BA to if you want opponents that can't do much more than spam random-ish units at you.
- 21 Jul 2012, 12:55
- Forum: Help & Bugs
- Topic: BA - frequent crashing on multiplayer games
- Replies: 23
- Views: 2170
Re: BA - frequent crashing on multiplayer games
OH, and zwzsg is right - there are (afaik) no working skirmish AIs at the moment. Most spring is played online as a team game. Play without bots, humans are better :)
- 21 Jul 2012, 12:39
- Forum: Help & Bugs
- Topic: BA - frequent crashing on multiplayer games
- Replies: 23
- Views: 2170
Re: BA - frequent crashing on multiplayer games
two ideas for you: 1) Log into the online server using spring lobby (or zk lobby or tas client), find an autohost (or host your own battle) and use that as your server. 2) If you want to fix the crash then we need some more information before we know what your problem is. What is your graphics card?...
- 21 Jul 2012, 12:34
- Forum: Engine
- Topic: I'm a little tired of this blatant disregard for others
- Replies: 49
- Views: 3541
Re: I'm a little tired of this blatant disregard for others
In partial defence, the times I have needed to ask a question to someone from the ZK team i've used #zk and I've always got a reply.
- 20 Jul 2012, 09:42
- Forum: SpringLobby Client
- Topic: (springlobby) unable to join game due to 88/89 spring
- Replies: 22
- Views: 6545
Re: (springlobby) unable to join game due to 88/89 spring
I had this problem too - I didn't properly figure it out but I think it was something to do with the installer not overwriting my old unitsync.dll. In the end I just delete all sl/engine files and did a clean portable install; that worked.
- 20 Jul 2012, 00:11
- Forum: Balanced Annihilation
- Topic: question regarding current development status
- Replies: 25
- Views: 4604
Re: question regarding current development status
Status of BAR is work in progress and it's at least a few months away ;) You might like to check out http://imolarpg.dyndns.org/trac/balatest/wiki/ToDoList for a list of what's happening. For the record, it doesn't take a huge amout of 'skills' to help develop spring content like BAR. All it really ...
- 17 Jul 2012, 11:12
- Forum: Ingame Community
- Topic: Elo ranking for BA 1v1 competitive play
- Replies: 61
- Views: 20611
Re: Elo ranking for BA 1v1 competitive play
I'm sure people would welcome an automated ELO-based system for 1v1s. It would be even less accurate but I think even more people would welcome an automated ELO based system for games of 5v5+. Such a system would take a long time to calibrate and would not be a very accurate indication of a players ...
- 16 Jul 2012, 12:30
- Forum: Engine
- Topic: Multiple version support for Spring 90
- Replies: 13
- Views: 1719
Re: Multiple version support for Spring 90
I have had reports by SL users that it is hard to use multiple engine versions with SL. It may technically be a feature of SL (I don't know) but it definitely is not easy to use. Yes, it's not easy to use. Afaik the trick to making it work is to install both versions of spring/sl with 'portable' en...
- 15 Jul 2012, 11:45
- Forum: Balanced Annihilation
- Topic: BA relevant info about Spring 89
- Replies: 28
- Views: 7841
Re: BA relevant info about Spring 89
I dislike the targetting lock - I think it makes it harder to micromanage multiple units at once.
Btw, does the targetting lock undo if the unit neomg targetted is killed?
Btw, does the targetting lock undo if the unit neomg targetted is killed?
- 15 Jul 2012, 11:41
- Forum: Engine
- Topic: Multiple version support for Spring 90
- Replies: 13
- Views: 1719
Re: Multiple version support for Spring 90
Springlobby effectively does support this. You can choose the path used for datadir, spring.exe and unitsync. So I have two version installed - the newest one for online play and an older one for dev-ing, and I switch between as necessary.
I don't know about other lobbies though.
I don't know about other lobbies though.
- 07 May 2012, 15:12
- Forum: SPADS AutoHost
- Topic: SPADS voting system
- Replies: 22
- Views: 3116
Re: SPADS AutoHost beta release
Just a small bugfix/feature request... When there are 10+ players or so involved in a vote (e.g. kick, spec, etc) SPADS often counts a vote which might end 5-0 as undecided, and then it all has to be redone and lots of waiting ensues. I don't know what the current formulas are for whether a vote pas...
- 29 Apr 2012, 09:51
- Forum: Balanced Annihilation
- Topic: Balance considerations
- Replies: 58
- Views: 8341
- 28 Apr 2012, 23:41
- Forum: Balanced Annihilation
- Topic: Balance considerations
- Replies: 58
- Views: 8341
Re: Balance considerations
sorry alba
- 28 Apr 2012, 23:02
- Forum: Balanced Annihilation
- Topic: Balance considerations
- Replies: 58
- Views: 8341
Re: Balance considerations
Klap, your first post about dsd: Righht.... So the problem you want to fix is teching on DSD. Let me guess. DSD with a lot of players... perhaps 8 or more per team? (etc etc) and your other post about dsd: Righht.... So the problem you want to fix is teching on DSD. I was not trying to 'fix a proble...
- 28 Apr 2012, 18:08
- Forum: Balanced Annihilation
- Topic: Balance considerations
- Replies: 58
- Views: 8341
Re: Balance considerations
Except that... johannes talked about dsd before my post (which was actually the post i was responding to). So klap... you were replying to a post Johannes made, after he had made 3 more posts since. Your post contained a huge quote from mine with a reply relevent to what I said. Your post made no r...
- 28 Apr 2012, 17:47
- Forum: Balanced Annihilation
- Topic: Balance considerations
- Replies: 58
- Views: 8341
Re: Balance considerations
Yep . Or also, lots of people make t1 for a while and then self d their com later on when they want to tech.So people now really self-d comms in 6v6 and actually think it's good?
- 27 Apr 2012, 21:22
- Forum: Balanced Annihilation
- Topic: Balance considerations
- Replies: 58
- Views: 8341
Re: Balance considerations
Not at all - 8v8 dsd is rare now. Perhaps you haven't played recently enough to see this. Much more common is 6v6 games on a variety of maps, usually with 1 (sometimes 2) people choosing to tech. My suggestion is aimed at 6v6+ or thereabouts, on all maps. If you measure if in terms of people playing...
- 27 Apr 2012, 21:13
- Forum: Balanced Annihilation
- Topic: Balance considerations
- Replies: 58
- Views: 8341
Re: Balance considerations
Behe said the references to dsd 8v8 were out of touch. The only person bringing 8v8dsd into the discussion was you, klap.
- 27 Apr 2012, 14:14
- Forum: Balanced Annihilation
- Topic: Balance considerations
- Replies: 58
- Views: 8341
Re: Balance considerations
Hi Klap. Johannes was however. If you didn't think I was talking to you, I probably wasn't talking to you. Your post was mostly a quote from one of my posts, which was the post immediately before it, and neither post mentioned Johannes anywhere. If you didn't mean to talk to me, you should probably ...
- 26 Apr 2012, 17:39
- Forum: Balanced Annihilation
- Topic: Balance considerations
- Replies: 58
- Views: 8341
Re: Balance considerations
I had said:Well, outside of 8v8+ dsd 2.5k comm metal is no problem.
I was not trying to 'fix a problem' and did not mention any specific map.