Search found 1181 matches
- 28 May 2011, 11:57
- Forum: Lobby Clients & Server
- Topic: Setting mod options in TasClient
- Replies: 3
- Views: 1372
Re: Setting mod options in TasClient
Nothing to change the actual mod options in there (ie coop mode)
- 26 May 2011, 23:56
- Forum: Lobby Clients & Server
- Topic: Setting mod options in TasClient
- Replies: 3
- Views: 1372
Setting mod options in TasClient
Where is this hidden now...
- 26 May 2011, 11:28
- Forum: Balanced Annihilation
- Topic: 7.4X Balance Change Reasoning
- Replies: 141
- Views: 19359
Re: 7.4X Balance Change Reasoning
Should be able to find out the threshold where sending too many commands actually affects the performance of a game (scaled to # of players even maybe) and log a message to console "WARNING: Beherith has sent 1200 commands in the last 6 seconds, this may affect game performance" then the h...
- 26 May 2011, 10:27
- Forum: Balanced Annihilation
- Topic: 7.4X Balance Change Reasoning
- Replies: 141
- Views: 19359
Re: 7.4X Balance Change Reasoning
It becomes expected after the first time it happens just like a million other things in BA, dealing with these things is part of an adaptive process called 'learning how to play a game'.dansan wrote:lack of E makes your mex stop -> unexpected, hinders building up E-producers -> noob-trap
- 26 May 2011, 10:00
- Forum: Balanced Annihilation
- Topic: 7.4X Balance Change Reasoning
- Replies: 141
- Views: 19359
Re: 7.4X Balance Change Reasoning
Would have been nice to know that in advanceNixa wrote:FYI all BA devs have the power to revert any changes they wanted before this release.
- 25 May 2011, 19:34
- Forum: Balanced Annihilation
- Topic: Experience stats from 250+ replays
- Replies: 67
- Views: 14598
Re: Experience stats from 250+ replays
I suppose Commando doesn't get the damage from its minelaying attributed to it (or it fails a lot, probably both!)
- 25 May 2011, 10:02
- Forum: Lua Scripts
- Topic: [Gadget Request] Randomized Explosion sounds
- Replies: 20
- Views: 3119
Re: [Gadget Request] Randomized Explosion sounds
If you want to add even more randomness to your explosion sounds you could also look into http://springrts.com/phpbb/viewtopic.php?f=52&t=20685
- 25 May 2011, 00:20
- Forum: Balanced Annihilation
- Topic: Balanced Annihilation 7.42
- Replies: 143
- Views: 20514
Re: Balanced Annihilation 7.42
Unless there's going to be a lobby feature for dynamic mod naming on options i'd much prefer BA chickens to be a seperate mutator so it's clear in the lobby what's being hosted.smoth wrote:Maybe I can integrate it for them regret :)
- 24 May 2011, 23:06
- Forum: Feature Requests
- Topic: luafy the aim/targeting/priorty code please?
- Replies: 13
- Views: 2293
Re: luafy the aim/targeting/priorty code please?
Is there going to be a way to get hold of the list of targets the unit is considering cause 'AllowWeaponTarget' doesn't seem to allow you to implement BadTargetCategory if you don't know what else the unit would target if you declined the check... (See: http://springrts.com/phpbb/viewtopic.php?f=21&...
- 24 May 2011, 01:18
- Forum: Balanced Annihilation
- Topic: Balanced Annihilation 7.42
- Replies: 143
- Views: 20514
Re: Balanced Annihilation 7.42
For the record as I was credited on this release, I'm not happy with every change here, specifically: - Removed arm EMP bomber I disagree with removing any units, if EMP bomber was OP it should have been refactored somehow. - All fighter HP reduced to 50 (1-hit killed by all antiair) I think AA shou...
- 05 Apr 2011, 22:32
- Forum: Balanced Annihilation
- Topic: BA model replacements
- Replies: 1290
- Views: 221857
Re: BA model replacements
If anyone was wondering what I was thinking on why some of the T3 mechs weapons look different, its to reflect the 'Experimental' part of the factory and make them a little different from t1 and t2 effects where possible; if the new team wants to standardise them I'd consider it a shame myself. Ther...
- 29 Mar 2011, 22:34
- Forum: Balanced Annihilation
- Topic: Balanced Annihilation 7.31
- Replies: 222
- Views: 33176
Re: Balanced Annihilation 7.31
Congrats on the release Beherith, I've moved house and only just got the internet back but incase anyone had any doubts yes it's legitimate and I'm passing on the torch of BA. I had been meaning to for months but was looking for the right person to take ownership, thanks to Beherith for stepping up ...
- 16 Feb 2011, 18:31
- Forum: Balanced Annihilation
- Topic: Balanced Annihilation V7.20
- Replies: 78
- Views: 26768
Re: Balanced Annihilation V7.20
Btw I've been real busy the last week or two but have a release with sub fixes and stuff (nothing major really) just testing and crap and will try and publish at some point in the next few days!
- 23 Jan 2011, 12:02
- Forum: Star Wars: Imperial Winter
- Topic: Imperial Winter - where things stand, and how you can help.
- Replies: 380
- Views: 151807
Re: Imperial Winter - where things stand, and how you can help.
I fixed the double squad spawning thing and added a kind of fade in effect to the dropship graphics (forgot to make it blue this commit oops).
- 22 Jan 2011, 14:21
- Forum: Game Development
- Topic: The taint of *A
- Replies: 117
- Views: 14800
Re: The taint of *A
I like the art style of BA and am not so lacking in imagination that boxy models spoil a game for me, primarily the gameplay is important. I don't see why there's a requirement for BA to look as real as possible at all and I don't see it as a failure of BA or lazyness that it doesn't. It succeeds in...
- 20 Jan 2011, 16:42
- Forum: Star Wars: Imperial Winter
- Topic: Imperial Winter - where things stand, and how you can help.
- Replies: 380
- Views: 151807
Re: Imperial Winter - where things stand, and how you can help.
I am getting odd lag(masssive fps drops) but it seems to happen periodically. The custom flag capturing command causes massive lag for me when commanding groups of units and they get near a flag. I am writing a patch which scraps most of the existing underlying flag capturing code (preserving the s...
- 18 Jan 2011, 02:21
- Forum: Star Wars: Imperial Winter
- Topic: Imperial Winter - where things stand, and how you can help.
- Replies: 380
- Views: 151807
Re: Imperial Winter - where things stand, and how you can help.
Updated again fixed C.R.A.I.G.!
Currently only works well on maps it has waypoints lists for, todo: adding something to auto generate them for maps that don't have them.
Currently only works well on maps it has waypoints lists for, todo: adding something to auto generate them for maps that don't have them.
- 17 Jan 2011, 00:57
- Forum: Star Wars: Imperial Winter
- Topic: Imperial Winter - where things stand, and how you can help.
- Replies: 380
- Views: 151807
Re: Imperial Winter - where things stand, and how you can help.
I just added some examples I'd previously made with dropships for Imperial Solar, E-Storage and Barracks based on the old gadget by KDR, these may need further work and maybe the gadget improving - definite potential I think though. Also added a dropship effect to the imperial commander at gamestart...
- 16 Jan 2011, 21:05
- Forum: Lua Scripts
- Topic: set max_speed seems broken using the group move widget....
- Replies: 14
- Views: 1707
Re: set max_speed seems broken using the group move widget....
I ran into this problem with a synced move order IW was giving its Royal Guards. I'm certain that CMD.MOVE issued by Lua used to do the appropriate issuing of CMD.SET_WANTED_MAX_SPEED but now it doesn't and the solution looks something like: GUARD_SPEED = UnitDefs[GUARD_DEF_ID].speed/30 ... Spring.G...
- 16 Jan 2011, 20:36
- Forum: Star Wars: Imperial Winter
- Topic: Imperial Winter - where things stand, and how you can help.
- Replies: 380
- Views: 151807
Re: Imperial Winter - where things stand, and how you can help.
Just committed a fix for broken Imperial Royal Guards :)