Customizable commanders: implemented - Page 2

Customizable commanders: implemented

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

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Google_Frog
Moderator
Posts: 2447
Joined: 12 Oct 2007, 09:24

Re: Customizable commanders: implemented

Post by Google_Frog »

Forb that is the wrong version of the game. You need to use a Springie.
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Forboding Angel
Evolution RTS Developer
Posts: 14636
Joined: 17 Nov 2005, 02:43

Re: Customizable commanders: implemented

Post by Forboding Angel »

It is? Well fuck. That was me loading up the latest zk sauce a day or so back. So I assume I need to grab it via rapid and do it via zklobby on an automagical host?
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Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

Re: Customizable commanders: implemented

Post by Licho »

Yes you need automagical host, host makes sure nobody cheats their commander/unlocks..
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luckywaldo7
Posts: 1397
Joined: 17 Sep 2008, 04:36

Re: Customizable commanders: implemented

Post by luckywaldo7 »

Also you can pm springie something like "!spawn mod=zk:stable" and it will open up an autohost for you, if you don't want to start up zklobby.
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