There was a bug in the previous version that made certain units impossible to kill, which has prompted us to release an update to fix this. The new version also contains a very simple singleplayer mode, where units will spawn at a random position and attack the player. What units will appear can be configured in the file spawn.txt. The changelog can be found here for those interested.
If you already have installed the old version, you only need to download the small core files download and install it on top of your old installation, since no content has changed in this version.
You will need to update to the latest version to be able to connect to the multiplayer server.
New version, 0.50b2
FileUniverse mirroring done.
Core Installer - http://www.fileuniverse.com/?page=showitem&ID=674
Regular Installer - http://www.fileuniverse.com/?page=showitem&ID=672
Small Installer - http://www.fileuniverse.com/?page=showitem&ID=675
Source - http://www.fileuniverse.com/?page=showitem&ID=676
Core Installer - http://www.fileuniverse.com/?page=showitem&ID=674
Regular Installer - http://www.fileuniverse.com/?page=showitem&ID=672
Small Installer - http://www.fileuniverse.com/?page=showitem&ID=675
Source - http://www.fileuniverse.com/?page=showitem&ID=676
- Mars Keeper
- Posts: 240
- Joined: 25 Jan 2005, 21:00
Thanks + Link
Thanks for the basic AI - brilliant to have something to mess around with. I gotta say I love the High Trajectory (HT) option too - please don't retract this. Try some plasma cannons inside your start point on Core Prime Industrial Area - this is how artillery should look =) Seriously I've been missing the option to go HT ever since I started playing OTA all those years ago. One of the nice things is that your enemy doesn't get to see the first shot arrive until there are several in the air already. Neither does he get a very good indication of the direction the shot came from (assuming it's reasonably close by).
Anyway, I digress - just in case there are other people wanting the AI link:
http://www.fileuniverse.com/?page=listing&ID=104
However if you edit the "spawn.txt" file yourself, you can see that it's not rocket science! The main point is that there are now baddies who come and find you =) Thanks guys for implementing this.
Cheers
Munch
PS where can I find map4 - so many of the test scripts rely on it and I don't have it? (I know I know so many topics in one post)
Anyway, I digress - just in case there are other people wanting the AI link:
http://www.fileuniverse.com/?page=listing&ID=104
However if you edit the "spawn.txt" file yourself, you can see that it's not rocket science! The main point is that there are now baddies who come and find you =) Thanks guys for implementing this.
Cheers
Munch
PS where can I find map4 - so many of the test scripts rely on it and I don't have it? (I know I know so many topics in one post)
-
- Posts: 578
- Joined: 19 Aug 2004, 17:38
I changed that spawn file to spawn A LOT of Fleas... Even using the Final Frontier fleet, I was barely able to contain those... like..... three thousand fleas... and then I did an awful thing... I changed the script to spawn KROGOTHS............. My comp got bogged down before the two Krog hordes that started further away (tested on Comet Catcher) reached my base... But the battle of the Frontier Fleet against the 700+ Krogs was probably the most destructive (and slow) battle that I've ever seen.