Plesiosaur & Zulu

Plesiosaur & Zulu

Hearken back to the days of yore and enjoy the first major Spring module!

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ShineSmith
Posts: 59
Joined: 25 Jul 2010, 20:23

Plesiosaur & Zulu

Post by ShineSmith »

Plesiosaur & Zulu:
Can we have these units tog-able by the "other" mod options section, similar to xta expansion pack and xtAIDS pack please.

These units tend to be spammed by the AI's, and whilst they offer a juicy XP bonus to the coms dgun; they are very annoying in game when AI has them [blocking paths, etc]. My friends and I find ourselves fliddaling around the unit restriction section every match. :(

Do others feel the same?
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Plesiosaur & Zulu

Post by smoth »

or you could make a mutator.. just saying it is probably 10 minutes of work.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Plesiosaur & Zulu

Post by knorke »

ShineSmith wrote:My friends and I find ourselves fliddaling around the unit restriction section every match. :(
More a problem with the lobbies, save/load for banned units would be nice.
http://projects.springlobby.info/issues/1623

Plesiosaur & Zulu are the landboats?
Imo unlike the lolzy xtaaids units they fit into the game and so a modoption to disable them just because AIs fail is not a good solution.
Next one would need a "no heavy fusion" modoption because some AI stalls trying to build them etc.

So if somebody wants to make this as a modoption I would suggest calling it "banned units" and make it so that it accepts a string in the form of "arm_zeus, core_heavy_fusion, arm_air_factory"
That would also work with c&p and thus you would have save & load ;)
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Jools
XTA Developer
Posts: 2816
Joined: 23 Feb 2009, 16:29

Re: Plesiosaur & Zulu

Post by Jools »

Can't you already disable single units?
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Plesiosaur & Zulu

Post by AF »

You could always expand Shards taskqueues to support XTA better. Shard could do XTA, but it has no idea what to build at the moment
ShineSmith
Posts: 59
Joined: 25 Jul 2010, 20:23

Re: Plesiosaur & Zulu

Post by ShineSmith »

smoth wrote:or you could make a mutator.. just saying it is probably 10 minutes of work.
yeah man fair point
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Plesiosaur & Zulu

Post by knorke »

More a problem with the lobbies, save/load for banned units would be nice.
...and of course that already exists ;)
Never noticed myself, but in springlobby you can save multiple preses. The buttons are under the map/modoptions and it saves unit limitations as well.
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