Metropolis Spring - Page 4

Metropolis Spring

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R-TEAM
Posts: 177
Joined: 22 Jan 2009, 19:25

Re: Metropolis Spring

Post by R-TEAM »

Hi,

nice mod - totaly different to the others ;)
but -> please disable [or make optional] the "gogo-gogo-..."
spaming of the chat window ...
It makes chat and other messages hard readable ...

Regards
R-TEAM
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Anarchid
Posts: 1384
Joined: 30 Nov 2008, 04:31

Re: Metropolis Spring

Post by Anarchid »

please disable [or make optional] the "gogo-gogo-..."
Seems i forgot to disable another of them debug messages. :P
Which one it was?
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Metropolis Spring

Post by KDR_11k »

Just grep for Echo in your LuaRules folder...
Jasper1984
Posts: 196
Joined: 25 Jan 2008, 20:04

Re: Metropolis Spring

Post by Jasper1984 »

Oops posted a post in the wrong place!
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Metropolis Spring

Post by lurker »

You can delete your post if it's the last in the topic in most of the subforums.







Too late now. ;)
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Anarchid
Posts: 1384
Joined: 30 Nov 2008, 04:31

Re: Metropolis Spring

Post by Anarchid »

Boo of the dead.

Some stupid reality came messing with my plans, so unfortunately none of units donated by daan79 made it into the mod yet. Neither did the readme.

But just to show that even dead can danse - here is 0.15. It has the whole two advancements over 0.14 - ostwinds will now shoot down myko sticks, and units won't autotarget non-player buildings unless set for autoconquest.

Note that the version on darkstars.co.uk differs from the one on jobjol and is by all means utterly broken. If anyone knows how to delete the latter...
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