Eternal Struggle 0.53
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@ smoth: thanks for your interest. I will finish 0.5 and maby 0.6 for spring. but i plan to switch to Supcom after i learn the LUA-stuff.
@bwansey that issue is solved in the 0.42, but i want first to finish the whole changes of balancing and include the new shiptypes before releasing. I hope its not to imba atm. In fact, i always thought that the Attack frigate is stronger for that task, compared to the price.
@bwansey that issue is solved in the 0.42, but i want first to finish the whole changes of balancing and include the new shiptypes before releasing. I hope its not to imba atm. In fact, i always thought that the Attack frigate is stronger for that task, compared to the price.
Re: Eternal Struggle 0.5
update
it would be cool if Trademark could add the new version to the modinfo site.
it would be cool if Trademark could add the new version to the modinfo site.
Re: Eternal Struggle 0.5
omigawd.
LordMatt: add as an installer option perhaps?
LordMatt: add as an installer option perhaps?
Re: Eternal Struggle 0.5
that would be a great honor fo rme, but i fear that the mod lacks the cool and nice explosions and ceg effects like MAD FF.
Re: Eternal Struggle 0.5
Great to see this, LordMuffe! Sorry i couldnt keep developing that balance version- i hit a bunch of obstacles that just made it impossible to keep working on it until the next version of spring. I really wanted to finish that one off.
Anyway, this is good to see.
Anyway, this is good to see.
Re: Eternal Struggle 0.5
this looks SOOOOOooo omfgadwseom. I will try it
Re: Eternal Struggle 0.5
Wow this is cool. Thumbs up!
Re: Eternal Struggle 0.5
why isnt this way more popular than it is?
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Re: Eternal Struggle 0.5
because its not BA? who knows?
Re: Eternal Struggle 0.5
Ill have to start a new es and ff trend. Help me out here plx
Re: Eternal Struggle 0.5
My main complaint about FF and ES and basically all air based mods is the poor performance mid to late game. A big FF/ES game means super cpu spikage and game speed reduction for a large number of people who play.
What I want to see is firstly, resync code implemented. Then in the following Spring builds, why not focus on improving engine efficiency rather than adding new features.
What I want to see is firstly, resync code implemented. Then in the following Spring builds, why not focus on improving engine efficiency rather than adding new features.
Re: Eternal Struggle 0.5
thats why i limited the number of little ships to 200 per side.
This way its still playable on medium (16x16) maps for me with 4 players. And i have only an 1.8 intel and a oldoldold x600 Ati-card. But its true that the performence could be better, maps like Cosmsos arent really playable atm.
This way its still playable on medium (16x16) maps for me with 4 players. And i have only an 1.8 intel and a oldoldold x600 Ati-card. But its true that the performence could be better, maps like Cosmsos arent really playable atm.
Re: Eternal Struggle 0.5
LordMuffle: try the Really New collide=0 fbi tag. See changelog for details.
Re: Eternal Struggle 0.5
hmm.. but will it not look strange when the small fighters fly through each other ?
But on the other side, they allready pass some models, becouse the hitsphere is to small.
I will try it, maybe it will save enough to kill the unitlimit.
But on the other side, they allready pass some models, becouse the hitsphere is to small.
I will try it, maybe it will save enough to kill the unitlimit.
Re:
well that's put me off trying this..LordMuffe wrote:@ smoth: thanks for your interest. I will finish 0.5 and maby 0.6 for spring. but i plan to switch to Supcom after i learn the LUA-stuff.
why not stay with the free engine? :)
players don't have to buy supcom.
if you need more engine features i expect you'll find spring devs more responsive than supcom devs..
/me gets off soap box
Re: Re:
+1Smiff wrote:well that's put me off trying this..LordMuffe wrote:@ smoth: thanks for your interest. I will finish 0.5 and maby 0.6 for spring. but i plan to switch to Supcom after i learn the LUA-stuff.
why not stay with the free engine? :)
players don't have to buy supcom.
if you need more engine features i expect you'll find spring devs more responsive than supcom devs..
/me gets off soap box
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Re: Eternal Struggle 0.5
This is VERY pretty so far.
EDIT: why switch to Supcomm? Larger audience?
EDIT: why switch to Supcomm? Larger audience?