Eternal Struggle 0.53 - Page 2

Eternal Struggle 0.53

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smoth
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Post by smoth » 28 Apr 2007, 03:07

Lordmuffe, I was wondering who was behind that! Please tell me you are continuing this project!
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bwansy
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Post by bwansy » 28 Apr 2007, 05:18

The Dolgear anti-fighter frigate seems to be too good against ships.
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LordMuffe
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Joined: 13 Mar 2005, 15:39

Post by LordMuffe » 28 Apr 2007, 09:50

@ 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.
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LordMuffe
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Re: Eternal Struggle 0.5

Post by LordMuffe » 26 Dec 2007, 12:25

update


it would be cool if Trademark could add the new version to the modinfo site.
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imbaczek
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Re: Eternal Struggle 0.5

Post by imbaczek » 26 Dec 2007, 12:38

omigawd.

LordMatt: add as an installer option perhaps?
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LordMuffe
Posts: 275
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Re: Eternal Struggle 0.5

Post by LordMuffe » 26 Dec 2007, 12:53

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.
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Saktoth
Zero-K Developer
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Re: Eternal Struggle 0.5

Post by Saktoth » 26 Dec 2007, 14:10

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.
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kiki
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Re: Eternal Struggle 0.5

Post by kiki » 26 Dec 2007, 20:29

this looks SOOOOOooo omfgadwseom. I will try it
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BaNa
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Re: Eternal Struggle 0.5

Post by BaNa » 26 Dec 2007, 22:04

Wow this is cool. Thumbs up!
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kiki
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Re: Eternal Struggle 0.5

Post by kiki » 28 Dec 2007, 04:12

why isnt this way more popular than it is?
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Pressure Line
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Re: Eternal Struggle 0.5

Post by Pressure Line » 28 Dec 2007, 04:47

because its not BA? who knows?
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kiki
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Re: Eternal Struggle 0.5

Post by kiki » 28 Dec 2007, 04:48

Ill have to start a new es and ff trend. Help me out here plx
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REVENGE
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Re: Eternal Struggle 0.5

Post by REVENGE » 28 Dec 2007, 04:59

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.
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kiki
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Re: Eternal Struggle 0.5

Post by kiki » 28 Dec 2007, 05:20

i see, thats why
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LordMuffe
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Re: Eternal Struggle 0.5

Post by LordMuffe » 30 Dec 2007, 11:50

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.
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imbaczek
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Re: Eternal Struggle 0.5

Post by imbaczek » 04 Jan 2008, 17:32

LordMuffle: try the Really New collide=0 fbi tag. See changelog for details.
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LordMuffe
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Re: Eternal Struggle 0.5

Post by LordMuffe » 05 Jan 2008, 17:07

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.
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Smiff
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Re:

Post by Smiff » 05 Jan 2008, 17:16

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.
well that's put me off trying this..
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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kiki
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Re: Re:

Post by kiki » 06 Jan 2008, 00:20

Smiff wrote:
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.
well that's put me off trying this..
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
+1
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smokingwreckage
Posts: 327
Joined: 09 Apr 2005, 11:40

Re: Eternal Struggle 0.5

Post by smokingwreckage » 06 Jan 2008, 00:33

This is VERY pretty so far.

EDIT: why switch to Supcomm? Larger audience?
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