0.73b1 test release 4, pretty much the final 0.73b1 version
Moderator: Moderators
If you maximize the minimap, the button to resize them to the previous size is not clickable, because it is hidden under the energy/metallbar.
Is there a way to controll the behavior of the ecomony group-ai? In aa a lvl2 constuction unit prefers to build clusters of fussions and metalmakers, instead of mohomines. Additional it is not a good idea to build clusters of fussions, if there is place available.
Is there a way to controll the behavior of the ecomony group-ai? In aa a lvl2 constuction unit prefers to build clusters of fussions and metalmakers, instead of mohomines. Additional it is not a good idea to build clusters of fussions, if there is place available.
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- Spring Developer
- Posts: 374
- Joined: 14 Mar 2005, 12:32
It should try to build moho's first if there are metalspots available. Make sure you set an area which covers some metalspots.chlue wrote:Is there a way to controll the behavior of the ecomony group-ai? In aa a lvl2 constuction unit prefers to build clusters of fussions and metalmakers, instead of mohomines. Additional it is not a good idea to build clusters of fussions, if there is place available.
And yes, it clusters some buildings for which it isn't really a good idea (fusions tend to blow each other up if one goes). The reason for this is that there's no way to read explosions radii from the AI interface atm.
But remember that it's only an AI. If you want better control, you'll just have to manage your economy yourself :).
Just something I noted.. When a bomber is given a fuel tag and set to expend all their fuel when firing bombs (thus to limit to only one bombing pass per reload) it will start to turn after firing the first bomb in the sequence thus causing the bomb path to curve.. I dont know how complicated or not this would be, Im sure it would have the same problem with burst fire weapons, Is there anyway to have it not register the fuel loss till a split second after the weapon is done firing..
some lasers, like penetrator and spider lasers, look new and flashy.
Some others as sumo, do look the same as current version.
also, the sumo laser has smoke, and does not have that cool flsh effect on it.
Why?
you need to change something in the fbi or weapon info?
or it should be automatic?
Zomg penetrators
Some others as sumo, do look the same as current version.
also, the sumo laser has smoke, and does not have that cool flsh effect on it.
Why?
you need to change something in the fbi or weapon info?
or it should be automatic?
Zomg penetrators
Still, it shouldnt crash, it should give some error message or somthing...j5mello wrote:probably cause with a lack of metal makers, metal gens, and other extra resourcing methods its got nothing to build. Stick with the upgrader AI and lay down ur own power plants its better that way (esp. since teh AI will clump em together and u don't want that)
- Foxomaniac
- Posts: 691
- Joined: 18 Jan 2006, 16:59
Mod, not developer. Seriously, when you post that in here you could be talking about ANY ta-based mod.mongus wrote:some lasers, like penetrator and spider lasers, look new and flashy.
Some others as sumo, do look the same as current version.
also, the sumo laser has smoke, and does not have that cool flsh effect on it.
Why?
you need to change something in the fbi or weapon info?
or it should be automatic?
Zomg penetrators
That has already been told here, page 2 or so.Neuralize wrote:I can't access my start menu when the new lobby is activated.
? xta v7 is the only mod included with dev version.Caydr wrote:Mod, not developer. Seriously, when you post that in here you could be talking about ANY ta-based mod.
question stands, its regular v7 or modified? (im lazy to look for fbi tags.. ok one sec looking at svn changelog).
btw, test server is down.
oh and the new key bidding system is bit more laggy than old one.
Current seems more responsive to me, anything that can be done there?