same with my clan....oh wait, no you just can't be a jerk, surprisingly few members.neddiedrow wrote:Same with my clan(s).LordMatt wrote:Well, at least in my clan, members are generally only let in when they prove themselves in 1v1s.manored wrote: They own because they are good, not because they play 1vs1 :)
can we have such and such feature from ta in spring plx kthx
Moderator: Moderators
- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56
Re: can we have such and such feature from ta in spring plx kthx
Re: can we have such and such feature from ta in spring plx kthx
Then why are you a member?
- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56
Re: can we have such and such feature from ta in spring plx kthx
thats so easy, thats like me saying you have crabs.
Re: can we have such and such feature from ta in spring plx kthx
MACHIOOOOOO!!!!!!!!111
- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56
Re: can we have such and such feature from ta in spring plx kthx
carrots! hows it goin?
Re: can we have such and such feature from ta in spring plx kthx
I've been boozing (generaly, not right now)! I'll regain the willpower to click the spring lobby button and start playing again at some point tohugh! 

Re: can we have such and such feature from ta in spring plx kthx
And this looks like anotehr stupid *A rant thread that everybody has seen 100 times before and doesnt give a toss about tbh!Cabbage wrote:I've been boozing (generaly, not right now)! I'll regain the willpower to click the spring lobby button and start playing again at some point tohugh!
Edit: Opps! I cant use computers!
- BlueTemplar
- Posts: 314
- Joined: 28 Oct 2007, 22:37
Re: can we have such and such feature from ta in spring plx kthx
That's an interesting idea, but is building metal makers on large maps more interesting (econ/macroµgestion) than building more mexes (in other words turtling vs expanding)? It's not that we see a lot games on large maps (more than 8x8 per player) anyway.If you're concerned about "eco" ruining your games, just disable metal makers.
Hmm, I suppose this problem could be solved with game speed greatly reduced (so that you have the time to manage your bases and to attack from 3 fronts while making a bombing run and a drop at the same time)
Re: can we have such and such feature from ta in spring plx kthx
*Cough* SuperkuLordMatt wrote:Well, at least in my clan, members are generally only let in when they prove themselves in 1v1s.manored wrote: They own because they are good, not because they play 1vs1 :)
Re: can we have such and such feature from ta in spring plx kthx
You cant change people by talking, you need to create mod which people likes, people likes BA, you cant change people, just forget it.kiki wrote:Hello everyone, I bring you an important message:
SPRING IS NOT TA!!!
OMG REALLY? BUT WHAT ABOUT BA???? WHATZ???
Yes really. BA is just 1 small mod among at least 10 wonderfully designed mods for spring. There is CA, which has jetpacks, and there is XTA, which is just amazing in many ways, and then Tired, and of course LLTA UBER TECH 27 UNITS LOL. NOTA is just incredible. These are good mods. Widen your horizon. Its okay because they are ta.
BUT GUESS WHAT??
There are mods that are not based on ta. For real. At this very moment.
Try Kernel Panic. You liek epic?
Try Gundam. You liek mechs?
Try EE. You liek uber tech pwn and good factions?
Try Evolution. um....
Try PURE. Its looking pretty cool atm.
Try Nanoblobs, because its Nanoblobs.
Try FF. You liek spase?
Try UA. You liek unreleased?
Try Eternal Struggle. Its kind of like ff in a vague sort of way.
TRY SIMBAES!!!!!!!! IT IS THE BEST MOD EVER CONCEIVED AND CREATED!!!
TRY ANYTHING BUT BA + SPEEDMETAL. OTHERWISE I WILL PUT KROGS + CROWS + NUKES IN YOUR BASE.
Thank you for reading my post. If someone says "OMFG No one will join" copy this entire post and spam it in #main, until people join. CAUpdater is a good place to start downloading mods. Join channels like #EE, #NOTA, #CA, #XTA, and others.
Re: can we have such and such feature from ta in spring plx kthx
Well we get to know a person before they join the clan, and thus play some team games with them as well, however, I've never seen a player who was legitimately good at 1v1 who wasn't also great at team games.manored wrote: Doesnt that means you dont get to know if he knows how to work in a team or not? :)
Also, XHC are nubs, especially cabbage.
Re: can we have such and such feature from ta in spring plx kthx
Well imo its down to temperament. Some people are happy with what they get and never even try another mod, if their mod "works". And BA works, no doubt here.
Many people are also unwilling to make judgement for themselves and just follow crowd.
What I find amazing is the ammount of negative responses from people who never tried the mod, but they somehow "know" everything about it (which is that it sux for undisclosed reasons). I find it fascinating, really interesting failure of reason :)
Many people are also unwilling to make judgement for themselves and just follow crowd.
What I find amazing is the ammount of negative responses from people who never tried the mod, but they somehow "know" everything about it (which is that it sux for undisclosed reasons). I find it fascinating, really interesting failure of reason :)
Re: can we have such and such feature from ta in spring plx kthx
well, I honestly find people will not try a new mod for several reasons:
1: They cannot find games and they are too lazy to set nat traversal to host.
2: They do not feel like making the effort to acquire a new mod or maybe it is just too much for some people.
3: They find a new mod will all the new units and econ a bit daunting.
Then when they try a new mod and quickly will call it crap because:
1: what they do in one mod doesn't work in another and when it doesn't they blame the mod.
2: Terms like fast attack or heavy assault are deceiving as players will have different assumptions based on what games they have played.
3: players incorrectly assume that the games are mods, as in simply a TA skin. They will often find this isn't true.
It all revolves around assumptions and lazyness. While many people here will call it bunk and my next statement will be argued. As a moder I do spend a lot of time looking into what makes or breaks a mod's popularity. I find that ultimately anything new, different and requiring thought will deter players.
We could use individual mod tutorials, unit and play guides along with a sort of spring user's guide. That would help with the initial curve, Tutorial missions and a single player experience will truly help bring players into new mods. Also no, spring doesn't truly support this and it needs a LOT of work.
AIs for Comm stops do not exist, the ai are more made for TA mods and they will not work with lua. I am TERRIBLY sad that the next version of gundam will not work with AIs. RAI as far as I have seen is a good solid AI however, it plays more for TA. This does hurt the other mods.
I am not trying to bash anything, and this is all part of the reason why I do not advertise my project. Spring is not ready, if I went and advertised gundam, made tutorials etc. Players would find themselves wanting. Hell, I had to redo my gundam file upload because players had no idea where to find it. I would spend more time trying to placate players then work on gundam. Players are demanding.
So for the tl;dr people:
Spring needs singleplayer, AIs that are lua capable, and the ability to do proper missions. The lobby needs to be user friendly, none of them are and that makes players a bit put off. That would help the game modules of spring.
1: They cannot find games and they are too lazy to set nat traversal to host.
2: They do not feel like making the effort to acquire a new mod or maybe it is just too much for some people.
3: They find a new mod will all the new units and econ a bit daunting.
Then when they try a new mod and quickly will call it crap because:
1: what they do in one mod doesn't work in another and when it doesn't they blame the mod.
2: Terms like fast attack or heavy assault are deceiving as players will have different assumptions based on what games they have played.
3: players incorrectly assume that the games are mods, as in simply a TA skin. They will often find this isn't true.
It all revolves around assumptions and lazyness. While many people here will call it bunk and my next statement will be argued. As a moder I do spend a lot of time looking into what makes or breaks a mod's popularity. I find that ultimately anything new, different and requiring thought will deter players.
We could use individual mod tutorials, unit and play guides along with a sort of spring user's guide. That would help with the initial curve, Tutorial missions and a single player experience will truly help bring players into new mods. Also no, spring doesn't truly support this and it needs a LOT of work.
AIs for Comm stops do not exist, the ai are more made for TA mods and they will not work with lua. I am TERRIBLY sad that the next version of gundam will not work with AIs. RAI as far as I have seen is a good solid AI however, it plays more for TA. This does hurt the other mods.
I am not trying to bash anything, and this is all part of the reason why I do not advertise my project. Spring is not ready, if I went and advertised gundam, made tutorials etc. Players would find themselves wanting. Hell, I had to redo my gundam file upload because players had no idea where to find it. I would spend more time trying to placate players then work on gundam. Players are demanding.
So for the tl;dr people:
Spring needs singleplayer, AIs that are lua capable, and the ability to do proper missions. The lobby needs to be user friendly, none of them are and that makes players a bit put off. That would help the game modules of spring.
Re: can we have such and such feature from ta in spring plx kthx
Actually, I totally agree with you Smoth, on why I don't play Gundam. Quite simply, I don't have the time to learn a completely different mod that isn't too terribly intuitive to me (intuitiveness tested by how quickly I can pick it up). Given the choice between struggling to learn a new game and playing a game I already know, normally I'd pick struggling to pick up a new game for new experiences... except in the field of strategy games, where that struggle is several orders of magnitude worse than it would be in other genres.
Particularly when I might not ever get the payoff of being able to enjoy it online with other players - there just aren't enough.
I'm not trying to insult or criticise you - Gundam RTS is a wonderful, beautiful project. But I already can play BA, and even BA is too different for my OTA friends - they just want to play without having to lose years of refined skills.
Idunno, maybe you're right about a single-player tutorial/campaign fixing the problem. It would solve both the issue of the learning-curve and the lack of much play - endlessly waiting for games or bot-stomping don't have much to offer.
How doable would it be right now? I mean, even if AI can't use all the good Gundam features, it could be used to create some interesting challenges. Just because the player is just fighting spam doesn't mean that you can't teach him how to use the more complex units.
Although I don't know how well Spring can handle _any_ mission scripting, even without considering AI weaknesses.
But yeah, I agree - Gundam is screwed without good SP support in Spring.
Particularly when I might not ever get the payoff of being able to enjoy it online with other players - there just aren't enough.
I'm not trying to insult or criticise you - Gundam RTS is a wonderful, beautiful project. But I already can play BA, and even BA is too different for my OTA friends - they just want to play without having to lose years of refined skills.
Idunno, maybe you're right about a single-player tutorial/campaign fixing the problem. It would solve both the issue of the learning-curve and the lack of much play - endlessly waiting for games or bot-stomping don't have much to offer.
How doable would it be right now? I mean, even if AI can't use all the good Gundam features, it could be used to create some interesting challenges. Just because the player is just fighting spam doesn't mean that you can't teach him how to use the more complex units.
Although I don't know how well Spring can handle _any_ mission scripting, even without considering AI weaknesses.
But yeah, I agree - Gundam is screwed without good SP support in Spring.
Re: can we have such and such feature from ta in spring plx kthx
I don't play mods other than BA because I'm really only here to play TA (and the derivative I think is best). I have neither the time nor the interest to learn another game, as I don't play enough to get bored of BA, and if I have any problem with BA I can just bug Noize till he fixes it.
NEED MOAR CORE NERFS 


Re: can we have such and such feature from ta in spring plx kthx
Yeah, I have considered using lua gai to script some starcraft style hold the base type missions but they would have to be loaded through the spring single player executable and that thing is too cumbersome to point a noob to :\.Pxtl wrote:How doable would it be right now? I mean, even if AI can't use all the good Gundam features, it could be used to create some interesting challenges. Just because the player is just fighting spam doesn't mean that you can't teach him how to use the more complex units.
Pretty well, I did a few test scripts where I even pre-scripted raids to happen. There were some very good missions made I believe for NOTA? Anyway, the missions are easy enough, we have no proper interface to load them. I mean, the singleplayer interface is fine for TESTING but as far as providing a decent experience, not really. Maybe I need to get spring compiling again and get on a patch that is long overdue.Pxtl wrote:Although I don't know how well Spring can handle _any_ mission scripting, even without considering AI weaknesses.
Yep. If people have no way to practice then what will happens is veterans like myself or kdr will rape them every time.Pxtl wrote:But yeah, I agree - Gundam is screwed without good SP support in Spring.
- BlueTemplar
- Posts: 314
- Joined: 28 Oct 2007, 22:37
Re: can we have such and such feature from ta in spring plx kthx
What's not user friendly in TASClient? I find it great...
Re: can we have such and such feature from ta in spring plx kthx
Everyone who actually plays or has played spring, came here from OTA ~~Hello everyone, I bring you an important message:
SPRING IS NOT TA!!!
Re: can we have such and such feature from ta in spring plx kthx
It's great for multiplayer but it's completely lacking for launching singleplayer missions.BlueTemplar wrote:What's not user friendly in TASClient? I find it great...