Page 3 of 41

Posted: 01 Apr 2006, 15:23
by Decimator
Such a negative impulsefactor weapon sounds like it would fit the NI quite well.

Posted: 01 Apr 2006, 16:33
by Nemo
I haven't had any luck recently with negative impulsefactor weapons. It might just be me though, since I had them working a while ago.

One issue is that they tend (or used to, in .67) crash Spring really hard (to BSoD), when a unit got thrown a little too far.

Posted: 01 Apr 2006, 17:06
by Isaactoo
[quote="Nemo"]...since I had them working a while ago.

One issue is that they tend (or used to, in .67) crash Spring really hard (to BSoD), when a unit got thrown a little too far.[/quote]

I tried your unit http://taspring.clan-sy.com/mantis/file ... 2&type=bug and it worked with some units, but like you said it sent my PC to the BSoD when it attacked my comm :(

Posted: 01 Apr 2006, 19:48
by Flare
This mod looks like it will be amazing.
I wouldnt mind beta testing if you need any help :-)

Posted: 01 Apr 2006, 20:04
by Flint
Decimator wrote:Such a negative impulsefactor weapon sounds like it would fit the NI quite well.
If it can be utilized in the mod correctly that would be a very interesting addition.

Posted: 01 Apr 2006, 23:49
by jcnossen
One issue is that they tend (or used to, in .67) crash Spring really hard (to BSoD), when a unit got thrown a little too far.
I'll test that sometime then... when my exams are over.

Posted: 02 Apr 2006, 06:58
by Forboding Angel
More eyecandy:

Image

Posted: 02 Apr 2006, 07:18
by Das Bruce
Those were mine. :twisted:

Posted: 02 Apr 2006, 10:00
by Zenka
You could someshome remove the .info and make it a loadingscreen.
Hmmm smoke trails...

Posted: 02 Apr 2006, 10:03
by Maelstrom
Stop tormenting us and release it already!

Posted: 02 Apr 2006, 10:35
by Forboding Angel
When it's done :D

THis mod is completely different from ta. It's basically a completely different game, but omfg it's so fun and just plain cool :D

Posted: 02 Apr 2006, 14:02
by Torrasque
I really exept something cool :)
Any ETA? (one month, 3 month, a year)

It is copyright free?
It will be certainly more advanced than Mynn and Xect to have a 100 free game.

Posted: 02 Apr 2006, 15:22
by Guessmyname
I recognise TA textures in certain screens, so probably not

Posted: 02 Apr 2006, 20:15
by Sheekel
:shock:

This mod looks like teh secks.

Release date?

Posted: 02 Apr 2006, 21:03
by Flint
Sheekel wrote::shock:

This mod looks like teh secks.

Release date?
There is no definite release date at the moment, but I can tell you Fang works with it everyday and puts out new releases for us almost daily to beta test. He aleady has two factions close to being finished so once he gets the last faction done and is closer to overall completion he might give you a release date.

Posted: 02 Apr 2006, 21:37
by SpikedHelmet
This looks good. The models and textures aren't all that great, but they still look good enough to get me interested in this mod (which is saying a lot, as currently I'm not interested in ANY).

Posted: 02 Apr 2006, 21:53
by Egarwaen
It may not look incredible, but it looks classy and stylish, and that's what really matters. A lot of the stuff looks kind of retro - the walkers look a bit like the Hercs from Earthsiege, for example.

I can't wait to play it.

Posted: 02 Apr 2006, 21:55
by emo_boy
what is the last faction cause i would love to sketch some designs of units for u if u wanted me to

Posted: 02 Apr 2006, 22:23
by Forboding Angel
well release date is still a bit uncertain however, I can tell you that 2 sides hasve been damn near completed and work has started on the 3rd.

The third faction, NI, will definately be the most interesting. You will see.

Also, interestingly enough a bit of info into gameplay.

There are lv2 mexes in the game, however you prolly won't see them used a whole lot (Nor are they needed as a general rule) because they use a TON of energy to operate. The great thing is that because the mod is set up the way it is, this works beautifully into gameplay.

For that matter, a gd powerplant puts out 300 energy, so getting energy isn't really that big of an issue.

One of the facinating things about this mod is... Because the way the resources are handled even if you are energy or metal screwed, that can change in a heartbeat.

Lv1 cons can build light medium and heavy factories as well as the shipyards and air plant. Yes, it is possible to go from light to heavy, but good luck with that lol.

When you play this mod, forget everything you know about ta, because it won't do you a damn bit of good. It's a comepletely different game. One that is horribly fun and is generally pretty easy to pick up on.

Also, for those of you who like walls... GD has them, and they build very quickly (same for all dtlike units in the game).

An interesting fun fact for you guys is this. IF you are playing gd vs urc, you should realize that the urc player prolly has los on your base pretty much the entire game, unless you manage to stumble across his scouts.

Also, when playing gd, you can mix scout tanks (which have a minigun) with your main battle group and set up cloaked cameras and stealthed radars as you go.

Tons of stuff

Posted: 02 Apr 2006, 22:36
by Egarwaen
Forboding Angel wrote:One of the facinating things about this mod is... Because the way the resources are handled even if you are energy or metal screwed, that can change in a heartbeat.
But can you also go from well-off to in serious trouble very quickly, as a result of a well-executed raid?
An interesting fun fact for you guys is this. IF you are playing gd vs urc, you should realize that the urc player prolly has los on your base pretty much the entire game, unless you manage to stumble across his scouts.

Also, when playing gd, you can mix scout tanks (which have a minigun) with your main battle group and set up cloaked cameras and stealthed radars as you go.
Oh, now that sounds interesting. Sort of a logical development of the spy KBots/combat engineers from AA?