Complete Annihilation News - Page 25

Complete Annihilation News

A dynamic game undergoing constant development and refinement, that attempts to balance playability with fresh and innovative features.

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manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Re: Complete Annihilation News

Post by manored »

Actual, thats on purpose, aircraft factories can be built underwater on CA. Reason is because they tough that doing this + allowing normal aircraft to land on water would eliminate the needs of seaplanes and make everthing simpler.I agree :)
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GBscientist
Posts: 65
Joined: 23 Sep 2007, 01:21

Re: Complete Annihilation News

Post by GBscientist »

I am having a problem with disabling units in CA. I asked in the Help and Bugs forum, and the answers provided did not fix the problem. When I opened a support ticket at caspring.org it was closed without informing me of the resolution.

How do I get units to show up in the Disable Units Dialog. It is totally blank. I have been told that it was due to a compression issue with CA Downloader, but I have the latest version of Downloader and its still happening. I was told to try deleting archivecachev6.txt, but that also did not fix the problem.

Please help.
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: Complete Annihilation News

Post by Otherside »

i dont think disabling units works in CA

cos CA has all unitdefs in a lua format unlike any other spring mod so i dont think the normal disabling method works so atm i think its impossible

ur only solution is for the people involved to agree to not build sumthing altho there is no unit in CA atm imo that really should be disabled :P
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Complete Annihilation News

Post by KDR_11k »

I think Evo uses lua unitdefs too. The lists should be taken from UnitSync though.
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GBscientist
Posts: 65
Joined: 23 Sep 2007, 01:21

Re: Complete Annihilation News

Post by GBscientist »

I only play against bots and the only way to get them to not use a unit or structure is to disable it. I find the game is no fun for me when the bot starts to bombard me with nuclear missiles. If there is no way to disable the missile silos, CA is of no use to me.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: Complete Annihilation News

Post by KDR_11k »

Get antinukes, then the missiles won't reach you.
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: Complete Annihilation News

Post by Otherside »

anti nuke is cheaper than nuke by far :P

just build one like KDR said :S the bot is still wasting a ton of more resources than u r and i doubt they r smart enuff to focus ur anti nuke

heck u can even cheat urself in a anti nuke if it bothers u so much :P
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GBscientist
Posts: 65
Joined: 23 Sep 2007, 01:21

Re: Complete Annihilation News

Post by GBscientist »

Managing the anti-nuke's ammo supply is a pain in the butt. If there were an AI to do it for me, I'd consider it, but as it is, using anti-nukes takes all of my attention so offensive operations become impossible.

It's much easier just to disable nuclear weapons from the start.
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: Complete Annihilation News

Post by Otherside »

theres a widget that autostockpiles 100 ammo on anything that has ammo
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GBscientist
Posts: 65
Joined: 23 Sep 2007, 01:21

Re: Complete Annihilation News

Post by GBscientist »

Where might I get this widget?
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Evil4Zerggin
Posts: 557
Joined: 16 May 2007, 06:34

Re: Complete Annihilation News

Post by Evil4Zerggin »

AFAIK it is included with Spring as a user widget. You may have to mouse wheel down to see it since mod widgets are listed first.
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: Complete Annihilation News

Post by Google_Frog »

If you click on the ammo button multiple times you can stockpile multiple antinukes.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Complete Annihilation News

Post by Forboding Angel »

press and hold ctrl, then click the button 5 times = 100 builds in queue
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Complete Annihilation News

Post by [Krogoth86] »

Forboding Angel wrote:press and hold ctrl, then click the button 5 times = 100 builds in queue
Holding CTRL should add in just 5 build orders per click if I'm not mistaken. If you want 100 just hold CTRL+Shift because then each click adds 100 build orders...
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ginekolog
Posts: 837
Joined: 27 Feb 2006, 13:49

Re: Complete Annihilation News

Post by ginekolog »

Best solution:

use stockpiler widget and never wory about this again :)
..
.
Oh noe i gave my uber secret away :oops:

Code: Select all

--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
--
--  file:    unit_stockpile.lua
--  brief:   adds 100 builds to all new units that can stockpile
--  author:  Dave Rodgers
--
--  Copyright (C) 2007.
--  Licensed under the terms of the GNU GPL, v2 or later.
--
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------

function widget:GetInfo()
  return {
    name      = "Stockpiler",
    desc      = "Automatically adds 100 stockpile builds to new units",
    author    = "trepan",
    date      = "Jan 8, 2007",
    license   = "GNU GPL, v2 or later",
    layer     = 0,
    enabled   = false  --  loaded by default?
  }
end

--------------------------------------------------------------------------------
--------------------------------------------------------------------------------


function widget:UnitCreated(unitID, unitDefID, unitTeam)
  local ud = UnitDefs[unitDefID]
  if ((ud ~= nil) and (unitTeam == Spring.GetMyTeamID())) then
    if (ud.canStockpile) then
      -- give stockpilers 100 units to build
      Spring.GiveOrderToUnit(unitID, CMD.STOCKPILE, {}, { "ctrl", "shift" })
    end
  end
end


--------------------------------------------------------------------------------
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manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Re: Complete Annihilation News

Post by manored »

Well ideally you should have already kicked the AIs ass and ressurected everthing just to kick its ass again way before they have econ for a nuke :) Depends of what AI you are playing against tough.
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kiki
Posts: 859
Joined: 05 Nov 2007, 03:06

Re: Complete Annihilation News

Post by kiki »

manored wrote:Well ideally you should have already kicked the AIs ass and ressurected everthing just to kick its ass again way before they have econ for a nuke :) Depends of what AI you are playing against tough.

This is soo fun! Thanks for the suggestion.
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GBscientist
Posts: 65
Joined: 23 Sep 2007, 01:21

Re: Complete Annihilation News

Post by GBscientist »

ginekolog wrote:Best solution:

use stockpiler widget and never wory about this again :)
..
.
Oh noe i gave my uber secret away :oops:
[snip]
The stockpiler widget is already part of the list of widgets in LuaUI. How do I got about activating it? Sorry for the extreme newb question.
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Evil4Zerggin
Posts: 557
Joined: 16 May 2007, 06:34

Re: Complete Annihilation News

Post by Evil4Zerggin »

Press F11 in-game to bring up the list of widgets, then click on it to activate it (the name will turn from red to green when activated).
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GBscientist
Posts: 65
Joined: 23 Sep 2007, 01:21

Re: Complete Annihilation News

Post by GBscientist »

Thanks.
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