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Posted: 17 Dec 2006, 19:41
by flop
jackalope wrote:
Relative wrote:
jackalope wrote:
As it is now, only noobs or people without coms build E storage. M storage already has it's uses - for when you are reclaiming a lot or about to have excess metal, but E storage is almost useless.
E storage may have an excessive build time, but it's hardly useless. It's vital to have e storage in situations in which your metal supply relies upon energy conversion, or if your econ is wind based.
I'll edit your post for you:

E storage may have an excessive build time, but it's hardly useless when you play GREENFIELDS. It's vital to have e storage in situations in which you play GREENFIELDS, or your econ is in GREENFIELDs.

all kidding aside, I know it's not useless, that's why I want it to be faster to build so we might see it in some non green fields games.
Its really not even useful in greenfields unless you dont know the proper ratios for mills/mm. :p

Posted: 17 Dec 2006, 19:44
by NOiZE
Myg made us a nice installer again:

http://www.unknown-files.net/index.php? ... &dlid=2045


Thanks Myg!

Posted: 17 Dec 2006, 19:46
by NOiZE
Machiosabre wrote:so in every game of ba 4.33 we had 10% less metal in lvl1? that's crazy.
Exactly that's why we decided to release this fix, this soon

Posted: 17 Dec 2006, 20:09
by BigSteve
LordMatt wrote:
jackalope wrote: Anyways, I'd like to see a buildtime of 3000 or 4000 to be similar to metal storage.
(P.S. if you do change this please don't forget to make similar changes to advanced/underwater e storage etc)
+1
+2

Posted: 17 Dec 2006, 20:11
by Machiosabre
already done steve, get with the program!

Posted: 17 Dec 2006, 20:47
by DemO
Wonder if anyone would have noticed if i hadn't

Posted: 17 Dec 2006, 20:51
by Day
eventually

Posted: 17 Dec 2006, 21:07
by Neddie
Yeah. Probably about two more games on my part.

Posted: 17 Dec 2006, 23:07
by DemO
Specific prediction, neddie. Why 2? :o

Posted: 17 Dec 2006, 23:12
by Kixxe
NOiZE wrote:Due to a mistake Mex extraction rate was lower then Exploiter/Twilight extraction rate. So we decided to release rather quick a fix for this. Now exploiters/twilight will extract 10% less then mexxes again.
nah i think cadyr talked about having exploiters sorta being the 1.5 level mex..

but i dunno...

Posted: 17 Dec 2006, 23:35
by Neddie
Because the because the probability of discovery by me is roughly [(2a/3)^2]/100 where a is the number of games I've played on that version.

I picked an arbitary number, DemO.

Posted: 18 Dec 2006, 01:21
by RedDragon
BUG!
Kill the bug!

We want v4.41!

Thanx.

P.S.

Check out all geo's... you can place them anywhere.

Posted: 18 Dec 2006, 01:23
by flop
luls red is right i just built like 4 geos on normal terrain. :P

Posted: 18 Dec 2006, 02:07
by Neddie
Psh, making Geo's hot again!

Posted: 18 Dec 2006, 03:01
by Lippy
I think day did it on purpose :p, he's been complaining about the high E requirements in AA for ages!

BTW, where the fuck do these bugs come from. I checked the previous versions and this bug was not there... how did it suddenly appear?

Posted: 18 Dec 2006, 03:10
by BigSteve
Machiosabre wrote:already done steve, get with the program!
Doh.

Posted: 18 Dec 2006, 03:13
by Lippy
Gave the Minelayer some AoE weapon, you still have to manual "attack" the enemy minefields
Could you turn of autofire for this weapon, because you have to remember to turn on hold position for each minelayer you build, as they tend to advance towards the enemy lines by themselves, and die miserably.

Posted: 18 Dec 2006, 03:23
by Saktoth
I looked it up- the G from the geothermals yardmap was removed. Thats the only thing that makes it a geothermal and not just a regular powerplant! Why on earth was the yardmap being messed with?
Could you turn of autofire for this weapon, because you have to remember to turn on hold position for each minelayer you build, as they tend to advance towards the enemy lines by themselves, and die miserably.
Just set it not to chase, rather than turning it off autofire...

Also: Can we get something which can hunt subs? Put sonar on radar planes again, or do something with seaplanes to make them more viable (So the sonar seaplane actually gets built).

Do sonar stations still desync? It would help if they didnt (And if they do they should be removed and re-done).

Posted: 18 Dec 2006, 03:57
by j5mello
sonar desync was a spring prob thats been (i believe) fixed and as such should no longer be a problem...

Posted: 18 Dec 2006, 03:58
by LordMatt
Sonar desync was an engine bug, not a mod bug, and it has is fixed in the current release.