Page 4 of 4

Re: Micro Modules 1.0

Posted: 19 Sep 2008, 22:11
by Pxtl
TradeMark wrote:who decides when new spring version will be released?
Right now? The first person who can crush all the sync bugs.

Re: Micro Modules 1.0

Posted: 19 Sep 2008, 23:15
by TradeMark
we cant remove sync errors... ever.

stupid to make release date later because of one thing which cannot be fixed... like waiting the cure for aids >_>

Re: Micro Modules 1.0

Posted: 20 Sep 2008, 01:13
by Jasper1984
TradeMark wrote:we cant remove sync errors... ever.
Unless you can locate the desync well, and just update to fix it. It is already in the todo list. It would make desyncs a small nuisance(if it takes a while to find it) or irrelevant if rare. They are pretty rare unless there are many units.

Re: Micro Modules 1.0

Posted: 20 Sep 2008, 07:37
by KDR_11k
TradeMark wrote:we cant remove sync errors... ever.

stupid to make release date later because of one thing which cannot be fixed... like waiting the cure for aids >_>
Yes we can. Noone expects to fix ALL possible sync errors but a released version should have no major (i.e. often triggered) ones. Some test versions had desyncs that triggered in every single game, surely you don't want to release that?

Re: Micro Modules 1.0

Posted: 20 Sep 2008, 10:28
by panzeriv2
Unless you can locate the desync well, and just update to fix it. It is already in the todo list. It would make desyncs a small nuisance(if it takes a while to find it) or irrelevant if rare. They are pretty rare unless there are many units.
I got desyncs even before the game has 40+ units to load

Re: Micro Modules 1.0

Posted: 20 Sep 2008, 10:57
by KDR_11k
http://www.darkstars.co.uk/downloads/vi ... es_108.sd7

Version 1.08 changes:
-Nerfed cannonspam: Blobs created as rewards for shadow killing need to wait 2x their reload time before they can shoot. Cannon blobs got a reduction in projectile speed and a damage buff (600->700) to compensate.
-Buffed blue blobs: More AOE (shadow blobs got that buff too but not as much), faster bullets, HP matching shadow blobs now (400->500). They're now more competitive.
-Blobs that were ejected are set to hold position if no modifier keys were used (I assume single ejected blobs are meant for merging so they won't run away, mass ejects are probably for combat or mass joining so it doesn't matter)
-Tank hunter inaccuracy removed, slight arc added but can no longer target air units at all.
-Missile turret projectile trail thinned out, way fewer particles to reduce lag.
-Air Fort cannon no longer targets blobs (its guns will still shoot them, just the big cannon won't) and got a small range bonus so it will shoot more often.

Re: Micro Modules 1.0

Posted: 20 Sep 2008, 12:28
by Spawn_Retard
Sigh this mod has become unplayable since all the changes.

1.01 and 1.04 seem to be the only good ones out there.

Re: Micro Modules 1.0

Posted: 20 Sep 2008, 12:55
by Gota
Make merging easier.
Its so hard to actually merge units..replace the stupid circular cursor which his unusable.
Allow to select 2 unit of the same kind and press merge to make them merge together instead of having to click each one individually.
Allow to select any x amount of same type units and press merge at which point all the selected will merge to a basic minimal tank with 0 life.
Allow to select same type basic units as a group than make a merging circle in which empty tanks or turrets will stand and than the basic unit group youv selected will disperse in to the tanks as equally as possible.
When you select 2 of the same basic units their icons should appear on the left side and the one u click on is the one that is being merged into.
This should also work if 2 groups are selected of red and blue.
You select both group,2 icons appear,of a blue unit and a red unit,if you press the red unit's icon all blue units will merge into a red one to create a basic tank with zero life.
You need to make the dmg dealt by all decreased or hp of all units increased to make battles longer so you have more time to micro and morph and dismantle units.
Balance different colors and make the command unit move faster.
Why is it so slow especially if i need to suddenly shift colors i need it with me if I have been moving.

Re: Micro Modules 1.0

Posted: 20 Sep 2008, 14:27
by Google_Frog
There's already shortcuts for calling blobs to the converter or the selected unit.

Re: Micro Modules 1.0

Posted: 07 Feb 2010, 18:20
by KDR_11k
http://www.darkstars.co.uk/downloads/vi ... es_109.sdz

Version 1.09 released!
This version is mostly intended as a bugfix since MM was incompatible with Spring versions that were released after it.

Fixed:
- Blob number display showed for higher units that were not in LOS
- Dirtsplash explosion effect was not drawn for players
- Blob enter and eject animation was not drawn properly
- Artillery automatically attacked enemy units which prevented the warning indicator from showing up
- Rewarded blobs did not receive the reload penalty

Addition:
- Maximum effective blob count mod option added, if more than this many blobs of one type are loaded into a unit there will be no additional effect. The blobs still need to be depleted to kill the unit and until the blob count falls below the maximum there is no negative effect either but damage and HP bonuses don't apply beyond the maximum. Blob counts that reached the effective maximum are drawn in yellow.

People asked for a blob limit option to prevent people from stuffing everything into one unit so this got added. Currently the limit is per-color so units with one color max out faster than those with two. The Master Converter is considered to have only one color.

Re: Micro Modules 1.0

Posted: 07 Feb 2010, 19:01
by TradeMark
i hope this wont crash... previous version(s) were unplayable because of that.

Re: Micro Modules 1.0

Posted: 07 Feb 2010, 19:03
by KDR_11k
You mean 1.08 with latest Spring or early MMs with contemporary Spring?

Re: Micro Modules 1.09

Posted: 07 Feb 2010, 22:29
by TradeMark
any of the previous versions crashed at some point.

Re: Micro Modules 1.09

Posted: 08 Feb 2010, 05:02
by Tribulex
SWEEET THX!!!!

Re: Micro Modules 1.09

Posted: 06 Mar 2010, 05:03
by Kenku
Just played it. The game went for at least an hour and a half. There was slight lag time, but no desyncs or anything. Having not played for a while, I completly missed the "Master Converter Dies, Everything Dies!" stipulation. However, it was still preety fun.

Re: Micro Modules 1.09

Posted: 07 Mar 2010, 11:06
by KDR_11k
Kenku wrote:I completly missed the "Master Converter Dies, Everything Dies!" stipulation.
That's not intentional, I suspect it's an issue with the SL relay hosts leaving the game at com ends by default or something.

Re: Micro Modules 1.09

Posted: 14 Mar 2010, 07:13
by Kenku
KDR_11k wrote:
Kenku wrote:I completly missed the "Master Converter Dies, Everything Dies!" stipulation.
That's not intentional, I suspect it's an issue with the SL relay hosts leaving the game at com ends by default or something.
Huh...but when i set the game up the only setting available are "Kill Everything" and "Play for forever" There is no commander dies setting.

Re: Micro Modules 1.09

Posted: 14 Mar 2010, 11:48
by KDR_11k
Yes and I believe something assumes that if you don't manually set it to kill everything (e.g. because it's the default) you want com ends. So the workaround would be to select Infinite and then Kill Everything again.

Re: Micro Modules 1.09

Posted: 04 Apr 2010, 08:23
by Kenku
Hey KDR, I dunno if it will work(or what it requires), but is it ok if I ask for MM to be added to the SD autodownloader list?