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Re: Balanced Annihilation V7.1

Posted: 06 Feb 2010, 10:38
by bartvbl
*sigh*

Re: Balanced Annihilation V7.1

Posted: 06 Feb 2010, 10:43
by Jazcash
Could we get a choice of cursors for BA?

Re: Balanced Annihilation V7.1

Posted: 06 Feb 2010, 11:56
by zerver
Saktoth wrote:
zerver wrote:
Saktoth wrote:lups.cfg in your spring directory.
Yeah, that helps to restore the FPS back to normal, but the MT compatibility problem remains since lups is still loaded.
You'll have to talk to jK about this.
Or u can downgrade lups to a version that can be disabled... the MT problem is minor really (some occasional error messages during game play) but more importantly people with weak hardware should not have to fiddle with lups.cfg to get rid of these special effects.

Re: Balanced Annihilation V7.1

Posted: 07 Feb 2010, 11:15
by Saktoth
zerver wrote:Or u can downgrade lups to a version that can be disabled... the MT problem is minor really (some occasional error messages during game play) but more importantly people with weak hardware should not have to fiddle with lups.cfg to get rid of these special effects.
I agree with you here. I guess you are afraid of incurring jK's wrath like everyone else? I suppose ill have to bite the bullet on this one then.

Downgrading lups is a great way of making sure you game explodes spring. I doubt the old versions are even compatible with the latest spring build.

Re: Balanced Annihilation V7.1

Posted: 07 Feb 2010, 13:47
by TradeMark
JAZCASH wrote:Could we get a choice of cursors for BA?
+1

current cursor is good, but its quite hard to spot in your screen if you dont move it...

Re: Balanced Annihilation V7.1

Posted: 07 Feb 2010, 14:31
by Raptor
Raptor wrote:
Jaewoo wrote:Also, the anti nuke for arm is built in the adv. kbot lab, while the anti nuke for core is in the adv. vehicle plant, doesn't make sense - they are both vehicles.
Arm mobile anti is a allterrain-kbot.

Small advantage for arm there, due to 2 facts:
1.) They can protect moving allterrains better (if ill see a large force of t3 attacking and i'll have nuke... well guess what).
2.) They can hide behind terrain far better - wich makes it easier to avoid bombings.
Though people very rarely try to bomb mobile antis, so this is only a minor advantage.
Just been thinking about it... theres one more reason why it is good and balanced the way it is:

Arm veh gets combat engineer, Arm kbots gets mobile anti.
Core veh gets mobile anti, Core kbots gets combat engineer.

If it would be changed, a single lab would end up with combat engineer + mobile anti.

Re: Balanced Annihilation V7.1

Posted: 07 Feb 2010, 14:50
by Gota
Yeah but that's unfair.
You must than compare the entire build list.

Re: Balanced Annihilation V7.1

Posted: 07 Feb 2010, 17:12
by zerver
Saktoth wrote:Downgrading lups is a great way of making sure you game explodes spring. I doubt the old versions are even compatible with the latest spring build.
:mrgreen: I'm not sure if BA 7.04 has problems with latest Spring, but it surely allows LUPS to be disabled...

Re: Balanced Annihilation V7.1

Posted: 07 Feb 2010, 17:40
by TradeMark
LUPS should be disabled by default, so annoying to always click it off every release >_>

hmm, would be useful if we could track which widgets people use (from the BA default widgets). so if theres such widget like LUPS or RedUI/loLUI then we could understand that nobody actually uses them and make them disabled by default.

Re: Balanced Annihilation V7.1

Posted: 07 Feb 2010, 17:56
by very_bad_soldier
TradeMark wrote: hmm, would be useful if we could track which widgets people use (from the BA default widgets).
You can use SD to store your widget profile online (includes which widgets are installed and which ones are activated). If a reasonable number of players would use it I could gather statistics about which percentage of the playerbase is using which widgets.

Re: Balanced Annihilation V7.1

Posted: 07 Feb 2010, 17:56
by Gota
What dont you like about lups?

Re: Balanced Annihilation V7.1

Posted: 07 Feb 2010, 18:59
by TradeMark
Gota wrote:What dont you like about lups?
that i cant watch more than 8 adv fusions with their epic glow effects and getting 10fps on my geforce 8800gts when its normally 250fps.

Re: Balanced Annihilation V7.1

Posted: 07 Feb 2010, 21:13
by Gota
hmm..

Re: Balanced Annihilation V7.11

Posted: 08 Feb 2010, 00:50
by TheFatController
BA Updated

Re: Balanced Annihilation V7.11

Posted: 08 Feb 2010, 00:54
by Regret
LOL UPDATES LIKE CA AMIRITE

Re: Balanced Annihilation V7.11

Posted: 08 Feb 2010, 18:47
by Saktoth
Regret wrote:LOL UPDATES LIKE CA AMIRITE
Get it on rapid. ^_^

Re: Balanced Annihilation V7.11

Posted: 08 Feb 2010, 20:56
by TheFatController
Regarding air repair pads being broken for some units:
http://springrts.com/mantis/view.php?id=1832

Re: Balanced Annihilation V7.11

Posted: 09 Feb 2010, 08:08
by Wombat
according to repair pads, dunno if someone mentioned about that - if plane is going to be repaired (flying to repair pad automaticly),, u cant control it... what is annoying when u need con or ur units with 10% hp are flying above enemy def and just die :(

and since when repair pads dont heal krows Oo

Re: Balanced Annihilation V7.11

Posted: 09 Feb 2010, 10:51
by Wombat
and btw, could we remove this crap that units can hide behind comwreck ? i know its pro and stuff, but there is no particular reason why it should be possible

Re: Balanced Annihilation V7.11

Posted: 10 Feb 2010, 00:21
by Saktoth
Wombat wrote:and btw, could we remove this crap that units can hide behind comwreck ? i know its pro and stuff, but there is no particular reason why it should be possible
Pretty sure you cant set any kind of custom volume for a feature, so this would require some kind of clever edit to the model.