WiSoTa 0.4
Jun 5, 2011 Models Pack 1 commentAdds 3 dynamic methods of obtaining energy; Wind, Solar and Tidal. Variables are held at the top of simInit.lua for easier editing. Placing 'TIDALPOWER...
For a millennium, three opposing forces of humanity have fought a bitter and bloody war over their conflicting and unwavering beliefs. There is no room for compromise. No room for mercy. No room for anything but the complete eradication of all opposition.
3 comments by asdrubaelvect29 on Sep 12th, 2011
Lobby Forum Topic on GPG forum : Forums.gaspowered.com
######Text by Ze_Pilot######
I'm happy to announce that the first public release is out !
0.4.0.2b :
88.191.143.136
Forged Alliance Forever - Lobby 0.4.0.2b
********************************
- Why using it ? Gpgnet is still alive !
- What is it doing better than GPGNet ?
Here is a few reasons :
- GPGNet is not alive. It's still up, but not maintained anymore.
- Live Replay Bot equivalent is working all the time.
- Chat is not limited to 100 peoples. And it's faster. You can also join with any IRC Client on Mibbit.
- Custom games : No bug when you create a new game with the same name as an old one. You stay in chat. Games are announced in the lobby.
- 1v1 Matchmaker : TrueSkill matchmaking. Better than Elo, take ANY custom game in account for your rank !
- Why TrueSkill is better ? See here : viewtopic.php?f=2&t=52273&p=908046#p908046
- All the games are using the most recent and debugged version of FA, ladder included !
- LeaderBoard : It works. It doesn't mix with vanilla or whatever.
- And hopefully an update will come this week with a working Live Replay announcer in chat, and an automatic replay vault !
- It's faster, more responsive, take less memory, and it's actively supported by his developpers ! (Youtube.com)
And last but not least :
- Forged Alliance is patched to 3606.
What is 3606 ? It's the "official" 3603 patch + power lobby + balance changes from the mods + tons of bugfixes.
See here for details :
88.191.143.136
88.191.143.136
You've got the real deal : Patched .exe, patched dll, no need to activate any mod. Memory leaks and such are fixed.
PowerLobby features :
- support for 12 players (+ any number of observers)
- auto-teams.
- Big map preview.
- Scores can be disabled.
.. and more !
"But so I can't play anymore on GPGNet without duplicating my install ?"
Wrong ! Forged Alliance Forever is doing the smart thing : It duplicates your bin folder, and fork all the game datas as needed. You don't need to duplicate your install and can play both in Forged Alliance Forever AND Gpgnet !
Know issues :
--------------
- If you want to see a replay, you have to do it with the forgedAlliance.exe in the binFAF folder of your FA folder.
If at any point you've got a big problem (doesn't start or something), download
88.191.143.136
and replace the file in your folder.
Official forums :
88.191.143.136
You can follow developpement on twitter :
Twitter.com
Any bug or idea must be posted here :
Bitbucket.org ... tatus=open
I won't fix or add anything not posted there. It helps me keeping track of bugs and patchs. You must register to bitbucket in order to attach files.
Thanks for Moritz for the powelobby, Legion Darrath for the 3603 modifications, all the alpha testers that give their time, in particular Nesar and Ephez, and big thanks for wolfmic who is hosting the server.
Adds 3 dynamic methods of obtaining energy; Wind, Solar and Tidal. Variables are held at the top of simInit.lua for easier editing. Placing 'TIDALPOWER...
This new map is called "Big Blasted Rock" and is really a derived work off the existing "Blasted Rock" map (I used its heightmap to generate this map...
Credits to whoever was the original author of map "Blasted Rock". I simply extended it with additional player startspots for use with my "16-player mod...
Credits to whoever was the original author of map "central mound". I simply extended it with additional player startspots for use with my "16-player mod...
This mod allows up to 16 players in the game Forged Alliance. It should work on all Forged Alliance patch levels since 3598. There's a readme.txt with...
This mode gives SOTW shields to AIs and you. It allows you to enjoy trying to break stalemates without a buddy.
Only registered members can share their thoughts. So come on! Join the community today (totally free) and do things you never thought possible.
looking for a mod that made tactical missile launchers auto fire, track its target and a bigger AOE.
can't find it anywhere
Damn i got this game waiting a week and i install it (gold pack) and when i try to play it i get an error saying "Please verify system meets minimum specifications" I checked and i have xp home edition 2002 with service pack 3 with intel(R)Core(TM)2 CPU 6400 @ 2.13GHz 2.13GHz, 1.99 GB of RAM
i looked at the readme and this is higher than it's recommended system specs.
By the way i copied exactly everything after with.
I really wanted this game!!!! D:
nvm my dad fixed it :D but it lags a bit -.-
Yay i bought SupCom 2 today for 10€ and im gonna dl it now ^^
Shame that SupCom2 is a really dumbed down version of the first two games then...
yes thats really true ... i hope if they make supcom 3 that its gonna be the best of them
Is there no mods available that would let you play the campaigns in vanillia and/or FA with a friend per any chance?
this wont work idk why but it wont work
very good RTS game,not the casual idiotic gibberish things like DOW2,CNC4 ,Supcom2 and 'Insert new RTS game'.
(This essay was written for timemastercronos35 - oops)
Game logic requires looping through a list of every unit currently in play and updating its behaviors (giving it a chance to move, attack, or even just drawing it).
Every new unit on the field increases the amount of time it takes to do this, and eventually it becomes quite noticeable. 1000 seems to be the magic number to generate lag on most machines.
In a 4v4 where everyone has maxed out their unit caps, you could have 8000 units in play at once!
The solutions are starting to appear though. With the proliferation of multi-core processors it is becoming a good strategy to put different player's units on different threads running on different cores. This can greatly improve performance.
Also, the vital trick of having a thread for logic and a thread for drawing the game is always a performance boost.
So as CPUs get more cores (or we stop doing that and just put multiple multi-cored CPUs into home machines) expect the new line of RTS games to get more and more fluid.