SpringFiles: XTA

Version:  9.735 Games Freeware

——————- Change Log of XTA 9.735 Svn 628
—————— by Jools, Raaar
– Fixed collisionvolumes of all wrecks of standard units, thanks to raaar
– Decreased LOS of some turrets, such as LLT, MT and Radars. Instead they have increased air-LOS. LOS: Flakkers: 600, HLT: 600,
LLT: 420, floating LLT: 480, MT: 450, radar jammer tower: 450, radar tower: 500, adv. radar tower: 550, nuke/mininuke: 500
– Decreased LOS of commanders: 768-> 720.
– Decreased sonars: u4commander: 6000->4000, u3commander:2500->2250, u2commander: 2400->1800, ninja/u-commander, 1600->1200
– Increased sonars: adv.sonar stations: arm: 1550->2050, core: 1500->2010 (t1 sonar stations unchanged at 1210/1200)
– Decreased cloaktimeout for automatic commanders: arm: 4.2 s -> 2.8, core: 4.2 s -> 3.0. The commander is visible somewhat longer
than this time due to the silhouette effect. Also decreased for level 2 manual commanders: 4.2-> 3.4/3.6; L3 and L4 have
same values as automatic commanders.
– Increased area of effect of rocko/storm: 48 -> 65. This will deal a little damage to walled mexxes/llt:s
– Increased annihilator/doomsday machine explodeas-radius: 180->360 and damage 800->1400.
– All builders can now restore again
– Increased missile velocities a little
– Increased phalanx/copperhead *air*-los
– Bugfixes:
* fixed bug where automatic commander is invisible when idle
* fixed radars not spinning/spinning bugs for airlabs
* fixed bug where core t1 airlab’s pad isn’t rotating when building
* fixed missing ceg warning for metalclouds
* fixed mexx-upgrader bug
* removed lups.lua debug echo
* unload unit warning sounds widget after game ends to prevent it from warning at gameover
– other: better fonts for some widgets/gadgets

tumblr_n08eejiawf1rooeoro1_500.jpgRelated links:  http://springrts.com/phpbb/viewtopic.php?f=48&t=31131 Author / Publisher:  Jools_

EvolutionRTS: Evolution RTS Get-Together #17!

Evolution RTS Get-Together #17!

I’m a little late in getting the event up this week. Mainly because I’m in crunch mode adding new models.

Noteable changes this time around are as follows:

• New fighter model. Fighter is now a gunship and strafes. It also fires machineguns now instead of missiles.
• Ikinz Damage buffed
• Aircraft hitspheres adjusted so that they correspond to the model more correctly.
• Economy, Radar/Sonar/Jammer structures can now be built underwater.
• Fixed ORB model (the previous model wasted a lot of polys. There is no visible change between the model from last week and the new one)
• Aircraft Plant has a new model
• MidKnight Gunship Drone has a new model
• Added a lot of subtle visual improvements

As usual, at gametime we are meeting in the EvoDedicatedHost1 battleroom in the lobby and in the Spring Mumble Server (http://springrts.com/phpbb/viewtopic.php?f=1&t=20432).

Additionally, Standalone Spring Web Lobby has been released. If you are currently using Springlobby as your lobby client, I highly suggest that you use the Standalone Weblobby client instead. Big thanks to Ikinz for all his hard work on it!

You can get the builds for windows and linux here: http://goo.gl/fV2PzG

The event will be streamed live at: http://www.evolutionrts.info/stream

See you there!
Evolution RTS Get-Together #17! I’m a little late in getting the event up this week. Mainly because I’m in crunch mode adding new models. Noteable changes this time around are as follows: • New fighter model. Fighter is now a gunship and strafes. It also fires machineguns now instead of missiles.
• Ikinz Damage buffed
• Aircraft hitspheres adjusted so that they correspond to the model more correctly.
• Economy, Radar/Sonar/Jammer structures can now be built underwater.
• Fixed ORB model (the previous model wasted a lot of polys. There is no visible change between the model from last week and the new one)
• Aircraft Plant has a new model
• MidKnight Gunship Drone has a new model
• Added a lot of subtle visual improvements As usual, at gametime we are meeting in the EvoDedicatedHost1 battleroom in the lobby and in the Spring Mumble Server (http://springrts.com/phpbb/viewtopic.php?f=1&t=20432). Additionally, Standalone Spring Web Lobby has been released. If you are currently using Springlobby as your lobby client, I highly suggest that you use the Standalone Weblobby client instead. Big thanks to Ikinz for all his hard work on it! You can get the builds for windows and linux here: http://goo.gl/fV2PzG The event will be streamed live at: http://www.evolutionrts.info/stream See you there!
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EvolutionRTS: New air units!

New air units!

I hadn’t previously made any news about it because I had been super busy, but here are the 3 latest aircraft remodels.

From this point forward, all aircraft will be using gunship style movement along with various tweaks to make them fun to use and look fantastic while doing it.

To that end, the new bomber fires a large missile that does huge aoe damage and takes 30 seconds to reload (you can see me use them pretty extensively in the Get-Together #16 VODS on youtube).

The gunship’s behavior has not been changed… It just has a new fantastic model.

The largest change of all is the fighter. It now has 8 machineguns and it strafes it’s target while pummeling it into submission. AWESOME!

Pictures related.
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EvolutionRTS: Evolution RTS Get-Together #16!

Evolution RTS Get-Together #16!

It’s been a really successful couple of weeks for the get-togethers, and hopefully this will be no exception.

As you ahve probably noticed, I haven’t been posting much this week. That is partly due to not having a lot of visually related stuff to post about, and partly because I’ve been really busy.

That said, there are a ton of improvements that have been made. Many of the past complaints have been addressed. Endgame units have gotten a renewed (and much more intuitive) purpose. New effects have been added, and balance has been tightened even further.

This week we will of course be meeting at 5pm GMT (10am PST) in the spring mumble server at http://mumble.springrts.com in the torture chamber room.

The event will be streamed live at http://www.evolutionrts.info/stream as well.

Come join us! Newbies are always welcome!
*Evolution RTS Get-Together #16!* It’s been a really successful couple of weeks for the get-togethers, and hopefully this will be no exception. As you ahve probably noticed, I haven’t been posting much this week. That is partly due to not having a lot of visually related stuff to post about, and partly because I’ve been really busy. That said, there are a ton of improvements that have been made. Many of the past complaints have been addressed. Endgame units have gotten a renewed (and much more intuitive) purpose. New effects have been added, and balance has been tightened even further. This week we will of course be meeting at 5pm GMT (10am PST) in the spring mumble server at http://mumble.springrts.com in the torture chamber room. The event will be streamed live at http://www.evolutionrts.info/stream as well. Come join us! Newbies are always welcome!
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SpringFiles: Protective Guard

Version:  0.1 Lua Scripts Freeware

Places guards in a circle around the target (whether moving or not) unless there are only one or two guards, who go in front and (the second goes) in back of a moving unit. Dynamically rearranges circle when guards leave or are added. Only takes effect if the guarding units are faster than the target, can attack, can’t assist or repair, and can’t fly.

guard_in_front.pngguards_far_away.pngAuthor / Publisher:  zoggop

EvolutionRTS: Evolution RTS Get-Together #15!

Evolution RTS Get-Together #15!

Aww yeah it’s that time again! This week is going to be even more incredible than last week! For one thing I have a proper broadcasting setup now, so that there will no longer be any background noise on my microphone (Blue Snowball in case you’re wondering).

Big thanks to +Shadowfury333 for giving me tips on positioning and idea for how to actually do it!

Tomorrow we will be playing with the entirely redone Hover tech. Completely remodeled units. I already have all but one of the units in game. The engineer is the only one that I have left to do, but I stopped in order to create this event 😀

Tonight I will also be modeling the new hover factory as well, so I have a few hours of work left to do.

We will be meeting in the Spring Mumble server this week, in the “Torture Chamber” room at 10am PST (5pm GMT). The entire event will be broadcast live at http://www.evolutionrts.info/stream. Games where I am not playing will be cast by myself and any other caster that happens to be in the room with me at the time wink wink, nudge nudge.

This should be a pretty epic event. Throughout this week I have been working on various improvements suggested to me last Get-Together, and I believe that I have solved some issues that a few people had, so we should be in for a ton of fun! Can’t wait to see all of you there!
*Evolution RTS Get-Together #15!* Aww yeah it’s that time again! This week is going to be even more incredible than last week! For one thing I have a proper broadcasting setup now, so that there will no longer be any background noise on my microphone (Blue Snowball in case you’re wondering). Big thanks to @107560205019564039061 for giving me tips on positioning and idea for how to actually do it! Tomorrow we will be playing with the entirely redone Hover tech. Completely remodeled units. I already have all but one of the units in game. The engineer is the only one that I have left to do, but I stopped in order to create this event 😀 Tonight I will also be modeling the new hover factory as well, so I have a few hours of work left to do. We will be meeting in the Spring Mumble server this week, in the “Torture Chamber” room at 10am PST (5pm GMT). The entire event will be broadcast live at http://www.evolutionrts.info/stream. Games where I am not playing will be cast by myself and any other caster that happens to be in the room with me at the time *wink wink, nudge nudge*. This should be a pretty epic event. Throughout this week I have been working on various improvements suggested to me last Get-Together, and I believe that I have solved some issues that a few people had, so we should be in for a ton of fun! Can’t wait to see all of you there!
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