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Jalinth

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Everything posted by Jalinth

  1. I am running Windows 2000. I FINALLY got a headset with a mic today. It works fine with Windows sound recorder. I can also hear sound from it coming from the headphones when I speak into it, with the Mic volume high enough. When I get into DropTeam and Hit 'p' to talk, my teammates can not hear my voice. They also do not see the 'Transmission from SirJalinth' box. I see a little box that says "Transmitting" while I hold down the transmit key. I do not hear my own recorded voice at any point. I have tried it in a Standalone game as well. I see a "transmitting" box, but do not hear anything. In the standalone game I tried disconnecting from the net and turned off my firewall. This did not help. I'll give full tech specs if needed. Just need to tell me what to might be relevant.
  2. Heck even LOS sharing of targeting info would be handy. Think data links via Comm Lasers.
  3. I just saw this photo and instantly thought of a DropTeam map. http://antwrp.gsfc.nasa.gov/apod/ap060926.html
  4. Of course with the scenario editing software that is coming out some time, it could well be easier. Perhaps a mask for each game type or some such.
  5. Some more detail on how each type of victory condition works now would be nice. Also some fiddling with how each vic condition works may be in order. With my Salvage Op scenario, I have to objective points at occupying the same space. Each team scores points for having units in the centre. The problems are two fold. Problem one is that you can score points for having a crippled Shrike in a hidden corner of the area while there are half a dozen Thors nearby. The other problem is that if say you score 60 points, then get pushed off the objective, those points will fade away and be added to the other teams score. I would like a option to have a game where you have to be the sole controller of the zone to score points and that these points do not go down. Finally I am interested in having a scenario option that lets infantry score flag captures or hold objectives. One of the new scenarios has a number of infantry, but only one or two vehicles. it is almost impossiable to score points, and if your two mortar carriers get destroyed the attacker can not score at all.
  6. I like it. The idea of a slightly raised turret strikes me as a good one, but overall it looks to be a serious improvment over the stock Apollo. Perhaps we should have a mini mod/map called "Apollo Proving Grounds", in which we test out a small assortment of varients in order to see what one works best. Give people a few days to drive around trying the different options out, see which one people like best in a poll. No need to fully skin any of them just for live fire test drives. Comments?
  7. Minor bug here. I dropped a Squad of infantry on top of one of the REALLY tall buildings on a custom map (ResidentialTower.physicalobjectgroup). The pod landed on top of the building and just sat there, doing nothing. Also I'm still finding that Infantry seem to be entering idspispopd at random times while climbing on buildings, and so falling through them.
  8. And THAT is the reason why I don't mind that I spent the full $45 on the game, when the price fell just a little while later. No game have I EVER played that has had this kind of support.
  9. Well there is a simple solution to your problem pilgrim. Come on out and do your best to smash us into a burning piles of radioactive debris. If you can... MUHAHAHAHAHA!!! ---- Welcome to the game.
  10. This caught me again with the 1.1.4 patch. I started up the game, hit refresh server list and was then forced to hit the re-set key.
  11. I'll have to try it again then. I have pretty much all the graphics options at max, save Anti-Aliasing which is at 2x. I'll do some experiments tonight.
  12. Long range shots with ATGs are great fun. I have also found that the sides of a Thor are the best place to place your ATGs. I am planning on adding a shot placement article later, assuming no one beats me to it. (I can hope, can't I ) I just added a bit more on the armour. It's very rough, as I've got to head out now, but it is yet another start.
  13. Sounds good to me. Until we see what 1.1.4 does to everything, it would be premature to make any changes anyway.
  14. Of course, I'm just a player, so I could be wrong but as far as I know it is thus - Infantry were added to the game AFTER the demo came out. As everything is still being balenced and tweaked, they are not going to be changing the demo until later. One of the Devs can no doubt answer your question better.
  15. Jalinth

    Mine drop pods

    This sounds fine to me as an interim solution.
  16. I thought it had been mentioned, but thought it best to be sure. What do people think about a Cutter or two for the defenders? There are a couple places that a trench or two would be rather useful. Overall, I do like the scenario. Just looking for a few tweaks to make it better. The one thing that worries me is the AA turrets will increase the number of attacker deaths, and I find that they are normally running out of units that can actually hold the objective by the end of the map as it is.
  17. Jalinth

    Wiki anyone?

    I just added a new page to the wiki, and Acronym Glossary. I'm to lazy/tired to actually go all out on it right now, but it should prove useful. http://dropteam.johalla.de/moin.cgi/Acronym_Glossary
  18. I'm glad you think it is useful. I just expanded it slightly. I had left the bit on 'Search and Destroy' pretty skimpy. It has some more meat on it now, though I am not quite happy about it. I may be coming on a bit to strong with it. Still, it's a work in progress. Does anyone out there who is using infantry care to comment?
  19. Jalinth

    Mine drop pods

    See, if you had of said THAT, then I would have known what you were talking about. I just did a search of the forums, and do you know what? Other then your comment in the post I was responding to; "Its a loophole in the Mission which is well known yet instead of behaving like disciplined players they utilized the loophole"; I did not find one mention of the Deployment zone problem. If you want us to know what you are talking about, then please try to be more clear in providing information about your problems.
  20. The scenario has 4 turrets of each type for the defender. The only problem is that in the data file it is calling for the old Plasma Turrets rather then the new Missile and 76mm turrets. Also, I find that both sides tend run out of units towards the end, espec with the bots using up stuff like no tommorow. Perhaps a slight increase to inventories might be in order. I'm not suggesting much, perhaps a couple cutters for the defense and couple more Paladins and infantry squads.
  21. Jalinth

    Mine drop pods

    How in the name of God is putting troops in a building a loophole? It's not bloody hard to dig them out of there! How to counter: Shoot the building with HE rounds from outside of the Circle o' Death! If you pound 15-20 20mm HE rounds into it, you will normally get a kill. Stand back a bit farther, and send in some 76mm HE. The building isn't dodging, so pretty much anyone should be able to hit the bloody thing. Then there is the fact the attackers get a Light Mortar, and the defenders have only 1 Hermes. I'll see if your keen tactical mind can figure out where I am going with that last idea.
  22. I hit print screen, alt tab out to MS Paint and the paste the image into paint.
  23. Hey War, Welcome to DropTeam! You'll find that this group is always willing to help. So what do you want to know?
  24. Great concept, but it ran REALLY poorly on my system. I think it was the blue fog that did it. I admit that I've got most of the Graphic options up, but it runs fine on the other scenarios. What little I was able to play, it struck me as a really interesting scenario.
  25. Very cool scenario. Only problem is that it didn't seem to want to work right for me. Of all the dropships that tried to land (21) only 1 of them managed to unload the cargo. The rest of them just floated around for a while and then floated up and up and up. I don't know if it was a combination of the 2.1g with the 0 atm of pressure or something else. Anyone else encounter this problem? I tried a couple other scenarios afterwards and the dropships seemed to be working fine on them.
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