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Topics - rad4Christ

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41
General / Demo Of That Game On Hera
« on: November 02, 2004, 08:50:06 AM »
I have a bad habit of recording various games for the fun of it, mainly b/c I have crap internet at home, and when I can't play, I can watch a few of my matches to see what I did right/wrong, or just laugh at some of the antics of my fellow players.

Last week, we played a pretty great game on hera, I was aliens, scooter blue commanded (get him a RS so he doesn't get kicked all the time). We decided to go sensory first, and it made for an interesting game. Anyways, this is about as epic gets for NS 3.x, and I wanted to share that with the people who were there, and even for those who weren't. It's from my perspective as alien, and the game last around 40 minutes. It was great fun. Check it out.

http://www.thebuzz-online.net/downloads/ns/lm19.zip

42
General / Your Thoughts On B5 Maps
« on: October 19, 2004, 08:36:07 AM »
Hi, my name is rad, you may remember me from such films as "Get to Cold Turn" and "Sneak Me A Phase". I haven't been on these message boards for a while, but I have been playing on LM and other servers.

I decided to post this for your input (and to give mine as well) about the map changes, additions, and (needed) subtractions in the latest beta. Now understand that some of the maps are still in beta, with upcoming changes, but what do you think of these maps. You can comment on any one map, or list and comment about them all. Please, use discretion and try to point out flaws, not just "OGM, this map sux0rs". K?

ns_metal

Summary: One of my favorite maps to command on, mainly because it can be an easy win, or a hard win, depending on which hive aliens start with, and how they play.
Good Points: Nice Layout. Aliens have a few RT's that are alien friendly early game, most nodes near marine start can be contested, leading to good fights within first minutes of game.
Needed Inprovements: This map can be a slaughter house for aliens if marines are competent and work as a team. Too many corridors, easy to watch vent exits, and not much cover in hives.
Best Starting Hive: Smelter
Worst Starting Hive: Cooling Systems
Strategic Points on the Map: Heating Room, Supply Way
Best Relocation: None IMO
Gameplay: Slightly Marine based. Aliens have to come on strong and keep the resistance close to MS to really stand a good chance.

ns_caged

Summary: Great map. Constantly offering a challenge for either team, with no set strategy for winning.
Good Points: Nice overall map, many key locations for ambush, weldables to add diversity.
Needed Inprovements: Open weldables cannot be fired through, Generator hive is easy to siege from Aux Gen side, and it is disconnected from the rest of the map. I'd like to see a vent from Gen hive to hallway between MS and Stability.
Best Starting Hive: Vent
Worst Starting Hive: Generator
Strategic Points on the Map: Central (double node), Shipping
Best Relocation: Outside Double, aux gen side
Gameplay: Fairly Even. If Aliens get Generator, harder to respond, but short access to double res. Double res relocates were standard for a while, but aliens havefound good counters, gameplay seems to change over time, and different commanders use varied tactics, keeping it fresh.

ns_hera

Summary: One statement: "Holo will always be called double res". I like the map changes in B5, makes the gameplay a little less linear, but a whole lot. This is a good map, but not one of my favorites. I personally feel this map is alien biased, due to every marine attack point at the hive locations have multiple alien entry points, giving marines a fierce battle to hold, and sometimes one good alien can keep a marine team at bay.
Good Points: Large map, good diversity
Needed Inprovements: Archiving needs a back door, maybe a vent to the node area north of it, processing is a great battle ground, but hard for marines to fortify.
Best Starting Hive: Data Hive
Worst Starting Hive: Archiving
Strategic Points on the Map: Processing, Holo Room
Best Relocation: Holo Room
Gameplay: Slightly alien based, due to the size of the map, and the ease of aliens to quickly move from one side ot the other. Although there are three exits from MS, they are easily watched and can be lamed effectively.

ns_lost

Summary: I missed this map so much. I played this map since pre-official status, and I love it.
Good Points: Unique level design, challenging gameplay
Needed Inprovements: I miss Los Paranois node, and the unbreakable glass at Equil hive.
Best Starting Hive: Cargo
Worst Starting Hive: Equil
Strategic Points on the Map: Eternal Requiem, Temp Control, Cargo Hive
Best Relocation: Temp Control
Gameplay: Alien biased. It takes a long time for a marine to get to temp control, and all nodes near MS except Beta Deck are easy for aliens to guard.

ns_nothing

Summary: Awesome map, great gameplay, less noisy elevators, and JP room!
Good Points: Adaptable for different strategies, i.e., red room. I wish more levels had parts of the map that could only be utilized by pursuing certain strategies. "Should we lame up red room Just in case?" "Should I go for JP or HA?"
Needed Inprovements: Not much really, this map seems pretty solid to me.
Best Starting Hive: Cargo
Worst Starting Hive: Power Silo
Strategic Points on the Map: Generator, Cargo Hive, Viaduct
Best Relocation: Generator Room
Gameplay: Even. This map is great for either team, but certain strategies have become the norm, and makes it repetitive.

ns_mineshaft

Summary: Good map, good play, seems to be hated by the community. This map empties servers almost as much as bast.
Good Points: Unique environment
Needed Inprovements: Alot. Layout is linear, gameplay follows. No vent system.
Best Starting Hive: Tram
Worst Starting Hive: Sewer
Strategic Points on the Map: Refinery, Uturn
Best Relocation: Refinery
Gameplay: Linear, same strategies, same outcome. Marine based.

ns_bast

Summary: Ugh. Take it out of map cycle, please.
Good Points: None.
Needed Inprovements: Everything
Best Starting Hive: Refinery
Worst Starting Hive: Engine
Strategic Points on the Map: Water treatment, Feedwater
Best Relocation: Don't play it enough to tell...
Gameplay: Hateful. This map has been butchered so much, it is no longer worth playing...

ns_origin

Summary: Good map, easy marine win though.
Good Points: outdoor area (sort of)! Great vent system, detailed.
Needed Inprovements: Easy map for marines. Biodome easy to siege, Furnace too
Best Starting Hive: Vent
Worst Starting Hive: Biodome
Strategic Points on the Map: Double node, Ore Extraction
Best Relocation: None
Gameplay: WIth a decent marine team, I can win this map 95% of the time. It needs work, I don't what will do it specifically, but it needs work.

ns_tanith

Summary: One of the more favored maps, mainly because of it's balance.
Good Points: Everything, great balance.
Needed Inprovements: Not much. This map isn't the prettiest, but it plays well.
Best Starting Hive: Fusion
Worst Starting Hive: Waste
Strategic Points on the Map: Reactor Room, Cargo, Chem
Best Relocation: Cargo, Reactor Room
Gameplay: Excellent.

ns_nancy

Summary: It's an OK map, and although I'm glad Mess Hall is not the central point of the map, it still need work
Good Points: Better layout than before with alternate route to Mother Interface, but it also complicates aliens starting with Subspace.
Needed Inprovements: The vent system. It is too complicated with no sense of direction in it.
Best Starting Hive: Port
Worst Starting Hive: ???
Strategic Points on the Map: Mothe rInterface, Port, Mess
Best Relocation:
Gameplay: Still not that wonderful, but a decently balanced map.

ns_veil

Summary: Great map, fun to play.
Good Points: Layout is pretty well planned, although rather linear
Needed Inprovements: Vents from MS need to come back. The two exits from MS tend to be the marines downfall. Once they are trapped there is nearly 0 chance of a comeback. Once one team starts to claim vitory, the game is practically over. Comebacks are rare.
Best Starting Hive: Cargo
Worst Starting Hive: Pipeline
Strategic Points on the Map: Double, Cargo Hive, East Junction
Best Relocation: Double, or Cargo
Gameplay: Balanced early games, but once a team gains the advantage, map easily goes one way.

ns_eclipse

Summary: Great map, I love the doors.
Good Points: Doors.
Needed Inprovements: Triad, still not right
Best Starting Hive: Comp Core
Worst Starting Hive: Eclipse
Strategic Points on the Map: CC, South Loop
Best Relocation:
Gameplay: Pretty balanced, but can be decided early game by a strong offense by either team.


Okay, I'm stopping here for now, I'm tired, I'll do the rest later...
________________________________________________________________

43
General / New Changelog, Release Immenent
« on: September 03, 2004, 10:04:17 AM »
From:http://www.natural-selection.org/forums/in...showtopic=79481



Unknown Worlds (http://www.unknownworlds.com/) and the Natural Selection (http://www.natural-selection.org) team are pleased to announce the imminent release of Natural Selection 3.0 Beta Version 5 (full version name: 3.0b5). We are anticipating the release to occur this coming weekend (Sept. 3rd through 5th). Please check http://www.natural-selection.org/downloads for download instructions/mirror locations.

Beta 5 has many important bug fixes which will help facilitate new features coming in future builds. This build marks the correction of some long-standing bugs as well as some bugs which were reported by the community. There are also some significant balance changes in regards to combat

Beta 5 Changelog:

Gameplay changes:

O Players who issue the 'kill' command in console cannot restart the timer by issuing 'kill' again
O Commander can now click on switches to activate a door or elevator.
O "slowresearch" cheat now slows down recycling of buildings.
O Alien attacks apply a reduced knock-back effect. If a player is in the air and receives knockback damage the effect is 50% of what it was in beta 4a, if the player is in Heavy Armor (HA) the knockback is reduced an additional 50%.
O Changed knockback of Skulk Bite from 300 to 225.
O Increased jetpack maneuverability, jetpackers are now immune to stomp, and carried items/ammo affect lift less
O Knockback never affects friendly players.
O Parasite and Xenocide now get damage boosts from primal scream.
O Weapons reload exploit fixed.
O Marines are prevented from putting anything but Resource Towers on Resource nozzles.
O Reduced time it takes to throw hand-grenades (thanks BrigadierWolf!)
O Changed hand grenade so it is thrown gently when crouched.
O Movement chamber range increased from 400 to 500.
O Alien resource nodes don't play gurgling sounds until a minute into the game. (prevents commander from listening for starting hive)
O Movement chamber energy bonus increased from 10% to 25%.
O Changed healing spray effectiveness vs. players: changed from 16 to 13 + 4% of target max health. (both for healing friendly players and attacking enemy players)
O Increased Gorge armor from 40 to 50.
O Increased Onos carapace armor bonus from 150 to 350. (makes it closer 50% like all the other aliens)
O Changed hand grenade physics to make them more effective at attacking indirectly.
O Increased redemption chance from 35% per second to 45% per second. (still happens when at or below 40% health)
O Increased spit damage from 25 to 30.
O Grenade launcher cost lowered from 20 to 15.
O Ammo packs now drop when a weapons is dropped (intentionally or upon death)

Combat Specific Gameplay changes:

O Aliens always respawn as skulk, even if they were previously a higher lifeform.
O Dying with a larger lifeform gives you back the points spent on it.
O Unchained alien lifeforms, like regular NS:
- Gorge costs 1 level
- Lerk costs 2 levels
- Fade costs 3 levels
- Onos costs 4 levels
O Lifeform evolution times set to a smaller percentage of those in regular NS.
O Aliens can now only choose a lifeform once per life in Combat.
O Players spawn in waves, with a maximum wave size of 5 players
O A wave starts when there is no wave in progress and a player dies
O The wave finishes when 5 seconds + (number of dead players - 1)*4.5 seconds have elapsed.


Game mechanics changes:

O In NS:Combat, all weapon and armor upgrades will now be correctly assigned to the user who upgraded for them.
O When devolving from a higher alien lifeform to a lower lifeform it was possible to have 0 health but still be "alive". This has been corrected so you start with the correct health/armor for that class .
O Aliens no longer take negative damage (gain the damage back as health) when they have 4 or more hives.
O Parasite flag is now removed from players when they die instead of when they spawn.
O Aliens who are healing while evolving will emerge healed to the correct percentage. (Also goes for damage while evolving)
O Fixed flashlight so it’s no longer possible to run out of energy.
O Players can no longer enter a Comm Chair while it's recycling.
O Aliens can now evolve on slopes without having to jump.
O Fixed problem with alien regeneration, where aliens could sometimes get more health than they were supposed to.
O Alien players should now be able to always evolve provided there is enough room.
O Blast effect from Onos gore and Xenocide no longer affect teammates.
O Build circle restrictions no longer remain for mapper placed buildings that are destroyed.
O Fixed the bug with the ‘startbuilt’ flag for mapper placed offense chambers, they will now be fully functional when the round starts.
O Motion tracking blips no longer show on minimap when there are no more observatories.
O Fixed bug where players dropping straight into water are invulnerable.
O Turrets now track and fire at underwater aliens.
O OCs will no longer fire at digesting players.
O Walking aliens no longer uncloak while strafing or if they have upgraded to celerity.
O Resolved issues with the Phase Gate headroom checking routine.
O Multiple buildings can no longer be placed on the same physical ground-level location.
O All non-standard weapons (including LMG) dropped upon death.
O Tweaked the way gestation space checking works.
O Improved the way deployment of Phase Gates is handled (code-side).
O Issue with grenades being selected when you drop your other weapons resolved.

Cosmetic changes:

O The sound when an alien building is placed only plays if the building is successfully placed.
O Visual reference of a parasite will now be removed when a mapper placed building is destroyed.
O Known issue resolved where 'needs health' message was being spammed due to variable inconsistencies.
O Added new shotshell.mdl for shotgun ejection
O Aliens will no longer show up on motion tracking if they are dead.
O Use key has been disabled for commanders. (prevents phantom use sounds playing)
o Added new jetpack sounds
O Fixed bug where the hive take-damage animation interrupted itself
O Added new NSGuide icon (from amarc)
O lastinv no longer plays sound when used.
O Welder redone, its now possible to tell when you're not welding, welding or finished welding, just by listening to the sound.
O Alerts now play when a 'friendly' gorge attacks a building with FF on.
O Silence upgrade now prevents the primal scream response from players if they have silence.
O Added an offset shotgun crosshair, which correctly represents the center of the damage field for the current shotgun.
O Digesting sounds are now affected by the silence upgrades.
O It is no longer possible to place/keep a waypoint on a cloaked alien.
O Fixed a bug that stopped the sound that normally plays when an aliens spends points from playing.
O Hand Grenade no longer plays the same sound for different actions.
O Tweaked hand grenade sounds from MaDMaXX.
O New hand grenade model from BrigadierWolf.
O Motion tracking blips no longer appear on aliens that you can directly see.
O Digesting players no longer show up on SoF or Parasite.
O Digesting a jetpacker removes their ability to “fly” so trails won’t be seen.
O Phantom Phase Gate sounds will no longer play.
O Long server names will be truncated gracefully as opposed to abruptly on the scoreboard.
O Correct arm models will now be displayed when exiting the command chair as HA.
O Improved animation for hand grenade, including synching up grenade creation with throw.
O Aliens now display the correct amount of res they actually have. It was being shown (24/99) even though you had 25/100.
O Score is now calculated correctly for weighted kills.
O Lowered chat text visually on-screen.
O New ammo pack models

Server Changes:

O Game directory changed from "nsp" back to "ns", now that nearly everyone has moved to the beta
O STEAMIDs now appear on all applicable log messages.
O Updated method of locking cvars to be more efficient.
O Added missing newline character in log message.
O Fixed log messages for "Game reset started" and "Game reset complete" from sometimes having weird characters.
O Locked r_detailedtextures to 0 to prevent exploits.
O Changed mp_limitteams default from 2 to 1 (in server.cfg and listenserver.cfg)
O Added some sprites to mp_consistency precache.
O Numents and entityinfo commands now work with sv_cheats set to 1.
o Changed Linux development platform to gcc-3.2.

Client Changes (non-gameplay related):

O Removed ex_interp from cvar locks.
O Added lightgamma to locked cvars. Value cannot be set below 2.0.

Changes for those who Mod NS:

O Code for Chat box now sends strings as a single argument rather than multiple arguments.

Spectator changes:

O Spectators should be able to see cloaked alien buildings when spectating in first person.


Map Changes:

O Added ns_altair by KungFuDiscoMonkey

O Added co_sava by Mendasp

O Updated ns_nancy from Lazer
- New route to Mother Interface. It's experimental right now and will probably changed around later.
- Some corridor spacing issues resolved (example: Onos can not leave Mother without ducking)
- Double door bug FIXED

O Updated ns_metal
- More infestation/Tweaks
- Optimized surface access
- Fixed 3 build exploits
- Removed weldable pipe (shortcut)
- Added bulges in vents to allow passing
- Lowered cieling in MS
- Ladder weldable moved to Storage D promenade
- Added resource node to Surface Access
- Moved heating room resource to north end of room

O Updated ns_agora
- Added two missing sounds

O Updated ns_bast
- Reduced size of the vent on top of feedwater so marines have to crouch
- Fixed button on the Engine Door
- Fixed a lot of areas where the comm shouldn't build (this includes all the weird feedwater spots)
- Raised Feedwater hive to avoid exploits and making the access to the vent easier
- Moved the Feedwater resource a bit so you can get behind it
- Moved engine and added a second exit to the hive
- Moved the res outside of Refinery to Water treatment
- Made the revolving door unusable (like the one on the other side)
- Lowered Marine Spawn closer to the cargo level and removed the elevator
- Added new area between the Marine Spawn and the Engine corridor
- Moved the new res on the bottom of the main aft lift closer to Tram Tunnel.
- Reduced excessive brightness in some areas (lights over the nodes, feedwater, marine spawn)
- Added vent between Feedwater and Tram Tunnel
- Tweaked the Tram so the Onos can fit without crouching
- Fixed strange clipping holes and errors (this includes some stuck issues too)
- Added lights to the underwater tunnel
- Added vent in Refinery

O Updated ns_hera
- Added missing titles
- Added a resource node in north-west corner of the map, by the weld to the rock cavity.
- Removed a node from Holoroom
- Removed ground path from Cargo to Holoroom
- Added in a balcony overlooking the Holoroom, accessible from the upper level of Cargo.
- Moved the node in Cargo back to it's original place - down in the pit beneath the door.
- Re-routed Maintenance Access' Cargo exit to beside the cargo life next to MS. (Just so the exit doesn't come out at the resource node)
- Enlarged the general area around the CC, as well as fixed the getting stuck problem around it.
- Fixed being able to see into the vent hive as commander with no marines around.
- Added a vent between Archiving hive and North Corridor (heralocation_ncorridor).
- Added a vent from broken security door to Cargo lift.

O Updated co_core
- Enlarged marine start
- Fixed small clipping\clipnode errors
- Decreased water in hive room
- Reduced overall elevation changes
- Broke up line of sight in south hive exit
- Enlarged hive room slightly
- Decreased line-of-sight to hive from northeast hallway
- Several minor geometry changes and fixes

O Updated co_ulysses
- Fixed bug in Hive ramp
- Changed and added detail at Cargo Bay, Marine Spawn and Hive.
- Added a new window to space at Cargo Hive.
- Modified some lights along the map to make it more atmospheric

O Updated co_daimos
- fixed stuck issue in Lower Sewer (bug #0000590)
- grates can now be shot through (bug #0000692)
- added a vent from Hive Area to Upper Tram to allow Alien to fall into the Marines' back there.
- added a vent from Hive Area to Exactly above the PG welding point.

O Updated ns_lost
- Fixed crashing problems
- Marine start redesigned to eliminate the CC pit
- "Closet" resource node removed
- Several weldable vents added
- Window to siege room in Equilibrium now breakable
- Los Paranoias resource node removed
- Added a resource node on Beta Deck
- Reworked weldable into Alpha Continuum hive
- Fixed anomalous flooring outside Eternal Requiem
- Fixed several exploit build areas

As always, please remember that this is a beta version of Natural Selection. Things are subject to revision at the development team's discretion.

44
General / Like Marines Don't Have Enough Advantages
« on: August 24, 2004, 08:25:43 AM »
So, you're defending a building hive, and a wave of shotty marines comes through the phase. Frantically, you keep attacking the marines, while skulks, gorges, and lerks fall all around you. Teamwork and luck are your hope, and somehow, you kill the entire wave of incoming marines. Suddenly, all those names in red on the scoreboard turn blue. BEACON! Half your team is still in the spawn queue. They  can't afford another shotty rush, and it would take massive ammo spam for all those shotguns lying around... WAIT! Ammo packs fall with the weapons now! Marines flood in, pick up all the dropped shotties and ammo, GG hive...


Please, just give marines a giant seige cannon that destroys all three hives at once, then we won't waste 15 minutes to finally see the marines win....










PS. This post may be a little more pessimistic than reality...



And for the uninformed: News Announcement

45
General / Commander Strat For Ns_ayumi
« on: June 16, 2004, 12:48:08 PM »
Summary:
Ayumi is a visually stunning map IMHO, and I think this map plays very well, but it can easily become one sided if a team does not play aggressive.



Commander Basics:
If you have read another of my strats for specific maps, all of the Commander Basics is the same. Just skip to the good stuff
If you're new to commanding, looking for new strategies, or just trying not to lose so much, here are some basics to help you out.

Learn the Interface - Learn the interface you're going to be dealing with. Start to memorize hotkeys for meds/ammo, and learn how to move around the map quickly. Learn how to assign squads (duck button plus numbers 1-5). Sometimes a timely placed medpack is the difference between losing a resource tower, or even a strategic location.
Communication - Good communication is the key to a good commander. If you're marine team knows what you want to do, and what you are doing, then they'll be more apt to trust you and follow orders. Almost all marine teams really need the commander to use voice in order to listen, but if you just type, make sure you keep the team informed of what's going on.
Early Base Defense - On some servers if you drop a turret factory in marine start in the first minute, you'll get ejected in no time. The reason is that the less resources spent on defense in the first 3-4 minutes are more resources spent on nodes and upgrades. When a marine team that knows the value of starting resources thinks a commander is going to waste it on turrets, then they'll take action. If you want to place a turret factory in base, don't immediately build turrets or electrify. Wait until you're base is being pressured. And turrets are often better than electrifying straight off, because it alerts you when they fire, and can cover more area for the same cost (three turrets cost the same as electrification). I would highly recommend mines instead of turrets. I generally drop one pack, and have them dispersed around my keys buildings.
Electrification - Electrified turret factories and resource towers are great at keeping skulks at bay, and even offering area denial. But they are a major resource investment. For the cost of building and electrifying one node, you could build three separate nodes. Tie that with the initial 10 resources for a required turret factory, and electrification can eat your resources early game. I recommend only electrifying resources in hives, in out of the way locations hard for marines to quickly respond to, and at outposts. It's cheaper and more effective to just rebuild nodes lost near base. Remember, once early fades show up in the three to four minute mark, and two hives are up, electrification won't be worth anything.
Getting out of the chair - Never jump out of the chair unless there's no other option. I'm sure that building can wait an extra few seconds to be built. The only reason you should jump out of your chair is when base is under attack and you KNOW what you're up against.
Assigning Squads - This important feature can help you organize your marines into individual squads ready to do your bidding, or be a great early warning system for your base. I recommend placing important structures in squads to be alerted when they're under attack, and so you can cycle through them to check upgrade status.
Early upgrades - The sooner you make your marines stronger in the field, the more quickly the aliens are forced to react. Most commanders have the problem of reacting to the strength of the aliens, when they should be anticipating DC's or fades, and upgrading in preparation. I don't think any marine team will argue with dropping an arms lab at the beginning. And I'd recommend getting Armor 1 before Weapon 1 because you can't always rely on the aim of your marines.  :p
What to Build First - Don't waste a lot of resources building stuff in base, even if you know your going to need it later on. If you drop 2 Infantry Portals, an Armory, an Arms Lab, and an Observatory, that's 95 resources. You don't even have the resources to drop a resource tower, much less upgrade anything. To start, I drop one IP, because you may not need two yet. I drop an armory, an arms lab, and one pack of mines, two I place around the armory, and two I place around the arms lab. I immediately research armor 1, and I have the resources left to drop 2 resource towers. Once I have at least 4 nodes, I build my second IP and focus on killing alien resource towers.
Playing Defensively - Playing defensively will guarantee a loss. You MUST pressure the alien team from the beginning. Having more than one resource tower for the aliens is NOT acceptable. You should always have at least one marine immediately pressuring the nodes around the starting hive, and in the next nearest hive. You can find the starting hive by listening in each hive location for aliens spawning or the alien resource tower. Once you know where the aliens are starting, send marines to cap the nodes furthest away while sending a few to the nearest nodes to kill gorge eggs and freshly built resource towers. Don't try to cap every node you can. Instead, pick 3 or 4 near base or easily defendable, cap them, then pressure the aliens with every marine. Alien resource towers are harder to replace than marine ones.

Siege Position Basics:
Here are a few tips I use when placing/building siege points for hives.

Phase Gate Positioning - Try to place the PG in a spot where it can easily be defended, and where marines have room to maneuver when phasing through. Never place a PG in a spot that will bottleneck your marines. Also remember to consider lerks and spore by placing it in such a place that marines can move away quickly. Placing the phase gate against a turret factory or resource tower and electrifying is a great way to protect it. Also dropping a pack of mines to place around the PG is extremely helpful.
Turret Factory Positioning - I always try to place a turret factory against the PG to electrify later, but if not make sure marine can quickly get a line of sight on all open sides. Try to place a turret factory against a wall so at least one side is unreachable to aliens. Also, on some maps, place the turret factory around a corner so you can see skulks coming, and not in a corner where lerks can easily spore from a distance.
Amount of Sieges - With limited lame in a hive, three sieges can take down a hive in 4 pings. Try to have at least three siege cannons up before you ping, unless you are sending in shotty re-inforcements.
Turret Placement - If you are building turrets or placing sieges, don't place sentry turrets in optimal siege turret spots. Place them against the walls if in a hallway so your marines can easily maneuver around them. Try to have some type of cover for the sieges, whether it's marines or turrets, of placed against an electrified turret factory. Remember, marines are cheaper guards for TF's and sieges, and if they refuse to phase, beacon them and try again.
Electrifying the Turret Factory - If you're sieging a building/active hive, always upgrade siege BEFORE electrification, and I wouldn't electrify until I had at least three sieges down. If you can place the turret factory against a resource tower, electrify the resource tower, not the turret factory. Remember, a resource tower has more health than a turret factory. Always think whether you're going to recycle the siege base once the hive is down before you decide to electrify, because you don't get any of those resources back.


NS_Ayumi:
Key Points On the Map:



Cold Turn: This is a great location for an outer base. With easy movement to pressure hive, and the ability to siege Hamasaki, this is a key location to try to hold.
Eastern Entrance: Much like its cousing Cold Turn, you can easily get to Hamasaki and AE35 hives with a short walk.


Siege Positions:
All siege positions below have been combat tested for accuracy and ease of defense. The sieges in the picture below are placed AS FAR AWAY FROM THE HIVE AS POSSIBLE while still reaching.

Pressure Control Hive:



Siege Point I:
Approaching the hive from Marine Start, this position is sometimes difficult to hold unless you weld the vents behind you to keep aliens from flanking you. You can actually set up a phase gate against the Server Outlet node, but it's a short run to the TF, which can make for a problem. MAke sure to build the TF and sieges on the platform area, gives your marines more maneuverability. Also, place at least one turret where it can shoot under the PG. Elec doesn't work properly on ledges sometimes and a skulk could bite the PG from underneath it unharmed. There are weldable vents behind the outpost and one vent that comes out right above the outpost from the hive, so watch for gorges and lerks there.



Siege Point II:
If you are moving in from Cold Turn, this is a good place to set up siege. By building the TF/PG on the corner, aliens must risk themselves more openly to attack. Placing the sieges against the other wll gives your marines a clear hallway to shoot from. There is a vent behind this location from Server outlet, so watch for flanking aliens. Also, there is a vent directly above this location, so keep a gl spamming in there, or keep your eyes on it for lerks, ambushing skulks, or bile bombing gorges.



Hamasaki Hive:



Siege Point I:
If moving from Pressure Control hive, or sneaking in from Eastern Entrance side, this is the prefered location to siege from. You can build all the buildings IN the Resouce towere room and keep it protected by electrifying the RT. Even the sieges can go inside. I recommend placing the TF in the back of the room behind the RT, where it is most protected. Place the sieges and PG in a way that the elec from the RT will reach any alien attackers.



Siege Point II:
If you are moving in from Marine Start or AE35, set up a PG against the node in Eastern Entrance and build the TF in the corner by the hallway. This is tricky because you will have to go around the corner to build the sieges, leaving your team more vulnerable. PLace the sieges against the wall nearest Eastern Entrance and pack them tightly for aliens can be pickked off by LMG fire. If the resources permit, drop a turret or two to protect the sieges, and have the marines focuse mostly on higher lifeforms and protecting TF.



AE35 Hive:



Siege Point I:
This location is an easy walk from Marine Start, and has two automatic doors behind which can alert you to something coming from behind. There is a vent directly above this location that leads to the hive, so be wary of lerks/gorges/skulks. The TF does not need to be around the corner, so place it back near the door so aliens have to be vulnerable to attack it. Place the sieges along walls and in corners to keep a clear line of sight.



Siege Point II:
Most people hardly ever siege from this location because early game point one is better, and late game you can easily GL spam the hive. But if you do siege, you can build the turret factory further back against the wall in the other hallway, and buld the sieges around the corner. That way the TF is more secure, and marines can focus instead on the hive and getting the sieges up. You could actually just run fromt he PG in Eastern Entrance if you have it instead of building another PG.





I hope this guide will help you better understand this map, and you can become a better commander and marine. Please, if you know of any added strategies regarding shotgus rushes, relocation, even well used chamber placements and skulk hiding spots, add them. Let's make this a comprehensive strategy for anyone new to commanding to this map.

46
General / Commander Strat For Ns_agora
« on: June 15, 2004, 02:53:33 PM »
OK, I've placed the strat IN this thread because I want you to add to it. Please, if you know of any added strategies regarding shotgus rushes, relocation, even well used chamber placements and skulk hiding spots, add them. Let's make this a comprehensive strategy for anyone new to commanding to this map.

Summary:
Agora is generally considered a marine biased map. From the long hallways to the sheer size of the map, it is easy for marines to capture and hold nodes with relative ease, and it has some easily defendable siege points. But, with its size and abundance of nodes, commandrs need to put continued pressure on the alien nodes, or higher lifeforms will come quickly and in numbers.


Commander Basics:
If you're new to commanding, looking for new strategies, or just trying not to lose so much, here are some basics to help you out.

Learn the Interface - Learn the interface you're going to be dealing with. Start to memorize hotkeys for meds/ammo, and learn how to move around the map quickly. Learn how to assign squads (duck button plus numbers 1-5). Sometimes a timely placed medpack is the difference between losing a resource tower, or even a strategic location.
Communication - Good communication is the key to a good commander. If you're marine team knows what you want to do, and what you are doing, then they'll be more apt to trust you and follow orders. Almost all marine teams really need the commander to use voice in order to listen, but if you just type, make sure you keep the team informed of what's going on.
Early Base Defense - On some servers if you drop a turret factory in marine start in the first minute, you'll get ejected in no time. The reason is that the less resources spent on defense in the first 3-4 minutes are more resources spent on nodes and upgrades. When a marine team that knows the value of starting resources thinks a commander is going to waste it on turrets, then they'll take action. If you want to place a turret factory in base, don't immediately build turrets or electrify. Wait until you're base is being pressured. And turrets are often better than electrifying straight off, because it alerts you when they fire, and can cover more area for the same cost (three turrets cost the same as electrification). I would highly recommend mines instead of turrets. I generally drop one pack, and have them dispersed around my keys buildings.
Electrification - Electrified turret factories and resource towers are great at keeping skulks at bay, and even offering area denial. But they are a major resource investment. For the cost of building and electrifying one node, you could build three separate nodes. Tie that with the initial 10 resources for a required turret factory, and electrification can eat your resources early game. I recommend only electrifying resources in hives, in out of the way locations hard for marines to quickly respond to, and at outposts. It's cheaper and more effective to just rebuild nodes lost near base. Remember, once early fades show up in the three to four minute mark, and two hives are up, electrification won't be worth anything.
Getting out of the chair - Never jump out of the chair unless there's no other option. I'm sure that building can wait an extra few seconds to be built. The only reason you should jump out of your chair is when base is under attack and you KNOW what you're up against.
Assigning Squads - This important feature can help you organize your marines into individual squads ready to do your bidding, or be a great early warning system for your base. I recommend placing important structures in squads to be alerted when they're under attack, and so you can cycle through them to check upgrade status.
Early upgrades - The sooner you make your marines stronger in the field, the more quickly the aliens are forced to react. Most commanders have the problem of reacting to the strength of the aliens, when they should be anticipating DC's or fades, and upgrading in preparation. I don't think any marine team will argue with dropping an arms lab at the beginning. And I'd recommend getting Armor 1 before Weapon 1 because you can't always rely on the aim of your marines.  :p
What to Build First - Don't waste a lot of resources building stuff in base, even if you know your going to need it later on. If you drop 2 Infantry Portals, an Armory, an Arms Lab, and an Observatory, that's 95 resources. You don't even have the resources to drop a resource tower, much less upgrade anything. To start, I drop one IP, because you may not need two yet. I drop an armory, an arms lab, and one pack of mines, two I place around the armory, and two I place around the arms lab. I immediately research armor 1, and I have the resources left to drop 2 resource towers. Once I have at least 4 nodes, I build my second IP and focus on killing alien resource towers.
Playing Defensively - Playing defensively will guarantee a loss. You MUST pressure the alien team from the beginning. Having more than one resource tower for the aliens is NOT acceptable. You should always have at least one marine immediately pressuring the nodes around the starting hive, and in the next nearest hive. You can find the starting hive by listening in each hive location for aliens spawning or the alien resource tower. Once you know where the aliens are starting, send marines to cap the nodes furthest away while sending a few to the nearest nodes to kill gorge eggs and freshly built resource towers. Don't try to cap every node you can. Instead, pick 3 or 4 near base or easily defendable, cap them, then pressure the aliens with every marine. Alien resource towers are harder to replace than marine ones.

Siege Position Basics:
Here are a few tips I use when placing/building siege points for hives.

Phase Gate Positioning - Try to place the PG in a spot where it can easily be defended, and where marines have room to maneuver when phasing through. Never place a PG in a spot that will bottleneck your marines. Also remember to consider lerks and spore by placing it in such a place that marines can move away quickly. Placing the phase gate against a turret factory or resource tower and electrifying is a great way to protect it. Also dropping a pack of mines to place around the PG is extremely helpful.
Turret Factory Positioning - I always try to place a turret factory against the PG to electrify later, but if not make sure marine can quickly get a line of sight on all open sides. Try to place a turret factory against a wall so at least one side is unreachable to aliens. Also, on some maps, place the turret factory around a corner so you can see skulks coming, and not in a corner where lerks can easily spore from a distance.
Amount of Sieges - With limited lame in a hive, three sieges can take down a hive in 4 pings. Try to have at least three siege cannons up before you ping, unless you are sending in shotty re-inforcements.
Turret Placement - If you are building turrets or placing sieges, don't place sentry turrets in optimal siege turret spots. Place them against the walls if in a hallway so your marines can easily maneuver around them. Try to have some type of cover for the sieges, whether it's marines or turrets, of placed against an electrified turret factory. Remember, marines are cheaper guards for TF's and sieges, and if they refuse to phase, beacon them and try again.
Electrifying the Turret Factory - If you're sieging a building/active hive, always upgrade siege BEFORE electrification, and I wouldn't electrify until I had at least three sieges down. If you can place the turret factory against a resource tower, electrify the resource tower, not the turret factory. Remember, a resource tower has more health than a turret factory. Always think whether you're going to recycle the siege base once the hive is down before you decide to electrify, because you don't get any of those resources back.


NS_Agora:
Key Points On the Map:



Hans-System 21: This is a popular relocation point for marines. From this location you have access to three resource towers anf can easily hold the onein Marine Start giving four resource towers.
Tunnel RP2: From Tunnel RP2, you can quickly move into Tunnel Hive below and to Cargo hive above.
Main Generator: From this location you can quickly move to Sewer and Tunnel hives.


Siege Positions:
All siege positions below have been combat tested for accuracy and ease of defense. The sieges in the picture below are placed AS FAR AWAY FROM THE HIVE AS POSSIBLE while still reaching.

Cargo Hive:



Siege Point I:
If you are approaching the Cargo hive from the Marine Start side, the hallway above Steam Tunnel is very easy to fortify and protect. You can place the sieges up top at the ladder so that they can be easily protected, and all aliens are bottlenecked at the ladder. There is one vent beside the ladder, but it too can be watched from above. The sieges should be placed as close the the lower wall as possible to give enough room for marines to walk by unhindered.



Siege Point II:
This position is optimal if you are advancing from the south side of the hive location, from Tunnel hive. Most commanders place the turret factory and phase gate against the wall nearest to the hive, but you can place it at the position below to have a farther distance from the door. Try to keep the door closed by left clicking on it. There is a vent directly above this location, as well as one on the wall between The Pit and the hive, so watch for skulks and bile bomb from above.



Tunnel Hive:



Siege Point I:
This location is optimal if moving from Cargo Hive, or The Wedge. Building the phase gate at the tunnel RP2 node and electrifying is really the best way to fortify it, but in a pinch, this location is nice. The sieges can reach the hive from this location and marines can easily move around the sieges to kill anything attacking it. There is a walkway above for skulks to move from the tunnel hive, and two hallways on either side. There is also two vents behind the siege point for gorges, lerks, and skulks to attack from.



Siege Point II:
This location is optimal if moving from the Sewer hive side of the map. Place the phase gate and turret factory on the right wall, that way aliens have to round the corner to attack. the sieges MUST be in the hallway to reach. There is only one way from Tunnel hive, and no vents into the room.



Sewer Hive:



Siege Point I:
Best suited if moving from Marine Start, this is a bit further back than most normal siege locations. You don't even have to weld the water room! Place the turret factory on the left side in the corner, and place the sieges against the lower wall on the ramp. You will notice there is a gap between the siege cannon on the top level and the one on the ramp. That is because that spot causes the turrets to sink, so be sure to leave a bit of room (or be ready to recycle). There is only one way from Sewer, and no vents into the hallway.



Siege Point II:
Most people place the turret factory in the corner closest to the hive, where it is easily bile bombed and swarmed by skulks. By placing the TF further back, you can easily defend and get a ranged attack.





I hope this guide will help you better understand this map, and you can become a better commander and marine. Feel free to add any suggestions to this.

47
Media / Need A Tattoo Design
« on: May 26, 2004, 08:03:34 AM »
My wife and I are going to get our first (of many probably) tattoos soon, and she has found one she really likes. Now, she doesn't want o rip it off and claim it for herself, she wants to alter it a bit and call it her own. So, I need a good artist to take this as a base idea and come up with an original design. If she likes it, then you'll be a tattoo artist and I'll post the final once she's had it done.

The Original Concept:



This is the original design she found.

Alterations Requested:

o Lengthen the butterfly wings a little to more resemble a dragon fly wing.
o She wants fairy in the middle, not nude, but in an elven/fairy-esque garb.
o The tribal around the fairy needs to be changed to be unique, but keep the basic size.
o Try to keep it simplistic, this tattoo is only going to be one color, and simple designs are often the most beautiful


To try to help, I took a warp brush to try to give an idea of the dimensions of the fairy.



Any help is appreciated!

48
General / The Beta 4 Comment Thread
« on: April 27, 2004, 12:58:23 PM »
Below is the Changelog reposted, and altered to place the changes in the respective categories.

Quote
Beta 4 changelog
--------------------
General Changes/Fixes

O Phase 1 of the Big Unannounced System (BUS)
O Fixed bug where joysticks weren't able to rotate the player view (thanks XP-Cagey!)
O Fixed voice comm labels so they can be read more easily (always black text).
O Changed commander voice comm label to white to differentiate him (soldiers are blue).
O No longer play client-side sparks or bullet impact particles on client when shotgun pellets hit a player or water (graphical bug only)
O Removed unneeded HL commands (third-person camera exploit, timerefresh, gl_monolights, gl_overbright, gl_clear, cl_nosmooth, cl_smoothtime). Bug #101.
O Fixed bug where player angles weren't set properly on spawn (bug # 559, thanks XP-Cagey!)
O Removed energy cost for lerk flight (to encourage flight while using abilities)
O New welder, machine gun, pistol, hmg, metabolize and shotty sounds from MadMaxx
- Tweak welder ROF for variety
- Hand grenade sounds
O Improved HLTV support. Blips still aren't drawing on the overview map, and some of the UI controls don't work very well, but it should be useable. More to come.

Combat Changes/Fixes

O Removed wave spawn to shorten game length (only one person spawning at a time).
O Increased unlock hive ability 3 cost from 1 to 2
O Aliens now gain experience slowly over time
O Fixed bug where lone marines tended to spawn at some spawns more then others (Combat)


NS Classic Changes/Fixes

O Fixed bug where pop-up menu costs weren't visible for alien players (NS mode, bug #471)
O Fixed bug where marines could phase to a recycling phase gate (bug #554)
O Lerk gestation time lowered from 28 to 20 seconds
O Lag no longer allows exploit where research is done on wrong building / current comm chair can no longer be recycled (bug# 199)
O Upgrading a turret factory no longer restores all its hit points (bug #539)
O Items no longer sink through the world when placed against slopes, items can now be placed at up to 45 degrees, on stairs, etc. (bug #291, bug #527)

Map Changes

O NS-Tanith
*Reduced number of entities in ns_tanith from 394 to 264 for improved server performance (thanks tommyd!)

O NS_Bast
*Bast is back!! Completely-remade ns_bast, with much better server performance/pings (thanks Mendasp and the entire crew!)

O NS_Metal update from Quazilin (update 10)
* New "Supply way"
* Smaller "Storage D"
* New res
* More infestation/Tweaks
* Added steam bursts with sfx

O NS_Agora - Final version (thanks Kawak!)
* Added more covers in Tunnel and Cargo
* Added new vents
* New Sewer Hive and New "Main Generator" (so there is some changes in the layout for this side of the map)
* Added a ladder near "Freight Elevator Access" , but Marines need to weld a door to acces it.
* The vent leading to "The Wedge" from tunnel is now weldable.
* Fixed "Onos getting stuck" in "The Pit"
* Added/modified lots of little things here and there..

O NS_Eclipse (thanks KungFuSquirrel!)
* New vent added between South Loop/Maintenance Vent and Keyhole
* New vent added between South Loop and Computer Core
* New weldable added on South Loop/Computer Core vent
* Old Triad pits/effects restored
* Old skylights near marine spawn restored
* Restored ns_eclipse.wad
* Various texture usage optimizations
* Adjusted Triad layout to allow better res defense (experimental)
* Restored doors in marine spawn
* restructured active side of Marine Spawn
* Moved Marine spawns closer to CC
* CC moved out of alcove
* Atmospheric adjustments to hives

O NS_Veil (thanks KungFuSquirrel!)
* Expanded Marine Spawn
* Lowered "Pink Monster" in Marine Spawn
* Fixed embarrassing "Eclipse Logo Backwards in my Own Map" problem... Doh.
* Removed North Loop
* Texture usage optimizations
* Repaired remaining Onos stick points (I hope!)
* Removed all chairs in front of computer panels
* New vents (find/learn them yourselves  )
* Some added infestation in hive areas
* Layout/architecture tweaks near Pipeline
* Weldables added to Nanogrid Status

O NS_Nothing (thanks KungFuSquirrel!)
* Elevators changed to func_doors

O NS_Nancy
* You should no longer be able to siege Port/Subspace without spotting it.
* In an attempt to add a little more balance to the map the vent outside of Port has been turned into a hallway and the stairs to Mother Interface from Messhall were removed.
* Added a couple crates in the Mother Interface area for cover.
* Removed unnecessary side room in the Marine Start area. All it did was add a chance of the commander spawning way too far from the CC and had no game purpose.
* Other smaller changes...

49
General / Share Your Demo Files
« on: April 15, 2004, 07:18:20 PM »
I thought we should randomly record our LM matches and share them with each other. I was recording some the other day and I thought I'd post them here.


Demo Name: I R TEH COMMANDO
version: 3.0beta3
Map: ns_origin
Team: Marine
View: Commander POV
Win: Marine
Summary: This is a marine win I commanded on ns_origin a few nights ago on ns_origin. I'm not a wonderful comm, but you can watcht the demo to see how I do things.
Link: http://fcgdarlington.net/ns/demos/origin.zip

Demo Name: OMG RELOKATE LOS NOW!!!11!!1!
version: 3.0beta3
Map: ns_lost
Team: Both
View: Grunt/Alien
Win: Alien
Summary: Some guy tried to relocate to los paranois with no luck, then he tried again, and again, and again... it was sad... really.
Link: http://fcgdarlington.net/ns/demos/nslost01.zip

50
General / More Ns Customization
« on: April 11, 2004, 10:00:11 PM »
NO, not that type if models.  :p

I'm looking for high poly models of current marine and alien equipment. Anyone have any links or suggestions. I'm open for other styles, but it needs to stay within the NS universe. No terrorist skins for TSa marines. Anyone have anything?

51
General / Happy Easter!
« on: April 11, 2004, 12:06:43 PM »
Since this is the most important holiday of all to me, I just wanted to wish everyone a Happy Easter!!!! He is risen!

52
General / N-s.org Updated?
« on: April 02, 2004, 08:26:01 AM »
I send the guy an emial, he responds and tells me there will be an update soon, and bam, go to n-s.org for this:

Quote
[ 4/1/04 ]:: Progress update

While it probably looks quiet from where you're sitting, I can assure you that there is more NS activity happening then ever. I (Flayra) just got back from the Game Developer's Conference in San Jose, where I could be seen in the Fairmont lobby with my new custom NS laptop (most amazing gift ever, thanks Grandpa), stopping passerby and working contacts. I saw lots of new engines and technology, and the future is looking up for the next game. We aren't ready to make any announcements about it yet, but if you like NS, I'm positive you'll like what we come up with next. Check Unknown Worlds Entertainment for more information.

Sorry there's no April Fool's update today. To read the previous two years, click "archived news" at the bottom of this page, then search for "4/01". You'll be glad you did (?). Many e-mails were sent about those posts, from people who thought they they were for real...

There is some great news in the competitive scene. Firstly, round two of the CAL playoffs are happening this Saturday, with the finals happening on the Saturday after that (April 10th). The first season finals were a blast to watch, and although HLTV isn't working very well in beta 3, it will definitely be worth watching. Also, NS is going to be at the B.Y.O.C. at the CPL this summer! Paul "SolarCurve" Drew has been working hard to get this set up, and it will be a lot of fun and give NS a lot of exposure to all the people that haven't seen it before. I'm planning on attending as well, and it should be a blast.

The official competitive NS site is still being set up, but we're making progress. Also, we haven't forgotten about the big ATI tournament, it's just that everything's taking longer then we wanted. We'll be making an announcement about this as soon as it's up and running, and you'll be able to sign up your clan for the tournament at that time. If you haven't heard, the prize for the winning clan is 6 brand-new Radeon 9800 Pro cards, donated by ATI!

While NS development is taking a backseat to our next game, work on beta 4 continues. In there will be HLTV fixes, balance tweaks (especially Combat), plenty of map updates, and lots of bug-fixes. We are currently planning on releasing it Friday, April 16th, so get ready.

Finally, there is also one big new system that XP-Cagey, Joev, and myself are working on that will open up lots of possibilities. We will be making a big announcement about this system as we get closer to releasing it, but it will suffice to say that we think it will transform how NS is played. We're really excited about it, and I think you guys will love it. Stay tuned.

53
General / Enhancing Ns
« on: April 01, 2004, 02:59:14 PM »
This was posted over on CoFR by Draco (don't want to steal the credit, but these packs are nice. Try them.

Detailed textures:
Summary:
This pack was made by Soylient Green. There is no direct link talkin about this pack, but the links to other discussion is below. It is constantly updated, so get it every few weeks. Install it, and then type r_detailtextures 1 in console and, voila you are set! I'd recommend using the less bumps textures, but it's up to you!

Get them here: Clickeh
Read About Them here: Clickeh

Ambience Pack
Summary:
Updated 4/22/04 - Replaces default ambience with higher-bitrate, hand-crafted sounds.

What's New in 4.0:
-Finally replaced old 8-bit Half-Life sounds in Hera and Nancy.
-Thoroughly re-edited with new reverb engine: Gverb!
-Properly inserted repeat flags for a few wavs that weren't repeating.
-Increased mp3 bitrate from 96 to 128 for higher fidelity.

Get them here: Clickeh
Read about them here: Clickeh

54
General / Commander Guide
« on: March 16, 2004, 08:41:51 AM »
I have placed a tentative commander's guide for NS_Ayumi online. I don't have an NS page, but I hosted it on the server I host our youth group site on. Anyways, check it out, try it, and tell me your opinions....

http://www.fcgdarlington.net/ns/ns_ayumi/index.htm

55
General / For You Scripting Hax0rs
« on: March 13, 2004, 12:39:40 PM »
Here's is what I posted on N-S.org, here:

http://www.natural-selection.org/forums/in...showtopic=65704

For those of you who are too lazy, it's below.

Quote
I want to know if it is possible to create a bind that will go to an ammo/med request, and select an ammo pack/med pack. That way when there is a request, it will quickly goto the request and be ready to drop the pack.

A few points. I am NOT trying to create a med spam script. I am NOT trying to abuse anything, just curious to see if this is possible. I am well accustomed to the hotkeys, and I can drop meds quite quickly that way, I was just curious to see if this is possible.

A link to this post: http://www.natural-selection.org/forums/in...&hl=bind+hotkey
It has been discussed before, but no one figured it out.

Now, with the disclaimers out of the way, here's what I know as of now.

This is my alias.

alias go2meds "impulse 125;hotkey88;hotkey59"

Impulse 125 = Go to health request
Hotkey88 = Go to Equip Menu
Hotkey59 = Select Medpack


This is what happens when the alias is used.
<From Console>
Unknown command: hotkey88
Unknown command: hotkey59

I've tried just binding a key to hotkey59, no go. Any ideas?

The test: I need for someone to either figure out what the impulse is, or how to make this work. Any takers?

56
General / Waiting On Next Beta Patch?
« on: February 04, 2004, 12:36:46 PM »
Any estimates on when classic NS will be back in rotation? I absolutely loathe combat, and I miss having a place to play 3.0 with good players. So, until 3.0beta3, or whatever LB is waiting on, I'll see you on Lunixmonster from time to time.

Anyway, the point of this thread was to ask is there are any pending improvements that canbe made to FSD prior to another beta release to help the CPU utilization?

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