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Savage: XR is a new patch for Savage, created by the Newerth.com staff. The XR1.1 Client is out now! Download it now!
190113 Posts in 11013 Topics by 18625 Members
Latest Member: anabianca
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1  Announcements / Development News / Re: XR Last pre-1.4 Patch on: February 27, 2018, 10:09:48 am
now cost less gold to produce, as we don't all have Bistro on our team to cover it's previous huge costs.
Grin Afro

I didn't do the math, but 15% thorn damage from enhanced burrows seems quiet a bit. Looking forward how this will play out.

Thanks for the update!
2  Savage XR / General Savage XR Discussion / Re: Community Server on: January 31, 2018, 07:43:43 pm
3  Savage XR / Bug Reports / Re: xr_pvp crashing midgame on: October 17, 2017, 01:34:20 pm
Observation: other pvp maps like pvp_eden2, pvp_city, .. do not crash.
4  Savage XR / Support Forum / Re: Can't install savage on: October 15, 2017, 11:10:01 am
Before re-downloading put all the old installers that you downloaded into a separate folder. That way you dont open again a corrupted version!

Are you the guy ingame named "Luki"?
How did you hear about this game?
5  Savage XR / Support Forum / Re: Alt + Tab + HumanSiege = cursor frozen! on: October 06, 2017, 10:53:09 am
To unlock your cursor open a console

Unfortunately, I cant get neither of these two working (I've tried holding and not holding the CAPS-LOCK).
Anyhow, the ESC is working and thats already a great improvement. Thanks for your replies!
6  Savage XR / Support Forum / Alt + Tab + HumanSiege = cursor frozen! on: October 04, 2017, 08:49:04 pm
Commanders hate, pminers love the alt-tab function. But when using a ballista or catapult, I cannot move my mouse cursor in programs other than Savage . So to say, my mouse pointer stays fixed at the position where my human siege unit was aiming for.  Are others having this too (its not new for me but i never bothered) and is there anything we can do about it?
7  Savage XR / General Savage XR Discussion / Re: Last attempt for Savage XR on steam? on: September 15, 2017, 05:02:42 pm
He's already said yes Cheesy that's enough.

I assume there is more to it than a yes on Skype. Such could be the legal transfer of IP rights to someone of Newerth or he needs to be the per forma head of the steam adoption. In the latter case, eventual royalties must be arranged. Edit: that sounded smart but I had no idea what I was talking about.
8  Savage XR / General Savage XR Discussion / Re: Last attempt for Savage XR on steam? on: September 15, 2017, 07:48:52 am
Maybe we could use a list of priorities for a game to be added to steam

So I understand that the permission of S2 games is the main bottleneck for publishing on steam?
Yes, a list of these secondary, steep, requirements would be great nonetheless.
9  Announcements / Main Page News / Re: Gameplay changes test month on: September 04, 2017, 07:44:43 am
It takes now 2 bali shots to kill a mudent :/
10  Savage XR / Bug Reports / Re: Server crashing mid/endgame - initial? on: July 28, 2017, 09:23:15 am
And I assume your timestamp was from Pulse server crash?
As I saw yesterday GK crashes too.
Do you have a time and map, drk?

Edit: I add on GK today 28th of June at 16:45pm, xr_pvp  .
11  Savage XR / Bug Reports / Server crashing mid/endgame - initial? on: July 27, 2017, 01:05:37 pm

Quiet frequently, servers (Pulse/GK) are crashing - showing only the message: "server disconnected". Somehow I suspect this is player caused as it nearly only happens during mid/end states of games. And coincidentally, either Initial or some Brazilians are around who bragged before of abusing the officer command panel in such a way Wink. Since recording demos takes too much resources of my precious FPS, is there any other way I can follow up on this? Last time it happened at 13:54 PM (CET/UCT+1) on 27.07.2017 (Schnapszahl, prosit!), the console looked like this:

Feedback button works, btw!

EDIT: this is not the same bug as happening all the time in xr_pvp Wink
12  Savage XR / General Savage XR Discussion / Re: Comm-less Mode Discussion Thread on: July 19, 2017, 09:28:39 am
  • Increase command center (stronghold & lair) health, e.g. tier3 instead of tier1
  • Make tech gradually unlock, instead of all at once
  • Combine with fieldcomm panel to let officers build and research on their own (add a promote vote as well for said officers)
  • As above, but only allow outposts and towers in the fieldcomm panel
  • Spawn some basic buildings around the command centers at match start
  • Disable siege
  • Disable explosive items (e.g. sac, demo)
  • Increase gold/income rate
Or I'll just remove the mode entirely if no one actually wants it. Grin Save myself the trouble.

These are all great suggestions  that Haku accumulated there and I would be very happy to see them ingame!

I just kind of disagree with suggestions concerning the fieldcomm panel. Whats the main purpose of a commless mode? Its not just a new feature mod but its a tool to have match when no one wants to command, when there are not enough players or when there is noone that has the ability to command properly. Field commanders, in my opinion, would defeat that purpose.
13  Savage XR / Support Forum / Re: Abuse of vote system bug to force concedes on: July 18, 2017, 04:09:52 pm
Thanks, very informative reply Smiley.
Beating the system is a part of life wink.
14  Savage XR / Support Forum / Abuse of vote system bug to force concedes on: July 18, 2017, 02:25:05 pm
Hey everyone, I hope this is the right category to post.

There seems to be a bug due to which concede (and other team-) votes go through - although the majority of people votes f2. It has something to do with people voting f1 and then going to spec.
This is recently becoming more popular among Toxic and Hugo & et al. . and is a major annoyance.

Hope you could fix that!
15  Savage XR / Re-balancing Suggestions / Re: Nerfing Siege Camping on: June 21, 2017, 06:09:03 pm
Siege camping is one of the main reasons people quit this game, It's about time.
Old players quit because of siege camping, new players leave because of Shagroth(s).

  • It can instantly kill a fully equipped unit with 1 shot(whereas its true purpose is buildings, not units)
Although 1 shot kills are a high vulnerability, sieges are themselves even more vulnerable to these fully equipped units (and other sieges) if they're not close to respawn points. Leaving the dictionary purpose of siege units aside, they are still needed. In a 9vs9 match on public, defending against 9 behemoths is not happening without siege. It would need an extent of coordination that goes very far beyond a rabid and another player with a blaze.
  • "Use ranged weapons" If you are the sole person who can push for your team, you cannot do that as beast with ranged.
You are not supposed to push alone, although the old players that you've mentioned in your first line of course would like to be able to do so. If absolutely needed you can still hide behind a tree. But if your definition of pushing is to crush anyone who spawns from strongholds (of course to give room for summs to kill shields, harvester of noobs), so god be with us.

With my (human) viewpoints in mind, the only solution that I could see working would be a damage reduction against siege if sac has been activated in a certain radius around respawn points. Against beast siege, I could see a damage reduction on behemoth hits working if the human unit is carrying a demo pack. This needs to be of course tested and the % or # of reduction should be likely not the very same for both races.

Another solution could be to have caps on siege units, for exaple, maximum 1/3 of the team, unless team is below three players in total.
As far as I remember, there was a server that did that and it just led to sieges never available when one needed them.
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