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> Download, Current version: 1.11
Bittah Commander
post Nov 4 2007, 12:28 AM
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Download Now!


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SeekSomethingNew
post Nov 5 2007, 04:01 PM
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Mr Bittah, i downloooooooooaded your mod and it dont work, i get this box that says "Internal Error, Go bash Bittah". What I Do Wrong?

I R Broke It? schmoll.gif


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vOi!king ship
post Nov 5 2007, 04:28 PM
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QUOTE ("TSHyper")
Mr Bittah, i downloooooooooaded your mod and it dont work, i get this box that says "Internal Error, Go bash Bittah". What I Do Wrong?

I R Broke It?


F*cking quoted.

This post has been edited by z: Nov 5 2007, 04:32 PM


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Tartan Bunny
post Nov 5 2007, 11:07 PM
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well, that has to be the fastest mod ver produced and posted on tibweb!
Well done Bittah


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SeekSomethingNew
post Nov 5 2007, 11:50 PM
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Lol? Johan has been making for a while now...


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Bittah Commander
post Nov 6 2007, 12:00 AM
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Indeed, I just decided not to make it public for quite a while, as you could've read in the About/History topic wink1.gif


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Bittah Commander
post Jan 9 2010, 02:37 PM
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For everyone who hasn't heard yet, DTA 1.10 has been released biggrin.gif


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Revolutionary
post Jan 9 2010, 06:41 PM
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Downloaded, Played
good work jump.gif
looks like a lot of effort has gone in to DTA in between 1.9 and 1.10


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Darkstorm
post Jan 9 2010, 08:47 PM
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Well worth the wait.


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Rampastring
post Jan 10 2010, 04:34 PM
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Nice work there, I like the new multiplayer maps (the lack of maps was DTA's worst problem in my opinion), the new sounds, the menus and the bugfixes, especially the saved games, nukes and flammable buildings.

As I thought before the release, Enchanced Mode didn't really interest me, it pretty much seems to be the same as the classic with some new units and buildings.. and a hunterseeker. However I've played only one match so far so I can't say for sure. You should also think about making Paranoid=no by default, it isn't really enjoyable to crush one AI player in an 8-player-map and then get from 4 Ion Cannons and 6 hunterseekers (although it's easy to defend against the AIs' attacks).

And btw I'm missing from the readme's credit section (although I've been credited in the map list) confused.gif


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Bittah Commander
post Jan 10 2010, 04:46 PM
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I'm sorry, it seems I forgot to add it. The best I can do right now is adding you on the credits page of my site and adding you to the readme for DTA 1.11 in advance. My apologies.


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Lin Kuei Ominae
post Jan 10 2010, 08:15 PM
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you see Bittah, i'm not the only one who dislikes Paranoid=yes tongue.gif
I think DTA 1.11 should definitely have Paranoid=no and to compensate that, a much improved/harder ai should be implemented. wink1.gif


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Bittah Commander
post Jan 10 2010, 10:11 PM
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I agree about the AI... I've already tried to contact Dutchy on MSN, but he's been unresponsive so far.


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Rampastring
post Jan 11 2010, 03:07 PM
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I've played with my own AI since DTA 1.06, the current base TS style AI just can't get past 3 obelisks with its "4 medium tank" type attacks. It's also too defensive, it keeps a lot of teams in its base and lets the player build massive defences without really attacking.

Btw, why doesn't the Temple of Nod have AIBuildThis=yes in it (at least in the Rules_DTAmod.ini in DTAmod.zip)? Since the nuke seems to be a multimissile again the AI would use it (tbh it was always possible to give the nuke to the AI, even in earlier versions, by giving the AI clone of the temple, giving the temple a multimissile and by making the invisible multimissile exploding animation call the nuke fall animation.. I did this with DTA 1.07. It had only one limit; the AI's Nuke didn't have the nuke launching animation).

This post has been edited by ^Rampastein: Jan 11 2010, 06:14 PM


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Bittah Commander
post Jan 11 2010, 06:42 PM
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I tried using the multi missile's cluster logic myself before, but the problem with that is that the clusters never get properly spread out... They tend to fall towards the south and be too destructive to a single building.
I don't really remember why I removed "AIBuildThis=yes" from the Temple of Nod (possibly there were some problems with the AI using the nuke at the time I removed it), but it should indeed not be a problem to allow the AI to build it again. I'll do that for DTA 1.11.

I agree the current AI in DTA indeed isn't all too great and I'm not sure what exactly is making them attack so rarely. I've asked Dutchygamer if he wanted to give a shot at improving DTA's AI, but he seems to have his hands full at the moment.


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The DvD
post Jan 12 2010, 05:53 PM
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Could take a look at the AI.. TSTW's current level 2 AI usually rapes me, while level 1 gives a good fight. Level 0 doesn't do anything but build it's base, so that's good for testing stuff smile.gif


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Bittah Commander
post Jan 12 2010, 05:56 PM
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That'd be great biggrin.gif


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