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Old 11-10-2006, 03:35 PM   #16 (permalink)
 
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Re: Supreme Commander Open Fileplanet Beta

By the way, some of those videos seem not to be in order. Videos 8 and 9 are pretty basic and probably should be watched 1st and 2nd.


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Originally Posted by FriedFish View Post
Looks like it's multiplayer only. If anyone wants to check it out, I'll be on TS for a little while tonight. In the mean time I'll be downloading the tutorial videos.

http://www.fileplanet.com/169530/160...t-Exclusive%5D

mirror:
http://www.spawnpoint.com/filedetail...ies_FilePlanet
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Old 11-10-2006, 03:49 PM   #17 (permalink)
 
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Re: Supreme Commander Open Fileplanet Beta

Invest in a good headset and join us on TS! It's a win-win: You get TS and can turn up your volume as loud as you want and the wife gets blessed silence.



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Yea, but my PC is in the living room and she can here you dorks talking. xfire is about the only thing I have left, and it works quite well if I do say so myself.
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Old 11-10-2006, 05:06 PM   #18 (permalink)
 
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Re: Supreme Commander Open Fileplanet Beta

Unfortunately, I wish I could do that TF. She feels disconnected when I do that because we can't have a conversation while I'm playing. :-/ I appreciate that she gives me time to play so I try to play by her rules when I do it.

Bane: I have complained about that since the start of beta. The best thing to do is mass engineers before you try building units and have your commander + all those engineers assist the building which will make them come out ALOT faster. Also building two factories of the same type and having one assist the other will help also as their both be working on the queue of the main one. Hope this makes sense.
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Old 11-10-2006, 06:39 PM   #19 (permalink)
 
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Re: Supreme Commander Open Fileplanet Beta

is there an ingame chat system in SC? i couldnt find one....i will have my exfire going so we can get it worked out. All are welcome, and i have no issues hosting it.
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Old 11-10-2006, 06:49 PM   #20 (permalink)
 
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Re: Supreme Commander Open Fileplanet Beta

There is chat built into the GPGNet launch client that you use to start games, and also before the host launches the game after you select the game you wish to join from the GPGNet client and in-game.

Uh, lol. I may be able to play around 10:00 EST tonight. Going to ask the wifey; I know we have date night this evening.
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Old 11-10-2006, 07:33 PM   #21 (permalink)
 
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Re: Supreme Commander Open Fileplanet Beta

Umm...let me get this straight: She "allows" you to play, but not too loud or too much talking to the computer and you can't really play because you still need to pay attention to her? Every relationship scenario is about negotiation and it sounds like this one is in dire need of it.

Heh, that is unless you play 24/7 and she'd never get to talk to you otherwise. In which case, more power to her!

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Unfortunately, I wish I could do that TF. She feels disconnected when I do that because we can't have a conversation while I'm playing. :-/ I appreciate that she gives me time to play so I try to play by her rules when I do it.
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Old 11-10-2006, 08:15 PM   #22 (permalink)


 
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Re: Supreme Commander Open Fileplanet Beta

LOL TF with the great advice!

I have this downloaded and played a bit last night but not much. Seems a bit slow which I like, but the maps seem to be very dead. There is no life on these maps, like wildlife, population of any kind, it's wierd.

I'll be around to jump into a game. Which TS channel? Civ 4 channel might do.
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Old 11-10-2006, 08:21 PM   #23 (permalink)
 
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Re: Supreme Commander Open Fileplanet Beta

why dont we just create a channel.
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Old 11-10-2006, 09:48 PM   #24 (permalink)
 
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Re: Supreme Commander Open Fileplanet Beta

I also forgot to point out that I have a Bose Acoustic Noise Cancelling headset that I wear once in a while while playing. They are awesome, but the damn things are so quiet I wouldn't be able to hear the house collapsing around me, so I typically have one side halfway off the ear. This allows me to still have great sound and not be completely oblivious to my environment. That might be a reasonable alternative for you.



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Originally Posted by fldash View Post
Unfortunately, I wish I could do that TF. She feels disconnected when I do that because we can't have a conversation while I'm playing. :-/ I appreciate that she gives me time to play so I try to play by her rules when I do it.
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Old 11-10-2006, 09:50 PM   #25 (permalink)
 
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Re: Supreme Commander Open Fileplanet Beta

You know me Vulcan, I'm a veratable fount of useful information

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LOL TF with the great advice!
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Old 11-20-2006, 07:11 PM   #26 (permalink)


 
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Re: Supreme Commander Open Fileplanet Beta

I didn't really get into this as much as thought I would, but then again i suck at most RTS games.
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Old 11-20-2006, 09:08 PM   #27 (permalink)
 
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Re: Supreme Commander Open Fileplanet Beta

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Originally Posted by Vulcan View Post
I didn't really get into this as much as thought I would, but then again i suck at most RTS games.
There's some tweaks to the interface I'd like to see before I can really get into it. I submitted feedback to them, we'll see if they listen.
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Old 11-20-2006, 10:34 PM   #28 (permalink)
 
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Re: Supreme Commander Open Fileplanet Beta

Beta has been updated to 3.8.

http://www.fileplanet.com/170689/170...0---v3.8-Patch

Beta 38 Release Notes

Please check out the game's readme file, located by default at C:\Program Files\THQ\Gas Powered Games\Beta\Supreme Commander\gamedata\readme.txt. The readme contains expanded information about the Multiplayer Beta.

* Full integration from the game's main development branch, reflecting many changes to the game's code base. Only the highlights are included here.
* Several color, prop, texture, normal map and effects adjustments throughout the game.
* Several animation and animation speed adjustments throughout the game, including a major fix for “floating units.”
* General game balance adjustments to several units. Highlights are included below.
* Cybran and UEF T1 light assault bots and Cybran heavy assault bots are now inaccurate when moving.
* All T1 AA towers have faster projectiles to perform better against all T1 aircraft.
* UEF ACU tactical missiles now have a cost.
* T3 mass extractors and fabricators now produce 1/3 less mass.
* Cybran air superiority fighters are now created with stealth off by default.
* The build rates for the Aeon siege assault bot and Cybran heavy assault bot have been decreased.
* The ACU’s death explosion has been modified to guarantee an attacking ACU’s destruction.
* ACUs and subcommanders can no longer fire from transports.
* Subcommanders can now build the same units as a T3 engineer.
* Increased the walk animation on the Cybran light and heavy bots so they don't skate anymore.
* Cybran build assist bots no longer show up on radar.
* Fixed the "commander-in-the-transport" bug that inappropriately awarded upgrades to commanders after taking a ride in a transport.
* Fixed units that lacked appropriate vision.
* Submarine units that start underwater will now have their vision on, instead of requiring the player to tell them to surface and then dive.
* Fixed Czar laser to turn off, if firing, when the unit dies.
* Fixed Czar transported units not working up to par.
* Stealth toggle now toggles both stealth and stealth field. This was causing stealth generator units to "flicker" when they were toggled off.
* ACUs no longer selectable and usable during the beginning of the teleport effect.
* Cybran ACU gets toggle buttons for cloak with upgrade now.
* Anti-tactical missile structures will no longer shoot down nukes.
* Fixed loading of transports by the AI leaving behind too many units.
* T3 engineering suite for ACUs now allows experimental units to be built
* Additional fixes to anti-nuke units -- they will no longer fire if they have zero missiles, the count will no longer enter negative numbers and the unit will fire an appropriate number of missiles.
* Transport beacons can now be seen and can't be captured or reclaimed.
* Cybran bots spawned from engineers will Guard instead of Repair as assisted unit, meaning the bots will fly around the assisted unit.
* Aeon Torpedo Bomber: Slight change to flight dynamics of depth charge; no tuning impact.
* Improved the motion of the UEF MML's missile to be more curved and with a missile-like acceleration, and changed flight dynamics so it can hit nearby targets.
* Fixes nuke damage radius between factional nukes.
* Aeon T3 Artillery: Slight increase to firing randomness.
* Adjacency effects will now only run once between units, stopping double FX lines and improper benefit effects.
* Fixed engineers not pathing around naval factories correctly near shore.
* Units now disable their shields when being transported. Gunships can once again fire when they are transporting, since shields are turned off when transporting.
* Added in raised platforms for the engineers to come off of on the Aeon factories.
* Added more enhancements to the UEF ACU.
* Fixed paused construction units, which were not stopping build effects.
* Moved the back button for the lobby.
* Removed the back button from the options menu in the front end.
* Ctrl + A, S, L no longer select factories.
* Ambient sounds on turret motion adjusted.
* Corrected installer shortcuts.
* Removed the home/end key functionality of split windows.
* Rebuilt all non-VO sounds to fix \"invalid data\" error.
* Change diplomacy column header to be more accurate.
* Fixed lobby bug where lobby would launch a game even when teams were not set up correctly.
* Fixed a bug that broke in-game alliances.
* Moved the back button on the EULA screen to be more obvious.
* Now drawing ping times in red/yellow/green depending on the connection status.
* Added ping times to observers.
* Fixed the width on the lobby chat box.
* Cancel button should now work properly in the profile dialog.
* Updated economic overlay art (the art that \"hovers\" over units when the economic filter is turned on).
* Changing profiles results in main menu options getting updated.

Additional GPGNet Release Notes (1.5.23 and 1.5.26)

* In the list of persistent chat rooms, you'll see an option for Create Channel and Select Channel, allowing navigation and options for users to switch chat rooms.
* When you create a channel, you can name it, make it publicly available, set the max number of users and elect to password-protect it.
* When you create a chat room, you are the channel op for that room. Your name appears in yellow, and you have limited admin control over that room (e.g. kick and ban).
* Included ability for users to password-protect games.
* Included ability for users to use additional right-click context-menu features within the main window of chat.
* Fixed bug where some users were experiencing connectivity issues when attempting to automatch while in crowded chat rooms.
* Adjusted focus of private messages to prevent messages from stealing focus from each other.
* Various fixes for users not appropriately being returned to chat rooms after exiting games.
* Fixed crash bug related to COM calls, related to failures to launch GPGNet.
* Various bug fixes and fixes for application crashes.
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Old 11-24-2006, 03:44 PM   #29 (permalink)
 
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Re: Supreme Commander Open Fileplanet Beta

*bump* more keys available to the public
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Old 11-27-2006, 12:37 AM   #30 (permalink)

 
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Re: Supreme Commander Open Fileplanet Beta

Open Beta, jump on fileplanet and grab a key.
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