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Building on mex spots?

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Date Editor Before After
8/30/2015 3:23:22 PMSkasi before revert after revert
8/30/2015 3:22:47 PMSkasi before revert after revert
8/30/2015 3:22:35 PMSkasi before revert after revert
8/30/2015 3:21:34 PMSkasi before revert after revert
Before After
1 [quote]What was the reason to introduce a new system?[/quote] 1 [quote]What was the reason to introduce a new system?[/quote]
2 I assume multiple benefits like mex snap, custom metalmaps, one day the ability to just right click on spots to queue a mex and any other things that can now be introduced that were not possible before. 2 I assume multiple benefits like mex snap, custom metalmaps, one day the ability to just right click on spots to queue a mex and any other things that can now be introduced that were not possible before.
3 \n 3 \n
4 [quote]and how does it even work with diffuse metal distribution maps like SpeedMetal?[/quote] 4 [quote]and how does it even work with diffuse metal distribution maps like SpeedMetal?[/quote]
5 It disables itself for such maps. 5 It disables itself for such maps.
6 \n 6 \n
7 [quote]Doesn't this create compatibility issues with Spring maps?[/quote] 7 [quote]Doesn't this create compatibility issues with Spring maps?[/quote]
8 None that I know of. Most maps work, right? Many mappers happen to design their maps with simple metal spots like ZK uses them anyway. Occasionally a map needs a few bug fixes and those are [url=https://github. com/ZeroK-RTS/Zero-K/tree/master/LuaRules/Configs/MetalSpots]easy to create[/url]. 8 None that I know of. Most maps work, right? Many mappers happen to design their maps with simple metal spots that ZK can use anyway. Occasionally a map needs a few bug fixes and those are [url=https://github. com/ZeroK-RTS/Zero-K/tree/master/LuaRules/Configs/MetalSpots]easy to create[/url].