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Author Topic: Ace of Spades: Like Minecraft, with CTF, physics and set in WW1.  (Read 166255 times)

Dutchling

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Re: Ace of Spades: Like Minecraft, with CTF, physics and set in WW1.
« Reply #630 on: April 22, 2011, 06:14:34 am »

I'm downloading ace of spades now, sounds cool

Played for a while, now it keeps crashing if i try to load a server....
« Last Edit: April 22, 2011, 06:38:17 am by Dutchling »
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gumball135

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Re: Ace of Spades: Like Minecraft, with CTF, physics and set in WW1.
« Reply #631 on: April 22, 2011, 07:06:56 am »

Finally, .33 is required to play. Not sure how efficient the admins will be at booting hackers, but we'll see...
I'm sure other anti-hack measures will be introduced before long anyway.

EDIT: It's now much easier to join servers (I only think that; I hadn't ever gotten many connectivity issues anyway), admins can kick, Deuces are numbered (much easier to stop hackers), in-game text has been altered slightly, and there are also a few gameplay tweaks.
« Last Edit: April 22, 2011, 10:31:54 am by gumball135 »
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Duke 2.0

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Re: Ace of Spades: Like Minecraft, with CTF, physics and set in WW1.
« Reply #632 on: April 22, 2011, 11:51:08 am »



Tonight, we build
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Angel Of Death

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Re: Ace of Spades: Like Minecraft, with CTF, physics and set in WW1.
« Reply #633 on: April 22, 2011, 11:52:43 am »

The green team eats babies.
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Aklyon

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Re: Ace of Spades: Like Minecraft, with CTF, physics and set in WW1.
« Reply #634 on: April 22, 2011, 12:08:11 pm »

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quintin522

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Re: Ace of Spades: Like Minecraft, with CTF, physics and set in WW1.
« Reply #635 on: April 22, 2011, 12:08:41 pm »

With all the server crashes being fixed, a new problem(or awesome thing) has arised. Maps not being reset. Seriously I've just come from one where the entire middle was completely flattened. 
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Duke 2.0

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Re: Ace of Spades: Like Minecraft, with CTF, physics and set in WW1.
« Reply #636 on: April 22, 2011, 12:15:14 pm »

 Argh, I already know what's gonna happen a few months from now.

 People will start bitchin' about the "good ol' days" where part of the "fun" was joining the server and not knowing if you would get in or not. People will claim it weeded out the retards and that everything was funner because it was so much more difficult to join.

 
Spoiler (click to show/hide)
« Last Edit: April 22, 2011, 12:21:18 pm by Duke 2.0 »
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I would bet money Andrew has edited things retroactively, except I can't prove anything because it was edited retroactively.
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Funk

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Re: Ace of Spades: Like Minecraft, with CTF, physics and set in WW1.
« Reply #638 on: April 22, 2011, 12:30:06 pm »

both side look to be the same but act diffent due to the lay of the land.

blue are tunnel rats and snipers,this is due to the large mass of land.
dont think that thay dont build forts thay do and often better placed than green ones.
 
green is full of builders,often makeing a large fort far from front line and rarey useing there forts with any plan.

forts:
often built way to far from the fighting,and not near the med tent or intel.
easy to beak even at range(4 bullets will smash a block)
take loads of time to make

tunnels are :
safe from spying eyes and bullets
faster that walking as there flat
slow to dig even spades
are great for popup attacks
hard to smash

trenchs:
often built with a flaw,to short,no cover ,in a bad spot.

heres  how to
 side view

XXXXX
X   
X    X
X    X
X  XX
XXXX

note that:
A, you can run and be save from snipers
B,your safer vs over head attacks.

bridges:
can you say sniper bait?
saves all the argro of geting stucking water.
try building a covered bridge.
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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Krath

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Re: Ace of Spades: Like Minecraft, with CTF, physics and set in WW1.
« Reply #639 on: April 22, 2011, 12:34:51 pm »

SWEET GREEN AND HELLA BLUE should be a new comic series.

This game draws out alot of artists, I have noticed.
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Funk

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Re: Ace of Spades: Like Minecraft, with CTF, physics and set in WW1.
« Reply #640 on: April 22, 2011, 02:50:47 pm »

as part of my how to here is how to dig a tunnel.
3high all the way.
over head view
XTXX
XTTX
XTTX
XXTX
XTTX
XTTX
XTXX
XTTX
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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FaultyLogic

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Re: Ace of Spades: Like Minecraft, with CTF, physics and set in WW1.
« Reply #641 on: April 22, 2011, 05:25:02 pm »

To make a fort that is actually good at being a fort is tricky business. More often that not that fort will just be one big, juicy target too easilly approached from blind angles and overrun. Also under-mining them and destroying large portions of their battlements in little time is also quite easy. To be frank, forts are redundant.

Trenches, if aptly placed, are great battle stations. In my eperience, they should be placed on hillsides where they begin to incline downards. Very useful as when you run over the open ground that hilltops oftenly are comprised of, you can leap down into the trench and get a good view of the stretch of land ahead. And by digging the trenches just a couple of blocks below the beginning of the slope, the other team will have a hard time using it as a fortification against you. The slope itself provides a good obstacle that will slow down the enemy if they should try to assault you from that direction. They also make a good starting point for building foxholes further down the slope. Trenches are of course vulnerable to grenades, flanking and rear attacks. Thus it's always a good idea to make the trench in an irregular pattern, not just one long and straight ditch.

Pillboxes are in the grey-zone of usefulness. They are highly conspicuous and tend to draw the enemy towards them. So if you're wanting a good sniping spot, pillboxes are not for you. They are supposed to be placed in the way of enemy routes and to recieve a constant barrage of bullets. Unless you make very large windows, witch kind of defeats the purpose of a pillbox, your field of view will be limited. Generally, go with either 1x1 if the area ahead of it is flat, and 1x2 if it's jutting downwards. But always keep an eye on the entrance, since they are easilly circumvented. Making the wall two blocks thick on the sides might also prove beneficial, giving you some extra cover should things get really heated. Repairs can always be made at a later time. Lastly, something I've started doing is putting a coloured square on the roof of my pillboxes equal to the size of the intel square on the map. This will inevitably draw the enemy towards you, so be prepared. Can be undermined, so listen for diggers. Grenades are always a threat here as well, as the space inside is usually limited.

Crennelated walls and "Eagle's Nests" are something of a marriage between trenches and forts. I'm not sure I've ever found them very useful. Oftenly they are overrun by enemies wich turn them against you. As they tend to be placed on hilltops just before the incline, walls work equally well despite wich side of it you are standing on. But they can still be good for giving you a sheltered vantage point over the area ahead. Building these can be very dangerous, especially if you want them overlooking enemy territory.

Fox holes is where the money is at. In AoS they're like subterranean trenches, opening up with single block holes here and there. They are extremely hard to spot. Generally you won't notice them until the tracer-fire is flingin' around your blocky head. They are quick to build, and in my opinion unrivaled as a offensive fortification.  It can be a good idea to place them ahead on the flank of a trench, wall or fort, looking sideways over the ground infront of said fortification. This will provide a veritable shooting range as the enemy tries to advance towards the battlements, oblivious to your little peepy-hole way over on that hill no one cares about. Provided you know how to aim, you can kill dozens of people before they figure your position out. They are easilly defended and easilly escaped through glorious digging.

Tunnels are ample subbteranean highways, just keep your eyes peeled for any travellers in the opposite direction.

Towers is what you build if you want to be shot at from eleven different directions at once.

I'd also like to add my thoughts on the best intel defence: A pillar 2x2 thick, no more, since that gives the enemy a tube to climb through unseen. Make it decently high, and then make as many support pillars as you wish, preferably 2x2 as well that you erect next to the intel pillar and then connect them at the top. This is far from fail-proof but it will take some time getting to the intel for the other team while your own guys spawn nearby and can be directed to defend it.

I really love this game. 
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Cajoes

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Re: Ace of Spades: Like Minecraft, with CTF, physics and set in WW1.
« Reply #642 on: April 22, 2011, 05:41:32 pm »

I like to build tanks. :D
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Ivefan

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Re: Ace of Spades: Like Minecraft, with CTF, physics and set in WW1.
« Reply #643 on: April 22, 2011, 05:56:58 pm »

And by digging the trenches just a couple of blocks below the beginning of the slope, the other team will have a hard time using it as a fortification against you.

These trenches usually have a small roof and even if they don't it can easily be turned into a trap by enemies waiting for people to jump into the trench as they are occupied looking elsewhere.

I'd also like to add my thoughts on the best intel defence: A pillar 2x2 thick, no more, since that gives the enemy a tube to climb through unseen. Make it decently high, and then make as many support pillars as you wish, preferably 2x2 as well that you erect next to the intel pillar and then connect them at the top. This is far from fail-proof but it will take some time getting to the intel for the other team while your own guys spawn nearby and can be directed to defend it.

An elevated 3x3 tower with the bottom cut of supported by 4 pillars seems good to me.
Spoiler (click to show/hide)
That way you get a good view of the ground which makes it hard for enemies to hide and they cannot dig upwards to the intelligence.
Just make it high enough so that the vertical supports cannot be dug from underneath.

Only problem with this is that it is griefer prone, I have never had an enemy take the intel from this setup but all of my constructs has been torn down by same team assholes.
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Ninteen45

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Re: Ace of Spades: Like Minecraft, with CTF, physics and set in WW1.
« Reply #644 on: April 22, 2011, 06:09:22 pm »

I played a game, I lobbed tonnes of grenades and make a massive pit to the bottom.

Greens tried to tunnel into it, I shot them and physics ensued.

Intel at bottom surrounded by blocks = best defense.
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