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Insider Updates

Submitted by: Bacchus @ 11:12 AM | Sunday, June 4, 2000 | (url: )

Bacchus' has updated The Insider, including several new player profiles - and team profiles as well. This week's specialty: Heavy Luv, baby..including 5150's TheRedDread - and our very own Rayn. Get your weekly dose of Bacchus' Insider here.

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"TribesCon2000 Ready...waiting for passengers!"

Submitted by: Bacchus @ 05:38 PM | Saturday, June 3, 2000 | (url: )

Just heard the word from Colosus of Tribes 2 Players that the TribesCon2000 signup form is up - and operational! All systems are a go. So what are you waiting for? Sign up for TribesCon2000 here. Colosus adds

if you are not on the roster your data did not go through
So make sure your on the roster :)

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Just A Reminder..

Submitted by: Ratorasniki @ 12:46 PM | Saturday, June 3, 2000 | (url: )

Tribal War is now the proud owners of the former Tribal Outpost Editing resources. You can get to them from the left side link menu, and they are quite usefull if you are into editing.

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Got Bot?

Submitted by: Ratorasniki @ 12:27 PM | Saturday, June 3, 2000 | (url: )

Sorry for the title first of all, i couldnt resist

Anyways, Dave has been kind enough to post some info on the Tribes 2 bots in our forums. Heres what he's had to say:


The bots are working out quite well. In fact, they kick our asses quite regularly. We're having to tone them down because they totally own.
They jumpjet pretty well now, but the guys are putting in new code this week that will make them extremely smart, even inside buildings.

They switch weapons intelligently and generally firefight nicely. Tinman (Kidney Thief) is now working on code that lets them use deployable turrets, stations, and repair items.

I think you'll like the bots a lot. They're coming along very well.

---------

f34r n0t
m3dd15h = q0wn3d
[this is good to know - rat]
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They are definitely a team. For instance, if there are only two bots on a team, this is the kind of thing that might happen.
BotA is on Defense and is assigned to guarding the flag. He says "Guarding our flag" and hangs tight ready to intercept intruders.

BotB is on Flag Cap. He says "Going on Offense" and takes off toward the enemy base. Once he he caps the flag, he says "Cover Me!". Usually, the nearest Bot would then move to cover the flag capper so he could get back alive. In this case, there is only one other bot, so BotB takes off toward the flag capper to protect him. ("Command Acknowledged")

If BotA dies on the way back, BotB will try to take over the Flag Capper role, scoop up the flag and streak back to his base.

Y'see? It's going to be fun. Plus, the more Bots that are in the game, the more fun they get. Coordinated offensive tactics, base defense roles, etc.

We've even briefly considered a kind of wierd game type we've been calling "Bot Chess" where players manipulate the AI scripts the way they want to and assign priorities to objectives on the field. Then, once you get everything tweaked just the way you want it, you meet another player for a game. The entire game is played with nothing but AI on the field. Wierd, I know. But it just might work. *grins* Anyway...we're a long way from having that functional.

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Oops. I probably shouldn't have mentioned the bot chess thing. Heh. Now I've opened a can of worms.
*desparately tries to put the lid back on Pandora's box*

Anyway...AllOutWar...that's exactly how we intend to implement the AI bots in multiplayer games. We're intending to allow you to set min and max number of players on a server. (Min defaults to zero.) If you set the min number of players above zero, then the server will automatically spawn bots so that the game always has that minimum number of players in it. And, if players join then bots will drop. Therefore, if the min number of players on a server is 10, and there are only 2 humans, then 8 bots wills spawn. If three more humans join, then three bots will either drop or just not be replaced when they die (not sure which...but probably the latter). That way you can keep healthy populations in a game when fluxes occur.

However, since Bots will chew up CPU time, we'll probably have some max to the number of bots that can be in a game at one time. Don't expect any 32 on 32 bot matches. Heh. Not unless you're running some kind of super computer...


Cant wait to see them. You can check out the thread here.

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Mortar and Rocket Launcher Revealed

Submitted by: Calliope @ 09:48 PM | Friday, June 2, 2000 | (url: )

We posted yesterday about the Gameslice interview with Dave Georgeson. What we didn't mention is that Gameslice also has the first screenshots we've seen of both the mortar and rocket launcher weapons. Check them out:

         

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Pubknight's Open Bar

Submitted by: Rayn @ 04:14 PM | Friday, June 2, 2000 | (url: )

Pubknight debuts on the Tribes Shoutcast Network tonight with his newly renamed radio show: Pubknight's Open Bar. The show starts at 9PM EST/6PM PST on TsN. You can connect to TsN by visiting their website or by stopping into #TSN for the connection details. Pub just finished telling me that he finished a new intro for the show which he describes as 'whacky'. It should be a good show as always so don't forget to tune in tonight.

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Only the Strong Comes to TW

Submitted by: Rayn @ 04:12 PM | Friday, June 2, 2000 | (url: )

Tribe OTS just finished moving in to hosting at Tribal War. You can now find their page at http://www.tribalwar.com/ots.Welcome aboard guys!

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Cheater's Revamped

Submitted by: Rayn @ 03:41 PM | Friday, June 2, 2000 | (url: )

Cheater wrote in to let us know about some exciting new changes that are keeping Cheater's Wayside on the edge:

"Cheater's Wayside has been revamped with installation of BWAdmin and the addition of the new maps from Dox. Check it out if you get a chance. The new maps are client side too, so go pick them up at http://dox.xlr8.com.au/ before you start humpin' my leg. Also be sure to get your reservation in for UVaLAN 2 at http://www.cheaterswayside.com. We have a limited number of seats left so I guess as long as the signup keeps working we'll keep accepting reservations.
Major thanks to Cheater for all his efforts. I'm working on getting myself to UVALaN 2, if you haven't already done so, check it out.

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Another T2 Preview

Submitted by: Calliope @ 01:06 PM | Friday, June 2, 2000 | (url: )

Actiontrip.com has posted a brief but meaty preview of Tribes 2. Here's a tasting:

Tribes 2 is boldly heading forward, and in a couple of different directions… It is a new trendsetter in terms of online gameplay, as well as some built-from-scratch 3D graphics. People from Dynamix are bragging about the completely new graphics engine in Tribes 2 that adds so much more to the game's pivotal background settings --- the wide-open spaces. It does so by dishing massive mountain peaks, treacherous canyons, deep water, and realistic weather effects (including wind, rain, snow, fog and even lighting strikes) in all their 3D goodness. What also impressed me while watching the actual gameplay were the seeming less transitions between the outdoor and indoor environments, and the smooth physics models, so important to the overall feeling of the game.
The article features the usual nine screenshots from E3, and is overwhelmingly positive. Want to read the rest of it? Over here.

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Trouble with TribesCon2000

Submitted by: Calliope @ 12:48 PM | Friday, June 2, 2000 | (url: )

Colosus of Tribes 2 Players has posted that they are having some trouble with the submit section of their TribesCon2000 signup form. Basically, it stopped working. If you signed up after June 1st at 5:00pm EST, you will have to do so again. The current roster, as it has been received, will be posted and the signup will be fixed ASAP.

For more information on TribesCon2000, click here.

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Dave Speaks Again

Submitted by: Ratorasniki @ 07:47 PM | Thursday, June 1, 2000 | (url: )

There is an interview up on GameSlice with Dave G. from the Tribes 2 Dev Team. It has some interesting info, as well as new screenshots that are pretty funky. The required tidbit of info:

GameSlice: In addition to the tweaks to the network manager model, what have you done to improve the other aspects of the Tribes engine for the sequel?

Dave: The Tribes 2 engine is a completely new engine. It was redesigned from the ground up because the T1 engine had software and hardware components in it and thus, it wasn't as clean of an architecture as was needed for our hardware only Tribes 2 product. The new engine handles terrain completely differently, has better optimizations, utilizes Z-buffering better, etc.


Check it out here.

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Speak to Us, Dave

Submitted by: Calliope @ 03:16 PM | Thursday, June 1, 2000 | (url: )

In response to a chain of questions posted on our forums, Dave Georgeson popped in yesterday and offered the following answers:

The security of the CD key probably won't be an issue. It's like 50 characters long and encrypted. I don't have all the details at hand (and wouldn't share the particulars anyway), but it's a good system.

As far as allowing pre-reg of nicks, we're working on a system that would allow that on a limited basis. Quite honestly, we haven't worked out an efficient system that's a) good, and; b) doensn't swamp us with requests.

We'll get more info out to you sometime around Alpha on this.

Cracking verification systems is NEVER impossible. Well...in practice anyway. But...the harder it is, and the less reward there is for it, the less likely that the system will be cracked.

This is something that the DVD folks seem to have forgotten (duh). Luckily, there isn't currently a way to make millions and millions of dollars simply be cracking the Tribes 2 security system, so we don't expect anyone to put that kind of effort into it.
For the questions themselves, or to add your own and hope Dave answers you, too, visit the forum thread

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bTk Leaves OGL

Submitted by: Calliope @ 03:05 PM | Thursday, June 1, 2000 | (url: )

Just on the heels of the breakup of OGL's #11 rung Abusive, Blood Thirsty Killers (until today holding rung #18) have decided to pack it up and do the same. That is, as far as OGL play is concerned. In a post on our forums, Gmankuza had the following to say:

Well, it's time for bTk to hang up it's gloves for OGL comp. We played with 8 players for the last time last night. After playing short for our last few matchs we've decided our removal from OGL is past over due. We will still play as -bTk- on Teamplay but we will be on different teams for OGL.

We've had problems with some teams, but more than not it's been fun and friendly. For any team that has played us, you know we tried to play fair and tried to make it fun for everyone. We hope everyeon has had as good a time in Tribes as we have over the past year and a half. Thanks for all the teams who make OGL comp what it is.
For the rest of Gmankuza's message and the community reaction, as well as to post your own thoughts and comments, visit the forum thread here.

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Nala-Nala Number One

Submitted by: Calliope @ 02:51 PM | Thursday, June 1, 2000 | (url: )

Yesterday's high-competition OGL arena match between the #1 rung Fairy Princesses of Nala-Nala and the #5 rung M&Ms ended with a successful defense of their top spot by the Princesses. Gonrena was conquered by the defenders 5-0, and The Arena Runs Cold then taken 5-3. Both teams displayed good sportsmanship throughout the match. Nice work, guys.

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Tribal Downtime

Submitted by: Rayn @ 01:54 PM | Thursday, June 1, 2000 | (url: )

I'm sure you all noticed that we had some extended downtime this afternoon. Apparently, we had some errors last night that caused the http server to crash. The only man who could fix it was our resident net guru, Zero-X. Unforunately we missed him, and for reason we had our longest downtime to date. Anyway, we apologize for the inconvenience, and you have our assurance it won't be happening again.

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