You should teach your computer how to calculate
4469
Profile of Twister
General Information
Register Time: 18 Nov 2012, 16:33 PM
Broadcast: https://www.twitch.tv/TitiTwister
Residence: France
Nationality: Belarus
Timezone: Europe/Paris
Game Name: Twister
Register Time: 18 Nov 2012, 16:33 PM
Broadcast: https://www.twitch.tv/TitiTwister
Residence: France
Nationality: Belarus
Timezone: Europe/Paris
Game Name: Twister
Signature
Post History of Twister
Thread: Count Topic24 Jun 2013, 22:47 PM
In: Scrap Yard |
Thread: Count Topic24 Jun 2013, 22:26 PM
^ that's 4466.000000000001, not quite 4466 4467 In: Scrap Yard |
Thread: Count Topic24 Jun 2013, 20:55 PM
One day it will return to its former glory. 4464 In: Scrap Yard |
Thread: Count Topic24 Jun 2013, 20:34 PM
4462 In: Scrap Yard |
Thread: COH2 Full version working for me24 Jun 2013, 19:45 PM
I preloaded the game but can't play, while people in Australia can. I guess you have to wait until midnight. In: Lobby |
Thread: Count Topic24 Jun 2013, 19:02 PM
4460 In: Scrap Yard |
Thread: [CoH2] Changelog22 Jun 2013, 19:01 PM
Updates for June 20th, 2013 Gameplay - Getting a squad weapon while using an accessory weapon will now switch to the squad weapon when finished - Dispatch not counting as 'building' a unit for intel bulletins - Fixed squad inside a building doesn't obey attack order to attack a specific enemy squad - User can now use mini map to dispatch units from the Commander Bar - Shock Troops no longer lose any Picked up Weapons when the Squad is upgrade with PPSh-41 Sub Machine Guns - The player now has to build the SU76 as well as all other tank types in order to gain the "[filtered]e of life" achievement - Fixed german flame saturation ability - Concrete Piercing Round Hotkeychanged - Removing team weapon crew sight radius when abandoning the team weapon - Adding Tool Tip for pop costs to the dispatch units - Fixed a selection issue with resource and victory points in the world. They are smaller now and it's easier to move troops around the points - Fixing t-70's self repair ability Skirmish AI - AIObjectives properly check current leash length before updating leash lengths and forcing a replan - AIConstruction tasks give up when squads reach 51% health instead of 30% health - AI now properly checks if a point is valid for capture and doesn't ignore points it owns that are being reverted - Removed task targets from AI tasks because nothing used them - When AI is looking for enemy squad clumps to attack, it will now fallback to clumps near squad if there are no clumps in the objective area - When targeting clumps of squads, the AI now only targets clumps containing at least one stationary squad, and it targets the squad closest the centre instead of the clump centre - Squads wanting to fallback due to cold will no longer count toward objective fallback - AI stats system updates military points on the same frame it adds them so we no longer have new military points being invalid for one frame - AI properly detects observation posts as valid military points - Switch almost all AI code to use average combat ratings instead of instantaneous combat ratings to improve stability - When searching for heat sources squads will now also check for heat sources nearby if they cannot find any nearby heat sources within combat range of their targets - Cleaned up code for determining if AI squads have good targets so we can check if they currently have a good target or are assigned a good target - Skirmish AI properly reserves resources and no longer accidentally buys cheap things. - Skirmish AI builds less observation posts - Skirmish AI no longer counts team weapon squads when determining if it needs more squads for capturing. - Skirmish AI now tries to clump its squads together to attack the same target, and prefers to keep squads attacking targets near each other in general - Skirmish AI now tries harder to prevent reassigning squads to different objectives - Skirmish AI now scores objective targets based on how close the squads it needs are to the target - Skirmish AI will now depending on AI difficulty level evaluate multiple objective targets for the best score before picking one AI Updates - AI coordinated move phase now uses setup locations as destinations instead of objective target like coordinated attack arrival phase to prevent path finding oscillations when switching between the two phases - AI attack objective now properly recognizes squads capturing a point as not being idle and triggers the switch from the move stage to the engaged stage - AI leader task no longer overrides the destinations of the follower tasks screwing up the coordinated attack arrival phase of objectives - AI leader and follower tasks now have internal timers to reduce oscillation between move and idle states - Tweaked AI difficulty settings - Expert AI now gets more resource bonus. - Easy and Standard AI now captures less of the map Balance Anti-tank Mine - Reduced the time to plant the mine from 12 to 6 seconds - Changed the ability to allow it to be targeted in the fog of war - Removed the cooldown Shock Troops - Shock Troops now come with equipped PPSh - Cost increased from 360 mp to 480 mp Twitch.tv - Fixed ghosting in Twitch capturing - Added default cursor to Twitch - Added dynamic cursors to Twitch - Truncate twitch stream title if too long - Fixed access of deconstructed stack variable - Fixed garbled Twitch video capturing on AMD machines - Log Twitch chat errors to the chat log - Fixed spelling mistake on Rzhed (Spring) description - Fixed translation issues in non-English languages Other - Connectivity fixes - Change multicore check to be non-fatal. Force number of created threads to minimum of 2 - Dedreased sync errors - Improved server connectivity - Improved error messaging for steam connection issues - Crash fixes - Fix autodetect for the first time always giving out low settings - Fix autodetect giving high settings always if the performance test fails - Made cursors in vista larger (48x48 which is the maximum supported by vista) - Addressed some audio and video bugs - Added cancel button to compatiblity mode dialog, remode time delayed warning for compatibility mode and make it always warn the user - Turn off mouse cursor trails and shadows in fullscreen mode to avoid invisible cursors in some systems - Gramatically better error message for compatibility mode - Updated some localization In: Lobby |
Thread: [CoH2] Changelog22 Jun 2013, 18:58 PM
Update for June 19th, 2013 Update - Frame buffer optimization In: Lobby |
Thread: [CoH2] Changelog22 Jun 2013, 18:58 PM
Updates for June 18th, 2013 Maps - New Maps Added to Bring The MP Map List To (4-6) Rzhev Winter (2-4) Kholodny Ferma Winter Battlefield (2-4) Prypiat River (2-4) Minsk Pocket (4) Moscow Outskirts Winter (4-6) Oka River Winter (6-8) Steppes (6-8) City 17 (6-8) City 17 Winter Battlefield (2-4) Kholodny Ferma (2-4) Prypiat River Winter Battlefield (4) Moscow Outskirts (4-6) Rzhev Balance Changes Flame Halftrack 251: - Burst duration reduced from 4 to 3 seconds. - Reload duration increased from 0.5 to 3 seconds. Reload Times: - German howitzer barrage reduced from 90 to 85 seconds. - Panzerwerfer barrage reduced from 60 to 48 seconds. - Soviet howitzer barrage increased from 90 to 120 seconds. - SU-76 Barrage increased from 60 to 80 seconds. - Sector artillery increased from 60 to 136. SU-76 Barrage weapon: - Damage decreased from 120 to 80. Other - Fixed some localization text - Unlocked progression, Commanders, Intel Bulletins and Skins for all levels In: Lobby |
Thread: [CoH2] Changelog22 Jun 2013, 18:57 PM
Updates for June 17th, 2013 - Fixed crash errors - Improved collection of diagnostic information - Twitch sdk update (pending loalization changes) - Tooltips - Cursor size and trails fix - Autodetect settings fix - Added button to driver popup for warning delay In: Lobby |
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Latest replays uploaded by Twister
Livestreams
9 |
Ladders Top 10
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