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Z32
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Posted: 21 Aug, 2008
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Joined: 26 May, 2008 Posts: 10101 Location: somewhere around nothing
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we are looking in contacting sorian and perhaps getting the ai to adapt better to the new exp build system. it is currently one of the highest priorities.
@ fury: it is capable of holding 10 t3 units. i do not know why it would only hold 10 t1, but we will look into this. however, can i ask why u needed to transport large volumes of t1 units when u could afford a 50k mass exp? >.>
moddingman: future releases may include transformable units for other factions. some things to consider, however, is the immense amount of work that is necessary to make a unit comperable in quality to the basilisk, and of course, faction diversity. as such, we are still on the fence about including more transformable units, but if we do, they will likely be new independant units and not upgrades or additions to existing units.
Danza: a donation to be put towards my purchase of XSI so i can help orange model would be greatly appreciated ;P
Hotrod: we are aware of the avengers tread malfunction, and are currently looking quite fruitlessly for a way to rectify that, hopefully it will be fixed by next release.
5i1: good eye! we will look into correcting that.
once again, thanks everyone for your great feedback, your help is invaluable in propelling us to a polished release sometime in the near future.
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Cpl.Facehugger
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Posted: 21 Aug, 2008
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Joined: 10 Mar, 2007 Posts: 635
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Z32 wrote: however, can i ask why u needed to transport large volumes of t1 units when u could afford a 50k mass exp? >.>
Ghetto gunship from hell, maybe? 
_________________
Aelius wrote: Dr. Brackman- "Oh my god! What have you done?!"
QAI- "Shut up you old fool! Can't you see i brought you a new playable faction?!"
QAI FTW
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CerusVI
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Posted: 21 Aug, 2008
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Joined: 06 Nov, 2007 Posts: 1178
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I'm curious, what prevents you from merging the ACU blueprints and incorporating your additions instead of completely overriding them?
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FuryoftheStars
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Posted: 21 Aug, 2008
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Joined: 20 Apr, 2007 Posts: 1524 Location: VT, USA
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Cpl.Facehugger wrote: Z32 wrote: however, can i ask why u needed to transport large volumes of t1 units when u could afford a 50k mass exp? >.> Ghetto gunship from hell, maybe?  lol... actually, my reasons are quite simple. It's faster to crank out T1 for testing then it is T3.  Z32 wrote: we are looking in contacting sorian and perhaps getting the ai to adapt better to the new exp build system. it is currently one of the highest priorities.
The only thing that I have about that is those who may not be using Sorian's AI, either cause they stick to the default or are using someone else's.... Although, the suggestion of making original FA T4 as normal, and yours to be S/ACUs only I like.
But while I'm thinking about it (and thus the point behind my saying any of this) is that you missed the fatboy... T3 can still build it.
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Lt_hawkeye
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Posted: 21 Aug, 2008
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Joined: 26 Mar, 2007 Posts: 5075 Location: California, United States
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hmm, i'll consider letting t3 engies build some expiermentals, whilte SCUs/ACUs being able to build all.
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5i1
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Posted: 21 Aug, 2008
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Joined: 12 Nov, 2007 Posts: 1052
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The Juggernaut sometimes gets stuck and refuses to respond to any movement command.
It's easy to reproduce, have an group an them start out sitting still all facing the same direction and then tell the whole group to move straight behind them. About 2 or 3 out of an group of 10 will get stuck.
_________________ Murphy's Law states that if there is anything that can go wrong will go wrong with these women as they are called accidents involving hazardous waste in accordance with Section 9 of the Constitution of the United States
~Google Scribe
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moddingman
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Posted: 22 Aug, 2008
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Joined: 18 Mar, 2007 Posts: 169
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Z32 wrote: moddingman: future releases may include transformable units for other factions. some things to consider, however, is the immense amount of work that is necessary to make a unit comperable in quality to the basilisk, and of course, faction diversity. as such, we are still on the fence about including more transformable units, but if we do, they will likely be new independant units and not upgrades or additions to existing units.
klkl, I see, is there a reason why you choose to make entirely new rather than upgrade? perhaps its harder to make it upgradable or perhaps your simply not interested in upgrading?
my arugment in favour of Upgrades is that it adds new flavour to old units so that their not just ignored in favour of better, newer more interesting units, for example who builds or needs Monkey lords or megabots if youve got Ultra hvy bot.
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Kirvesnaama
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Posted: 22 Aug, 2008
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Joined: 17 Mar, 2007 Posts: 560 Location: Finland
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Possibly the 74000 mass cost difference to a ML might have some say in the matter... I don't think anything could ever completely remove the monkeylord's cheap usefulness.
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Kirvesnaama's T3 Mobile AA
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moddingman
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Posted: 22 Aug, 2008
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Joined: 18 Mar, 2007 Posts: 169
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The cost doesnt make much of a diffrence to me because eventually its still made useless scrap by the time youve got a hvy bot, theres a point that always comes along where your resources are high enough that you can build anything with ease which makes Experimentals like the Megabot and Monkeylord pointless, I think they should gain upgrades or new abilities that make their flavour diffrent, for example a Monkeylord gaining an AA upgrade to become a ground AA experimental that can complement a force, I dont like the idea of experimentals just becoming useless or unrequired.
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Z32
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Posted: 22 Aug, 2008
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Joined: 26 May, 2008 Posts: 10101 Location: somewhere around nothing
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moddingman wrote: The cost doesnt make much of a diffrence to me because eventually its still made useless scrap by the time youve got a hvy bot, theres a point that always comes along where your resources are high enough that you can build anything with ease which makes Experimentals like the Megabot and Monkeylord pointless, I think they should gain upgrades or new abilities that make their flavour diffrent, for example a Monkeylord gaining an AA upgrade to become a ground AA experimental that can complement a force, I dont like the idea of experimentals just becoming useless or unrequired.
t1 becomes useless at t3.
u can build a monkeylord at late t2. u cannot build a Basilisk until rather late t3. monkeylord holds the same niche it always did, as an early ultra cheap quick exp. megalith can be afforded mid t3 and once again occupies a completely different niche, as a heavy support unit, mobile factory and most importantly aquatic.
the Basilisk is none of those things. it cannot be built until long after the first 2, and cannot achieve the primary purpose, or match the primary strengths of either of those 2.
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AngelFA
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Posted: 22 Aug, 2008
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Joined: 02 Jul, 2008 Posts: 23 Location: London UK
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I'd have to say I totally agree, everything has to have its superior, you cant make all units in a tier the best forever.
Otherwise people will be expecting Tech 1 raiders with GC lazers and Heavy mobile shield generators sooner or later LOL.
I still heavily use ML... so you build ultra heavy bot and kick some *** while at the same time crippling your economy.. planning killing my 6 ML's and flourishing eco with that?
_________________ Life lasts for just a moment, A dream lives forever.
Un-officially im Hawkeye's Biggest Fan!
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moddingman
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Posted: 22 Aug, 2008
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Joined: 18 Mar, 2007 Posts: 169
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your saying the Ultra hvy mech is not aquatic? the way you said "most importantly aquatic", did you mean its amphibious because in my versio nis the hvy mech. And I cannot build a monkeylord late T2, sine its still an expeimental unit is it not? perhaps I installed it wrong hten if the mod makes Monkeylord tier 2 hmm
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AngelFA
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Posted: 22 Aug, 2008
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Joined: 02 Jul, 2008 Posts: 23 Location: London UK
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Since the New release ACU/SCU is responsible for T4 construction. Economy wise you could support construction of ML without -res at the T2 phase. My commander is sometimes well on his way to tech 2+ before my facts bang out anything other than light tanks.
_________________ Life lasts for just a moment, A dream lives forever.
Un-officially im Hawkeye's Biggest Fan!
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Z32
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Posted: 22 Aug, 2008
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Joined: 26 May, 2008 Posts: 10101 Location: somewhere around nothing
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moddingman wrote: your saying the Ultra hvy mech is not aquatic? the way you said "most importantly aquatic", did you mean its amphibious because in my versio nis the hvy mech. And I cannot build a monkeylord late T2, sine its still an expeimental unit is it not? perhaps I installed it wrong hten if the mod makes Monkeylord tier 2 hmm
ML is affordable with a late t2 eco, perhaps i should've made myself more clear.
and for the megalith, i meant it is dediacted to underwater operations. it can build while underwater, and has a crapload of torpedoe DPS along with effective torpedo defense.
a basilisk underwater is utterly helpless.
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AngelFA
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Posted: 22 Aug, 2008
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Joined: 02 Jul, 2008 Posts: 23 Location: London UK
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Z32 wrote: a basilisk underwater is utterly helpless.
Not totally it could still roar some bubbles and scare them away 
_________________ Life lasts for just a moment, A dream lives forever.
Un-officially im Hawkeye's Biggest Fan!
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moddingman
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Posted: 22 Aug, 2008
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Joined: 18 Mar, 2007 Posts: 169
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Z32 wrote: ML is affordable with a late t2 eco, perhaps i should've made myself more clear.
and for the megalith, i meant it is dediacted to underwater operations. it can build while underwater, and has a crapload of torpedoe DPS along with effective torpedo defense.
a basilisk underwater is utterly helpless.
oh i see, sorry, it was fairly clear I was probably just on a diffrent mind set at the time but I see what you meant now anyway
but still to be honest being able to build him then is not important since ofcourse you cant, if he was T2/3 he wouldnt be imo as weak but by the time you can actually build him (doesnt he require T4 ACU upgrade as well to build and SCU?) he is worthless because you likely have good resources by then to churn out better units.
on its own ofc, but who in all seriousness doesnt have access to T1 sub swarms by the time youve built a hvy mech, being able to fight by itself underwater with torps does not imo make the Megalith still a useful weapon since you can cover its torp advantage with T1 subs, its factory production has little use imo, is it really that hard to get a SCU (which i think is faster is it not?) to walk the same path the megalith was and speed construct some factories, its not too difficult and the Megalith production imo is fairly slow and pointless still when theres a hvy mech onthe scene.
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AngelFA
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Posted: 22 Aug, 2008
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Joined: 02 Jul, 2008 Posts: 23 Location: London UK
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Diversity and Mobility are surely key with that argument.
Along those lines you could say.. why bother building any exp at all because with enough lower tech units you can kill it before it reaches its goal forcing the opponent to rebuild a construction time/resource intensive unit.
Megalith can up and move pretty quickly whereas a static tech 3 factory can be quickly located and destroyed something a constantly moving megalith is less likely to have to deal with.
it might only take a few hundred tech one units to kill my marching megalith and he might not deal out the most damage but that doesnt mean it doesnt have a place or that I wont build lower powered but 'purposeful units'
Kinda feels like the idea of 'why kill that guy with a sniper, just drop the nuke on his head instead, its more powerful'
_________________ Life lasts for just a moment, A dream lives forever.
Un-officially im Hawkeye's Biggest Fan!
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Bellor
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Posted: 22 Aug, 2008
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Joined: 07 Apr, 2007 Posts: 70
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Lt_hawkeye wrote: hmm, i'll consider letting t3 engies build some expiermentals, whilte SCUs/ACUs being able to build all.
That is a spectacular idea. For example, T3 engineers could build Spider bots and Megaliths, but you need the T4 upgrade to build the Basilisk. So on and so on.
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Peezy
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Posted: 22 Aug, 2008
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Joined: 19 Jun, 2007 Posts: 89
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Bellor wrote: Lt_hawkeye wrote: hmm, i'll consider letting t3 engies build some expiermentals, whilte SCUs/ACUs being able to build all. That is a spectacular idea. For example, T3 engineers could build Spider bots and Megaliths, but you need the T4 upgrade to build the Basilisk. So on and so on.
Excelent, Thats a great idea! It would also let Sorian still build Experimentals with its T3 Engy Platoons.
Have you guys collaborated with Sorian about maybe combining this mod to his AI? It would make a great combination.
And Really good job on the Basilisk, Its firepower is impressive and i know it took a really long time and tremendous effort to make that beast. Kudos, I am extremely impressed.
And the Aeon's Artemis is probably one of the koolest things ive ever seen, Besides the Basilisk. I have to admit when i read the description i wasnt expecting to be floored by this unit, But consider me knocked down to the ground.
The Goliath is freaking awesome as well. Dual flame throwers? My god they shread Spiderbots and even Megaliths. I like it.... A Lot
Its not uber strong but it definatly holds its own going toe to toe against other Experimentals. Except for the Basilisk, That things crazy.
Also 5i1 said somthing about the juggernauts getting stuck, I have noticed this too once or twice.
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St.Morpheus
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Posted: 22 Aug, 2008
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Joined: 13 Aug, 2008 Posts: 57
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yeah i really like the idea of having T3 experimentals, and also a more powerful T4 experimental class. maybe call it T4 superweapons. these would just be insane weapons that would be so powerful only nukes could kill in one shot(maybe even 2). stuff like orbital ships that can bombard, and make orbital fighters against other orbital weapons. stuff like that. its in my opinion that it would be an excellent idea.
SM
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HTKatzmarek
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Posted: 22 Aug, 2008
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Joined: 03 Jun, 2007 Posts: 793
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Since the installation is an .exe, can I ask what changes end up being made to the game installation? Is the end result just an .scd file in the gamedata directory, or are other things done, and if so what? This sounds like an excellent mod, but I'm always a little hesitant with installers in case something goes wrong and it breaks something...
Any information greatly appreciated...
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Lt_hawkeye
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Posted: 22 Aug, 2008
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Joined: 26 Mar, 2007 Posts: 5075 Location: California, United States
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the reason i used an exe is so that the sound files will get placed correctly. im really tired of wrting several step-by-step instructions for ppl to read(when they dont) for certain things that need get done. so in short exe is a great way to insure that there wont be any "why doesn't this have sounds" ect. i have been informed with some minor probs with the installer that have been taken care of for the next release and will be easier to use..
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5i1
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Posted: 22 Aug, 2008
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Joined: 12 Nov, 2007 Posts: 1052
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I found an annoying bug with the Aeon T3 Wraith Heavy tank. It would ignore my attack commands causing me to lose an match were I should have won.
_________________ Murphy's Law states that if there is anything that can go wrong will go wrong with these women as they are called accidents involving hazardous waste in accordance with Section 9 of the Constitution of the United States
~Google Scribe
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CerusVI
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Posted: 22 Aug, 2008
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Joined: 06 Nov, 2007 Posts: 1178
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Still wondering why the ACU unit for each race gets overwritten completely, it breaks several features of several other mods, and as far as I can tell, isn't absolutely necessary if you're hooking and merging properly.
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Lt_hawkeye
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Posted: 22 Aug, 2008
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Joined: 26 Mar, 2007 Posts: 5075 Location: California, United States
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CerusVI wrote: Still wondering why the ACU unit for each race gets overwritten completely, it breaks several features of several other mods, and as far as I can tell, isn't absolutely necessary if you're hooking and merging properly.
honestly i cant remmeber why i overwrote them completely, i'm pretty sure that once i mad ethe upgrades i had plans to merge them. as it stands the only things that will get overwritten are models and scripts, for the next release i will merge the BPs for the upgrades.
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