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Buggi
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Posted: 25 Nov, 2008
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Joined: 13 Jul, 2008 Posts: 344
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OrangeKnight wrote: I did not compre Your Mod to BlackOps. Nor was I trolling, I was replying due to Buggi, so get mad at him, not me
I mearly said I wasn't impressed with how the Space ship worked.
To sum up what I said;
AA looked fine.
Big Beams too weak.
Small guns too strong.
Remove the Gunship Movement.
Edit: Also, asdrubaelvect, if you can't understand what I'm saying don't start jumping to conclusions, it doesn't make you look good.
Mike
This is great feedback. And to make things better, he understood it! yay!
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asdrubaelvect
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Posted: 25 Nov, 2008
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Joined: 09 Sep, 2007 Posts: 860
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new screen
Aeon Experiementals Defense Station

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Lt_hawkeye
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Posted: 25 Nov, 2008
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Joined: 26 Mar, 2007 Posts: 5080 Location: California, United States
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ehhh, im sorry, while the building looks pretty cool and all, i must suggest that you make a projectile for that, or at least remodel the barrels so they look like they shoot beams. also i have to say i think if you dont remodel the barrels, then make some new projectiles and make them projectile weapons, cause beam PDs are soo.....overused imo
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asdrubaelvect
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Posted: 25 Nov, 2008
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Joined: 09 Sep, 2007 Posts: 860
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Lt_hawkeye wrote: ehhh, im sorry, while the building looks pretty cool and all, i must suggest that you make a projectile for that, or at least remodel the barrels so they look like they shoot beams. also i have to say i think if you dont remodel the barrels, then make some new projectiles and make them projectile weapons, cause beam PDs are soo.....overused imo
they consump 8000 energy for each firering  ( 2sec beam life )
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OrangeKnight
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Posted: 25 Nov, 2008
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| Forum Scout |
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Joined: 02 Mar, 2007 Posts: 9004 Location: Ninja Editing Your Post from a Canadian IPhone
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Hawk still has a point.
Beams are overdone and broken to a point.
Mike
_________________ God of Models - Moderator BlackOps Team Twitter
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Lt_hawkeye
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Posted: 25 Nov, 2008
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Joined: 26 Mar, 2007 Posts: 5080 Location: California, United States
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thats not what i meant, im saying your weapon does not match the model, at lease move the muzzles back a bit so that they are inside the Prongs, then it would look ok, but i still say you should make a new projectile, you've done it before and did a great job so it shouldn't be too hard ;p
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asdrubaelvect
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Posted: 25 Nov, 2008
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Joined: 09 Sep, 2007 Posts: 860
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Lt_hawkeye wrote: thats not what i meant, im saying your weapon does not match the model, at lease move the muzzles back a bit so that they are inside the Prongs, then it would look ok, but i still say you should make a new projectile, you've done it before and did a great job so it shouldn't be too hard ;p
i "had put " a new projectil  but only because the frame rate " decline " too.
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asdrubaelvect
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Posted: 25 Nov, 2008
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Joined: 09 Sep, 2007 Posts: 860
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The V1.5 relaese is on the vault
( other links later )
Edit 1 :
somes bug had detected on the V1.5  i will correct them on a 1.6
Sorry
( The V1.5 stay avalaible on the vault and on the filefront link, first post )
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Anubis572
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Posted: 25 Nov, 2008
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Joined: 05 Aug, 2008 Posts: 522 Location: I'm not really here. This is all just a figment of your imagination.
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I have to agree with Orange about the weapons. The Big guns are way too weak.
The big guns being beam weapons are fine and fit well inho, but the small weapons should be projectile weapons like the Broadsword has. The AA looks good, and the movement looks good (just need to get rid of the gunship thing). Your on the right track; the units could just need to be polished up a little.
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Grim Tuesday
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Posted: 25 Nov, 2008
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Joined: 08 Feb, 2008 Posts: 1074
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F*** those look good. I especially like how you have an orbital factory, with the builders pointing up into the air. Looks amazing.
_________________ Supreme Commander Movie: Chapter One
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w00t
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Posted: 25 Nov, 2008
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Joined: 15 Feb, 2008 Posts: 121
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Buggi
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Posted: 25 Nov, 2008
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Joined: 13 Jul, 2008 Posts: 344
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Mazrix
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Posted: 26 Nov, 2008
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Joined: 01 Aug, 2007 Posts: 5400 Location: Shitting in the wishing well!
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To just agree with OrangeKnight, yes the UEF spaceships long range lasers are way too weak. It's kinda weird to see these huge friggen lasers making like 2000 damage, then these itty bitty little ones doing some 6000 or something.
I would suggest making the long range lasers look weaker and smaller, and replacing the short range weapons with 1 or 2 of the big lasers
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w00t
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Posted: 26 Nov, 2008
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Joined: 15 Feb, 2008 Posts: 121
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I'm not positive but I believe it's from your mod, but the additional Cybran SCU doesn't have any capabilities? Unless I am missing something, but that seems to be a bug.
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asdrubaelvect
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Posted: 26 Nov, 2008
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Joined: 09 Sep, 2007 Posts: 860
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w00t wrote: I'm not positive but I believe it's from your mod, but the additional Cybran SCU doesn't have any capabilities? Unless I am missing something, but that seems to be a bug.
Actualy the assault scu have not upgrade, they have just a big firering power 
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Quenlar
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Posted: 26 Nov, 2008
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Joined: 15 Apr, 2007 Posts: 114
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Time to try everything out 
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Grim Tuesday
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Posted: 26 Nov, 2008
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Joined: 08 Feb, 2008 Posts: 1074
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hmmm...
1.Looks great, and the animations are very cool. I especialy like the deploying anti-orbital defences.
2. I agree with OrangeKnight about the big beams on the uef spaceship
3. The aeon defence structure is underpowered. I spawned a scu next to it, and it took almost 30 seconds to kill it.
4. The cybran anti missle experimental is pointless. It kinda it the counter to the serifam t4, but it is strictlly a defense unit. And it costs more than a fatboy.
5. You need more orbital units to make the antiorbital useful
6.I spawned 6 anti orbitals, and they weren't even able to get rif of the uef experimental (it one shotted them)
On the whole, it looks good, but needs some help with gameplay
_________________ Supreme Commander Movie: Chapter One
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w00t
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Posted: 26 Nov, 2008
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Joined: 15 Feb, 2008 Posts: 121
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asdrubaelvect wrote: w00t wrote: I'm not positive but I believe it's from your mod, but the additional Cybran SCU doesn't have any capabilities? Unless I am missing something, but that seems to be a bug. Actualy the assault scu have not upgrade, they have just a big firering power 
Ahhh... thanks for clarifying that. 
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asdrubaelvect
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Posted: 27 Nov, 2008
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Joined: 09 Sep, 2007 Posts: 860
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Be carefull !
The cybrane tech 2 support bomber can desync the game. I recommand don't use it
I will correct the probleme on 1.6 relaese ( on 2/3 days )
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asdrubaelvect
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Posted: 28 Nov, 2008
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Joined: 09 Sep, 2007 Posts: 860
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The 1.6 relaese will be avalaible in 10 hours 
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Faceless
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Posted: 28 Nov, 2008
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Joined: 26 Jun, 2008 Posts: 7
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So, let me test my understanding - Experimental Wars is a reboot of the Orbital Wars spaceships mod, plus some units from Infinite Wars. However, it does *not* currently integrate Infinite Wars and is not compatible with it. Commander's Revenge is a complete separate project that got put on hold and someone else got permission to work on it in the meantime.
Am I right?
Please add another vote for integrating Experimental Wars with Infinite Wars, if so.
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asdrubaelvect
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Posted: 28 Nov, 2008
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Joined: 09 Sep, 2007 Posts: 860
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Faceless wrote: So, let me test my understanding - Experimental Wars is a reboot of the Orbital Wars spaceships mod, plus some units from Infinite Wars. However, it does *not* currently integrate Infinite Wars and is not compatible with it. Commander's Revenge is a complete separate project that got put on hold and someone else got permission to work on it in the meantime.
Am I right?
Please add another vote for integrating Experimental Wars with Infinite Wars, if so.
Commanders Revenge is not my mod. It is schnitzelmaker's mod now.
Orbitals Wars is totaly different than Experimentals Wars, Orbitals Wars countains a new " layer " ( land / sea / air / " space " ).
Infinite wars is, at moment, stop because no enough downloads.
edit : And Orbitals wars need a big update because it create somes " lag " problems
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asdrubaelvect
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Posted: 28 Nov, 2008
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Joined: 09 Sep, 2007 Posts: 860
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The 1.6 is avalaible
Patch notes 1.6
Quote: ################################################################################ ################################################################################ Patch Notes 1.6 Pre-communication: I want to thank all of you for your donwloading and using this mod. I would also like to thank the players who took their time to post the bugs on the forum. I also would like to excuse myself for the number of bugs present in version 1.5, but because of personal reasons i wanted to very quickly finish it and upload it without to do some intensive testing. Here, thank you for your downloads and sorry for the problems of stabilities of the mod. corrective list off measures of version 1.6: Cybrans: (List of the corrections)Problem of desynchronization involved in the cargo liner tech 2 dispatcher of rinho. Problem of experience level for the aircraft. Problem of precision for the experimental anti nuke gun. Problem of energy and mass production for the assault support commander Problem of lack of power for the tech 2 anti spaceships defense structure. Cybrans: (New unit)Stealth / cloak zone generator tech 3 Aeons: (List of the corrections) problem of icon for the strategic EMP missile laucncher. Problem of aiming for the stregic EMP missile launcher. Problem of lack of power for the experimental defense station. Problem of resistance of the experimental defense station. Problem of lack of power for the tech 2 anti spaceships defense structure. Aeons: (New unit) Mobile Air-Staging tech 1 FTU: (List of the corrections)Problem of the speed from the experimental transport (increase the speed and reduction of life) Problem of shootings for the weapons from the experimental transport. Problem of aiming for the tech2 anti air structures. Problem of lack of power for the tech 2 anti spaceships defense structure. FTU: (New unit) Shield Generator tech1 Seraphimes: (List of the corrections)Problem of assist for the mobile nuke launcher. Problem of name for the mobile nuke launcher. Roblem of the construction time for the nuke Problem of lack of power for the tech 2 anti spaceships defense structure. Seraphimes: (New unit) Mobile torpedo launcher for tech 2 hover kraft (terrestrial factory) ################################################################################ Special Thanks to gia for his translating Special Thranks to BPT clan members for them participation.
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GIA
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Posted: 28 Nov, 2008
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Joined: 13 Sep, 2007 Posts: 99 Location: belgium
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Quote: Special Thanks to gia for his translating Special Thranks to BPT clan members for them participation.
The pleasure is ours and mine  BPT POWA!!! d(^_^)b 
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