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Krapougnak
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Posted: 06 Dec, 2009
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Joined: 21 May, 2008 Posts: 706
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Finally ! Thank you for the release Exavier, i'm impatient to test it !
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OrangeKnight
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Posted: 06 Dec, 2009
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Joined: 02 Mar, 2007 Posts: 8995 Location: Ninja Editing Your Post from a Canadian IPhone
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Nothing like watching Your ally *CoughHAWKCough* Purposely Chain React your 39 Star Generators >.>
And my Base, and my ACU, and my MAVORS.
MY MAVORS!
I am Pissed.
Mike
_________________ God of Models - Moderator BlackOps Team Twitter
Last edited by OrangeKnight on 06 Dec, 2009, edited 2 times in total.
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Lt_hawkeye
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Posted: 06 Dec, 2009
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Joined: 26 Mar, 2007 Posts: 5075 Location: California, United States
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there was no way i could just sit there an not blow em up, you forget im totally insane  , least i waited till we won
_________________ {◕ ◡ ◕}
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Exavier Macbeth
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Posted: 06 Dec, 2009
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Joined: 16 Feb, 2007 Posts: 2838 Location: Phoenix, Arizona, USA
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LMAO... I dod knight I consider it a fair, and amusing, trade since we killed most of the enemies on the survival map. I think Hawk got 148 Experimenta, I got 67 and you got 34... Granted he had an XNuke & an Unleased Rift Gate lol
I am just surprised that the game didn't crash when 39 of those things detonated as one 
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OrangeKnight
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Posted: 06 Dec, 2009
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Joined: 02 Mar, 2007 Posts: 8995 Location: Ninja Editing Your Post from a Canadian IPhone
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Well technically it wasn't as one, Hawk's 10 were kinda in the middle so his went first then the rest of mine chained.
Mike
_________________ God of Models - Moderator BlackOps Team Twitter
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Krapougnak
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Posted: 06 Dec, 2009
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Joined: 21 May, 2008 Posts: 706
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I sandboxed/cheated your mod just to lay my hands on these new goodies. I must say the new models/animations are very good. Special kuddos for the Faithbreaker.
The disruptor on the other hand while having an impressive animation and new weapon (quite jawbreaking this one), the model suffers definitely from lack of texture love and details. Its a pity, none of the others units suffer from it.
On the whole, a fantastic addition to the game, I'm impatient to see the follow-up and of course the missing build icons.
Thank you very much for your work.
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aeoncleanse
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Posted: 06 Dec, 2009
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Joined: 30 Aug, 2008 Posts: 438 Location: Cambridgeshire, UK
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Some weird stuff going on here. Running Special weapons, BO 3.2, BO Icon support, 2*res and nothing but time. Disrupter will not fire. At all. cant ge it to hit an ML, fire on ground. anything?! Also, any reason why 4thD would see this unit as cloaked?
EDIT: All solved, almost. Turns out that after unzipping the folders with the 'extract here' command on Windows 7 it gives you a double folder structure which the game doesn't like. Anyway, the only problem left is that the new Aeon unit will not play a walk animation, no matter WHAT I try. What is going on?
BRILLIANT job on the UEF Beam weapon for that tank. Absolutely jaw-dropping effect  Is it supposed to do more damage to bigger stuff? If so, you may wish to make that a little more extreme, so It can barely kill T1 but it rapes T3 and Experimentals 
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Exavier Macbeth
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Posted: 06 Dec, 2009
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Joined: 16 Feb, 2007 Posts: 2838 Location: Phoenix, Arizona, USA
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@Krapougnak: Hehe I know its a little bland but the texture work on it is not quite complete in my opinion. It might get a little bit of a texture makeover at a later time if we get a chance.
Basically this is an incomplete release because I got tired of the units just sitting on my hard drive without any feedback. So I guess 1.0 could be considered public beta
@aeoncleanse: lol a double foulder would definatly break things. as for the Faithbreakers animation you arn't the first to say its not working when I see it just fine... I use the vault package (and made theo thers from it) but which package are you using and under what conditions are you trying it? So I can try and duplicate it on my end.
The Disruptors weapon is a combination of some 25+ beams firing as one. The bigger the target's collision box is the more beams can hit it at once and them ore damage it will do to the target. Shields of coarse will usually take full damage because every beam hits them as will some of the larger buildings & experimentals. Technically the smaller collision boxes on some T1 & T2 units means they don't take as much damage from the weapon but they also have alot less health so trying to adjust it the way you mention would make it a little over complicated lmao 
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Raiden2
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Posted: 06 Dec, 2009
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Joined: 27 Aug, 2008 Posts: 6408
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What survival map was you playing that you needs mavor's plural? Also did you know that black ops makes survival maps very easy.
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Exavier Macbeth
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Posted: 06 Dec, 2009
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Joined: 16 Feb, 2007 Posts: 2838 Location: Phoenix, Arizona, USA
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Raiden2 wrote: What survival map was you playing that you needs mavor's plural? Also did you know that black ops makes survival maps very easy.
Lmao I don't think "need" is the proper term. More like they where the last things he built in the last 5min of the game for no better reason than he could... We already had about 11 strat launchers running at that point.
And yes Blackops does essentually make survival maps easier but the thermo version we where screwing around on has an adjustable difficulty (dono if thats a feature on all of them) that we bumped up a cpl levels. Still pretty easy once the nukes started charging 
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aeoncleanse
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Posted: 06 Dec, 2009
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Joined: 30 Aug, 2008 Posts: 438 Location: Cambridgeshire, UK
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I use the .zip version. Properly unpacked now as all other things are working as intended. I had a quick look, and found a discrepancy in the BP, tried changing it, but nothing happened. (The BP was trying to find *_awalk.sca when the file was *_AWalk.sca. I thought it might be case sensitive, as the other effects used capitals where needed, but when I changed it nothing happened) Only mods on are BO unleashed and BO Icon Support. You think the .zip got corrupted?
While I am here, and I know this doen't REALLY belong here. Is there an easy way I can increase the size of a weapon explosion effect to match a greatly increased area damage? Or am I going to have to replace the xisting effect with that of the Billy?
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Lt_hawkeye
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Posted: 06 Dec, 2009
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Joined: 26 Mar, 2007 Posts: 5075 Location: California, United States
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maybe, try redownloading and see what happens, if all else fails i suggest the .scd version
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OrangeKnight
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Posted: 06 Dec, 2009
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Joined: 02 Mar, 2007 Posts: 8995 Location: Ninja Editing Your Post from a Canadian IPhone
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The Walk thing with the FaithBreaker happened to me too, but I think mine had more to do with the overwriting of an old Alpha version of the Mod, but once I Re-DL'ed from the Vault it was fine.
Mike
_________________ God of Models - Moderator BlackOps Team Twitter
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OrangeKnight
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Posted: 06 Dec, 2009
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Joined: 02 Mar, 2007 Posts: 8995 Location: Ninja Editing Your Post from a Canadian IPhone
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Also, Ex you need to make the Knox's Missiles swerve.
Mike
_________________ God of Models - Moderator BlackOps Team Twitter
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OrangeKnight
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Posted: 16 Dec, 2009
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Joined: 02 Mar, 2007 Posts: 8995 Location: Ninja Editing Your Post from a Canadian IPhone
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Well, here with a bit of an update;
The Aries and Messiah Attack Frigates are done being modeled and hopefull Ex can find time to get them in-game as well!
Aries
Messiah
Mike
_________________ God of Models - Moderator BlackOps Team Twitter
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Exavier Macbeth
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Posted: 17 Dec, 2009
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Joined: 16 Feb, 2007 Posts: 2838 Location: Phoenix, Arizona, USA
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Wow I am surprised those images have been up for half a day without any public responce
Btw the comment I made in my ACU thread about the project being on hold delt with the ACUs... I have 10 animations to include into this project as well as 3 more units to get finished for production 
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Raiden2
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Posted: 17 Dec, 2009
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Joined: 27 Aug, 2008 Posts: 6408
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Exavier Macbeth
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Posted: 17 Dec, 2009
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Joined: 16 Feb, 2007 Posts: 2838 Location: Phoenix, Arizona, USA
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lol not the responce I was expecting
Then again We haven't even discussed the capabilities of those 2 ships yet. I am wondering if I should wait and release stats when they come out or provide function stats to see how many  I get 
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Raiden2
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Posted: 17 Dec, 2009
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Joined: 27 Aug, 2008 Posts: 6408
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Exavier Macbeth
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Posted: 17 Dec, 2009
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Joined: 16 Feb, 2007 Posts: 2838 Location: Phoenix, Arizona, USA
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Meh what the heck
Here is what I remember off hand...
Aries Attack Frigate
Cybran T3
Armaments:
-1x Dual Barrel Microwave Beam
-2x Nanite Torpedo Tubes
-2x TMD
-1x Multi-Pod Combination Missile Launcher (SAM/Hailfire)
Special:
-Weapon Toggle (Changes mode on Combination Missile Launcher)
-Amphibious (Legged like Cybran Destroyer)
Messiah Escort Frigate
Aeon T3
Armaments:
-2x Quantum Cannons
-2x Anti-Air Sonic Pulse Batteries
-1x TMD
-4x Multiple Torpedo Launch System
-6x Combination Counter Torpedo Tubes
Special:
-Weapon Toggle (Changes mode on Combination Counter Torpedo Tubes)
Cpl of notes.
You will notice a running theme if you add the Knox into the list as all 3 of them have a combination weapon system designed for a different role. While these sips are all effectivly multi-role (which is unusual for Aeon ships) they are still specialized to a specific role usually at the cost of another ability.
UEF : Anti-Air Defence. With the Hyper Velocity Missiles that can one shot bombers and the flak cannons that can deal with groups of gunships the UEF excels at clearing the skies. However using the flak cannons disables their TMD and their inability to do any damage to subs can be problematic.
Cybran : Surface Assault. With the combination of a pair of microwave beams and a hailfire missile storm system cybrans can bombard the heck out of any target in its path. With the ability to follow destroyers on land it can be a threat anywhere. However deploying the hailfire system does render the ship extremely vulnerable to airborne threats as the SAM launchers are retasked.
Aeon : Anti-Naval Assault. While it has general combat abilities like other frigates this ships torpedo system is outright dangerous. The standerd torpedo systems are long ranged weapons so getting close could be difficult and if the enemy does get close the ability to load normal torpedos into their countermeasure tubes makes this a submariner's worst nightmare. Unfortunatly the ship is unable to counter torpedos when the tubes are in barrage mode leaving the ship with a strong offence but easier to sink if overwhelmed.
Also there is a difference between the classifications. UEF & Aeon are "Escort" Ships so when it comes to a straight up naval slugfest they will more than likely loose as they are geared to provide a better defensive possition to other naval components. The Cybran ship is classified as an "Attack Frigate" because most of its weaponry is deticated to a direct fire application making it a more agressive option but less protective of other fleet elements.
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Raiden2
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Posted: 17 Dec, 2009
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Joined: 27 Aug, 2008 Posts: 6408
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Sounds good, dare I ask what the Sera have in store?
Also have you ever heard of the last stand of the tin cans?
It's pretty interesting.
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Exavier Macbeth
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Posted: 17 Dec, 2009
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Joined: 16 Feb, 2007 Posts: 2838 Location: Phoenix, Arizona, USA
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Raiden2 wrote: Sounds good, dare I ask what the Sera have in store?
Also have you ever heard of the last stand of the tin cans? It's pretty interesting.
Seraphim are going to be rare in this pack unfortunatly. Most of the units in Special Weapons are revamped ideas from before FA was ever released. I plan to try and do some stuff for them but I haven't decided what yet.
That being said I don't think I am going to make a T3 frigate for Seraaphim I don't really see the need. Unleashed has the Heavy Frigate for them as an Attack frigate role.
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OrangeKnight
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Posted: 17 Dec, 2009
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Joined: 02 Mar, 2007 Posts: 8995 Location: Ninja Editing Your Post from a Canadian IPhone
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We could give the Sera a Lambda Boat.
Just sayin'
Mike
_________________ God of Models - Moderator BlackOps Team Twitter
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Exavier Macbeth
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Posted: 17 Dec, 2009
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Joined: 16 Feb, 2007 Posts: 2838 Location: Phoenix, Arizona, USA
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lmao thats in the plans... I just haven't decided if thats all I want the boat to do. I have trouble envisioning a naval ship without any weaponry at all 
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Kirvesnaama
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Posted: 17 Dec, 2009
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Joined: 17 Mar, 2007 Posts: 560 Location: Finland
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Restoration ship maybe? Kinda works on the same field as that repair sub brought up in the BO random heroes-mod (the alternative what-his-face  ).
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Kirvesnaama's T3 Mobile AA
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