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 PostPosted: 14 Dec, 2011 
 
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Gotthard wrote:
It's not about v5, but I also asked in my post if I could have access to it. I couldn't locate a download location. Sorry if it was useless, just trying to give feedback on an excellent job. If you have the alpha, could you send me a location or the file?

Alphas still a WIP. Plus, Only Ghaleon is allowed to give out links to the alpha.


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 PostPosted: 14 Dec, 2011 
 

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Ok well... I'm available if someone needs help testing. Or just interested and excited to wait for it instead :)


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 PostPosted: 15 Dec, 2011 
 

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Gotthard you got a pm :)
I very much appreciate your feedback!
On the per unit class settings, those are a long way off, unfortunately, some are much closer, ie setting of autoxp on demand.
Economy is something which I'm not perfectly happy about, admittedly, although I'd not mind your feedback on how this has changed with the new build. I do try to find things to actually use your income on.

On shields, the point is to walk through them in order to crack them. people do tend to just use long range stuff to blow things up, rather not have that as sole viable method of gameplay lategame. That is what jumping is for, among other things, both parties get at each other until one dies. that is the plan, not sure I'm there yet..

ah yeah the latest alpha version has beam redirection in, for shields. all of them. damage is 1% per the shields owners level.
Tell me what you think :)

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 PostPosted: 16 Dec, 2011 
 
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Ghaleon wrote:
Gotthard you got a pm :)
I very much appreciate your feedback!
On the per unit class settings, those are a long way off, unfortunately, some are much closer, ie setting of autoxp on demand.
Economy is something which I'm not perfectly happy about, admittedly, although I'd not mind your feedback on how this has changed with the new build. I do try to find things to actually use your income on.

On shields, the point is to walk through them in order to crack them. people do tend to just use long range stuff to blow things up, rather not have that as sole viable method of gameplay lategame. That is what jumping is for, among other things, both parties get at each other until one dies. that is the plan, not sure I'm there yet..

ah yeah the latest alpha version has beam redirection in, for shields. all of them. damage is 1% per the shields owners level.
Tell me what you think :)
Just doing it for beam weapons is not going to help you accomplish you goal, nor is making beam weapons get redirected back at their attacker a good way to go about it. It's only going to make people not attack shields with beam weapons. There are other issues with this attempt to allow people get under shields that make it not work very well. This change could even increase the effectiveness of shield barriers and turrets because units walking up to them would not only be damaged by the shields defenses, but by firing at the shields.

More on this later.

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 PostPosted: 17 Dec, 2011 
 

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Yay, I'm looking forward to you unearthing the evil new shield attack Kenquinn =).
Although you can now use shields to your advantage when attacking, too.
Admittedly, This shifts some advantage off of the Cybran.
Although I doubt that any Spider Rush will fail now just because of a shield or two.

Honestly, reflection off of shields as they are, are showcasing that it works and eyecandy plus catching bugs.
I'd wanted to make that an ability, but it was harder than I imagined to come up with a reasonable cost and usage pattern, which also is not adding too much micro to shields/units.

I might tie redirection to army level and or unit level more.
Input is highly appreciated, could also tie this to any unit and non shield, fire away!

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 PostPosted: 17 Dec, 2011 
 
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Ghaleon wrote:
Yay, I'm looking forward to you unearthing the evil new shield attack Kenquinn =).
Although you can now use shields to your advantage when attacking, too.
Admittedly, This shifts some advantage off of the Cybran.
Although I doubt that any Spider Rush will fail now just because of a shield or two.

Honestly, reflection off of shields as they are, are showcasing that it works and eyecandy plus catching bugs.
I'd wanted to make that an ability, but it was harder than I imagined to come up with a reasonable cost and usage pattern, which also is not adding too much micro to shields/units.

I might tie redirection to army level and or unit level more.
Input is highly appreciated, could also tie this to any unit and non shield, fire away!

Beam redirection is a good proof of concept feature.

Personally to crack shields I use T2 Arty, TML, Air, or EXPs. The reason why people attack shields from afar is because it is general the best way to crack them. Land assaults can fall flat on their feet and cost you the game from the mass they leave for your opponent. While Air/Arty/Exps are much more guaranteed to do the job for you and serve as base defense.

The trick is to find something that gives players an incentive to get close to the shields, but at the same time does not limit them from other methods of attacks.

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 PostPosted: 05 Jan, 2012 
 

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I'm looking for beta testers with the time and willingness to send me all logs of the games they play with the WIP versions I send them.
This is a requirement to help me balance the multiplayer and game better.

I'm willing to tell you how to do it, but I do expect logs and a rough estimate of when you have time to playtest and subsequently log submissions.
I'd prefer complete logs, you can remove any info you deem private.
If you are busy that is fine by me, though at the very least i expect regular feedback in at least log form.
Also if you dislike a (major) feature, please don't negate it, but offer a way to make it (the code being used) useful.
I'm open to balance discussion, but if you want something changed the best way to convince me is by numbers and facts which hold up in a real game, not purely theoretical assumptions.
For that matter current alpha has (flaky) logging for all nukes built/shot and anti-nukes built.
As many have admonished the AI nuking them to death, I feel I have to state, If you expect nukes, you have to build three defenses for every silo the opponent has. You should know how many silos a opponent has.
If that is impossible due to the AI cheating then you might consider changing the AI settings. This mod does allow the AI to play to its strengths without being handicapped by the lack of storage.
IF you want I can add a simple announcement whenever an AI has started building a silo to give you time to prepare.
Alphas expiring last year had enough issues which are now fixed.

Also, It is depressing that this thread sees little to no action or actual discussion going on. I'm unwilling to bump my thread or talk to myself just hoping that someone might reply .., Once i have more time I might migrate most of my activities over to the FAF forum, I'll have less issues there, I think.

As for new features the alpha has:
-Beam reflection off of shields, looks pretty and has a nice fun exploit you can play with (for now).
Image

-A config panel allowing you to set unit count and various other things on the fly.
-A UI which tells you how much damage any unit does, which is also active for all units to be built, be they veterans or not. You see how many levels a unit rises by Veteranbuilding and ArmyLevel. A Healt/Shieldbar for unit stacks and HP average, updating, is really nice to gauge your units health levels without looking at them one by one.
-And last but not least, Army Level, all units XP gains are pooled together and on hitting some threshold the Army level rises and all units will gain one additional level, as well as any new units being built later, free of charge.
-oh, and it is a lot lot faster than any version of Total Veterancy you have ever played.

What is to come:
(new) Formations, Abilities, exhaustive on the fly options to set up the game just as you like (boost air, switch AutoXP on/off/adjust rates, etc), Eyecandy for existing and new stuff and a bunch of things I'm not revealing at this point.
If there is actual interest I might also put some time into adding support for easier adding of enhancements and abilities to any unitclass.

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 PostPosted: 07 Jan, 2012 
 

Joined: 21 May, 2008
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WOW ! :shock:


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 PostPosted: 07 Jan, 2012 
 

Joined: 12 Feb, 2008
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I'd like to volunteer for betatesting and all the logging requirements that come with it. I live in The Netherlands, so timezones may be an issue but I have a lot of time to test. However, I only play vs AI with a friend of mine in co-op (VS Sorian mostly).

Since you are aiming for multiplayer balance, that may be an issue for you.

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 PostPosted: 21 Jan, 2012 
 

Joined: 17 Mar, 2007
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Nice work. Good to see you are still working on this mod. I enjoy it very much.

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 PostPosted: 17 Apr, 2012 
 

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Any progress? I would love to see this mod completed.


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 PostPosted: 17 Apr, 2012 
 
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Cholerix wrote:
Any progress? I would love to see this mod completed.

Tis been a few months with no word. Im not sure its being worked on anymore.


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 PostPosted: 18 Apr, 2012 
 

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brandon007 wrote:
Tis been a few months with no word. Im not sure its being worked on anymore.

If you take a look at the older posts there was sometimes a very long time between posts. It would even appreciate an incomplete version as it would be a real shame if the time Ghaleon spend on this was a waste.


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 PostPosted: 24 Apr, 2012 
 

Joined: 30 Oct, 2008
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When playing this mod i've noticed that the UEF ACU can gain levels much faster than a Cybran ACU for example.
The Billy nuke can kill a larger number of units in a shorter amount of time.

My cousin plays UEF, I played Cybran, and I made a point of pretty much managing my commander the whole time to hop around the map taking out valuable units.
My cousin launches a few billy's and he's WAY ahead of me.

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 PostPosted: 17 May, 2012 
 

Joined: 17 May, 2012
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after a long time i reinstalled fa this week (never played well on my old pc) and i installed this mod together with the awesome bo mods, and i finished a couple of epic games, ending one game with a lvl 131 uef acu!

truly for lack of a better word EPIC! :o

jumping acu's and bullet storm omg, you've really created something that i would have never dreamed possible in this still great game (still the best rts imo)


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 PostPosted: 22 Feb, 2013 
 

Joined: 29 Mar, 2010
Posts: 100
Location: Budapest
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We are still here, alive and kicking?
Guys? ;)

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 PostPosted: 07 Apr, 2013 
 

Joined: 01 Apr, 2013
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I am and waiting for updates. The way it is right now is good but it would be nice to be able to some customization.


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