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Alguien
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Posted: 05 May, 2012
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Joined: 05 May, 2011 Posts: 13
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Stin wrote: I think the status is still Seraphim are not planned. There are no guarantees. Even if he is working on it. he said in the total mayhem mod page than he will like to add seraphim units before trying to add the mod to FAForever, so i assume there are plans to add seraphim units in the future, just not in "next version" future
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Falaris
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Posted: 10 May, 2012
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Joined: 18 Feb, 2007 Posts: 15
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I recently picked up SC:FA again, and also picked up this mod. It's pretty cool. Some of the units may be a little OP, but that's kind of to be expected.  Anyway, I have a few notes. Let me see. 1: Tripple Threat (cybran point defence) would be better named as Cerberus. (Lots of greek mythology in unit naming there, and three headed guardian of hell fits perfectly.). If not, it's spelled Triple.  2: The sound files seem to be recorded at higher volume than the other in-game files, making them sometimes annoyingly louder than the rest. I don't have the sound editing software - or expertise - to fix that, but I think it may be an idea to adjust volume a little to be in line with the rest of the sound picture. 3: Some of the units, like the Vulture, has 'Whoaa... AWESOME!' stamped all over them.  Also, I like how each faction's units seem to fit the rest of the theme rather well. There's little to tell the tanks apart though, or what their role is other than to 'shoot stuff'. Regards, Me
_________________ Advice: noun. The smallest current coin.
--Ambrose Bierce, the Devil's dictionary
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brandon007
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Posted: 10 May, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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Cerberus is already the name of the T2 PD 
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Falaris
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Posted: 10 May, 2012
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Joined: 18 Feb, 2007 Posts: 15
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Oops. Well, at least it definitely fits the faction.  Still, that Tripple Trouble name really bugs me for some reason. Trident (As in three-pronged spear)? I sort of remember that as the name of a sub...
_________________ Advice: noun. The smallest current coin.
--Ambrose Bierce, the Devil's dictionary
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burnie222
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Posted: 11 May, 2012
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Joined: 21 Jan, 2011 Posts: 335
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Hello again everyone. Been a while  Lets start off with the rumours about seraphim: Yes, Im working on seraphim units. And Im trying to make them ready for 1.17. They are very hard to make, so dont expect much lol... the sounds in total mayhem are a little louder than the original sounds, Im working on balancing it out. Its really hard sometimes to make them just right, because the process of finding the right volume is a pain in the ***... And about the name for my T3 gun, lol... I know the name sucks. I could rename it before next release.  Thanks all for the comments, and dont forget, even if I dont respond much here, I still read your replies to this thread  Here is a picture of the model im working on right now.  Total Mayhem 1.17 is still has a long way to go though.
_________________ ---------------------------------------------------------- Total Mayhem mod for Forged Alliance
 http://forums.gaspowered.com/viewtopic.php?f=7&t=51225 http://www.moddb.com/mods/total-mayhem1
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Nightmurderer03
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Posted: 11 May, 2012
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Joined: 11 May, 2012 Posts: 11
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Hi burnie, we have been using your mod and we really like the units you have been making and also how they have been improving even more over the time(i mean look at the exemplar that death ray is awesome) it really adds some variety and spice to fa thank you very much for sharing your mod.
Now i think most of your units are balanced or at least close to being balanced however we did notice one noticeable exception, the t1 experimental towers seem to be quite stronger than anything t1 even the big t1 experimental units can't compete cost and time wise to these towers and all rush strategies are simply useless against these.
As a suggestion could you make them more expensive? or at least lower their range because they have monster range for a t1 buildable tower.
Thanks and please keep up the good work kudos.
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burnie222
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Posted: 11 May, 2012
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Joined: 21 Jan, 2011 Posts: 335
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Achronus
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Posted: 11 May, 2012
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Joined: 27 Aug, 2009 Posts: 245
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Cybran player likes the look of the new T2 Exp...
So, are there more things we aren't seeing in the previews like last time?
_________________ -= MONKEYLORD: Sometimes a Death-Ray really is the best form of negotiation =-
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Krapougnak
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Posted: 11 May, 2012
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Joined: 21 May, 2008 Posts: 706
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Krapougnak wrote: Bug report: Cybran Experimental Mobile Cloakgenerator
once you turn the cloak off if you put it back the cloak effects on the unit are doubled and the games lags. If you turn off the cloak a second time the cloak effects won't go away and if you turn the cloak back the effects are once again doubled and the game lags even more. Just in case you didn't saw it. Welcome back ! 
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burnie222
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Posted: 11 May, 2012
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Joined: 21 Jan, 2011 Posts: 335
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Alguien
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Posted: 11 May, 2012
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Joined: 05 May, 2011 Posts: 13
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burnie222 wrote: Achronus: Yes, I always have surprise units on release.  damn, and there is still a long way to go i dont think i will survive the wait 
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burnie222
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Posted: 11 May, 2012
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Joined: 21 Jan, 2011 Posts: 335
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Alguien wrote: damn, and there is still a long way to go i dont think i will survive the wait  aw well... lets hope it wont take too long  WildCat is finished. Keep in mind, Im still learning about texturing. Made the texture myself so it might not be superb.  Will have it ingame tomorrow! And then continue the seraphim units.
_________________ ---------------------------------------------------------- Total Mayhem mod for Forged Alliance
 http://forums.gaspowered.com/viewtopic.php?f=7&t=51225 http://www.moddb.com/mods/total-mayhem1
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Achronus
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Posted: 12 May, 2012
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Joined: 27 Aug, 2009 Posts: 245
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Not a complaint per-Se...
But, why does the Novacat have that big range advantage over the other mechs in the mod? Even over the LRMs on the other mechs. Heck it has over 30% more range than any weapons of the MadCat 4.
_________________ -= MONKEYLORD: Sometimes a Death-Ray really is the best form of negotiation =-
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burnie222
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Posted: 12 May, 2012
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Joined: 21 Jan, 2011 Posts: 335
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Achronus wrote: Not a complaint per-Se...
But, why does the Novacat have that big range advantage over the other mechs in the mod? Even over the LRMs on the other mechs. Heck it has over 30% more range than any weapons of the MadCat 4. huh?  The novacat has maxrange of 53, while the MadCat mk4 has a maxrange of 60 (Top Rockets). Are you sure you didnt have Total Veterancy activated or something?
_________________ ---------------------------------------------------------- Total Mayhem mod for Forged Alliance
 http://forums.gaspowered.com/viewtopic.php?f=7&t=51225 http://www.moddb.com/mods/total-mayhem1
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Achronus
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Posted: 12 May, 2012
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Joined: 27 Aug, 2009 Posts: 245
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I was comparing the range rings...
Do they lie?
_________________ -= MONKEYLORD: Sometimes a Death-Ray really is the best form of negotiation =-
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Nightmurderer03
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Posted: 12 May, 2012
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Joined: 11 May, 2012 Posts: 11
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@ burnie
Wow thanks for the fast reply and yes i think that by weakening the tech 1 variations is enough, tech 2 is justified because you actually need a tech 2 commander or engineer to build them however only the cybran have a tech 2 variation of these towers if im not mistaken, are they going to be added later to other factions?.
I have another suggestion the Avalanche is quite the opposite to the towers in fact, i do believe it needs more power i mean by its price its a game ender however it doesn't quite feel like one.
For example one thing i would really suggest adding is tactical missile defense because tml can kill it really easy because of its size and its slow speed.
Also maybe buff the Rampart tmd as well?, its tmd cannons can't destroy a missile by themselves they can destroy one if both shoot at it but i dont think this is how you intended it, and this way they can't really stop even half a volley of tml's.
Thank you for replying and as some have said i am also impatient for the new release but im sure it will be worth the wait :3
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Alguien
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Posted: 13 May, 2012
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Joined: 05 May, 2011 Posts: 13
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The textures of the wildcat looks very fine in my opinion i assume the windows are housecolors?
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burnie222
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Posted: 13 May, 2012
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Joined: 21 Jan, 2011 Posts: 335
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Achronus wrote: I was comparing the range rings...
Do they lie? No, But the rangerings on my novacat is smaller than the madcat mk4. are you sure youre not mixing the names up there m8?  Alguien wrote: The textures of the wildcat looks very fine in my opinion i assume the windows are housecolors? The windows are reflective ingame 
_________________ ---------------------------------------------------------- Total Mayhem mod for Forged Alliance
 http://forums.gaspowered.com/viewtopic.php?f=7&t=51225 http://www.moddb.com/mods/total-mayhem1
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Achronus
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Posted: 13 May, 2012
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Joined: 27 Aug, 2009 Posts: 245
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Went back and checked... I was comparing the wrong things, you're right Lost track of which mech was which in the final push on an AIx's base. -In my defense there were 40+ mechs stomping around... half of them the AI's.
_________________ -= MONKEYLORD: Sometimes a Death-Ray really is the best form of negotiation =-
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burnie222
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Posted: 13 May, 2012
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Joined: 21 Jan, 2011 Posts: 335
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Achronus wrote: Went back and checked... I was comparing the wrong things, you're right Lost track of which mech was which in the final push on an AIx's base. -In my defense there were 40+ mechs stomping around... half of them the AI's. haha xD I bet it was an insane game  Well, here is a ingame pic of the wildcat  I think it could use better textures, but I tried my best!
_________________ ---------------------------------------------------------- Total Mayhem mod for Forged Alliance
 http://forums.gaspowered.com/viewtopic.php?f=7&t=51225 http://www.moddb.com/mods/total-mayhem1
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Achronus
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Posted: 13 May, 2012
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Joined: 27 Aug, 2009 Posts: 245
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The textures are fine, save that they look... Low res? not quite it but they seem to lack crispness.
And, as side issue you seem to be giving lots a beamy death to the Aeon and pluse weapons to the Cybran. Is there a reason for that? I would think that to be the other way around.
_________________ -= MONKEYLORD: Sometimes a Death-Ray really is the best form of negotiation =-
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Alguien
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Posted: 14 May, 2012
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Joined: 05 May, 2011 Posts: 13
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Achronus wrote: And, as side issue you seem to be giving lots a beamy death to the Aeon and pluse weapons to the Cybran. Is there a reason for that? I would think that to be the other way around. With beamy death you mean like the Monkeylord beam? because that kind of weapon is still manly cybran
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supcomrocks
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Posted: 21 May, 2012
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Joined: 03 Apr, 2012 Posts: 17 Location: behind you
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I was thinking of a new wonderful unit idea. Its a t3 unit that has the transport space of a lab and does 25 dps on the ground, but it has a slight health increase from and lab, say 250. However when you pick it up with a transport it unfolds into a duel gatling turret that serves to make late game ghetto gunships. I think that you could make one for every faction and that at t2 or t3 it would be a fantastic addition. thanks!
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Achronus
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Posted: 22 May, 2012
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Joined: 27 Aug, 2009 Posts: 245
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Unless it gets Hp>God when picked up, flack will strip your guns of that Ghetto-Gunship real quick.
Besides, wouldn't it make more sense for the applicable T3 bots to be able to fire already? Both the Titan (UEF) and the Loyalist (Cybran) have arm mounted primary guns.
The Reason that they don't is it made ghetto-gunships to powerful (though with T2 transport nerfs I do wonder...). Secondly the Aeon and Seraphim would be left out to dry; Aeon with a bot that packs up and has head mounted weapons, Sera with a tank...
If you want Ghetto-Gunships at T3 just get a pack of T3 gunships instead (Faster,Stronger,Tougher,Better)
_________________ -= MONKEYLORD: Sometimes a Death-Ray really is the best form of negotiation =-
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MrKrieg
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Posted: 26 May, 2012
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Joined: 26 May, 2012 Posts: 1
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Just wanted to offer some help on the Seraphim front. I love this mod, and I play all factions, but I'm a Seraphim player first. The lack of any Seraphim additions really cripples the playability of the mod in that sense, when Seraphim players are in the match. I understand some Seraphim stuff is coming out for 1.17, but I'm thinking I can offer some more ideas. Maybe even rudimentary models. As well as proper Seraphim names and designs and so on. Are you taking help on the matter? 
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