CvC mod 0.4
Moderator: Moderators
CvC mod 0.4
Version 0.00
It's ugly, it's crappy, it's unbalanced, it needs guinea pigs! Avoid water maps for now unless you enjoy dynamite fishing (how do you get hovercrafts to stay above water?). I have a hunch that the Linebreaker's explosion and the Trireme's self-destruct may be a bit overpowered and that the sniper will be useless but maybe testing will prove me wrong.
Updates see latest post.
It's ugly, it's crappy, it's unbalanced, it needs guinea pigs! Avoid water maps for now unless you enjoy dynamite fishing (how do you get hovercrafts to stay above water?). I have a hunch that the Linebreaker's explosion and the Trireme's self-destruct may be a bit overpowered and that the sniper will be useless but maybe testing will prove me wrong.
Updates see latest post.
Last edited by KDR_11k on 27 Mar 2007, 15:43, edited 4 times in total.
Hm, I'll try to think of something...
It emphasizes LARGE numbers of really cheap drones that explode in 1-2 shots and a few big units.
This screenshot is the best I could muster at short notice:

That's AI vs AI. And I just noticed that firing artillery near builder drones makes a unit destroy itself :ooops:.
BTW, is it possible to make an energy-per-use shield disappear when its owner lacks the energy to use it?
It emphasizes LARGE numbers of really cheap drones that explode in 1-2 shots and a few big units.
This screenshot is the best I could muster at short notice:

That's AI vs AI. And I just noticed that firing artillery near builder drones makes a unit destroy itself :ooops:.
BTW, is it possible to make an energy-per-use shield disappear when its owner lacks the energy to use it?
omg! 
Thats looks like fun, even the buildicons are cool!
The sniper seems to hit itself though, when shooting.
Everything looks kinda cell-shaded, like in this one FPS called XIII.
I also like the shielded commander.
Will you include real factories for all units, or will it stay nanoblob-style, aka units-build-units?

Thats looks like fun, even the buildicons are cool!
The sniper seems to hit itself though, when shooting.
Everything looks kinda cell-shaded, like in this one FPS called XIII.
I also like the shielded commander.
Will you include real factories for all units, or will it stay nanoblob-style, aka units-build-units?
Strange, that should be the first entry in the Titan's and the builder drone's build menu. The thing with the cube around it and the red T on its build pic.
I didn't know TA Spring is optimized for quads, most engines just turn them into tris because the vidcards have to do that anyway. Are quads necessary to help with tristripping?
knorke: I was planning a large unit factory but I didn't get around to that yet. The ability to build large units with drones will remain however to make it easier to build big units near the frontline. The sniper emits an explosion when it shoots, I haven't figured out how to do other forms of effects yet. It doesn't hit itself.
I didn't know TA Spring is optimized for quads, most engines just turn them into tris because the vidcards have to do that anyway. Are quads necessary to help with tristripping?
knorke: I was planning a large unit factory but I didn't get around to that yet. The ability to build large units with drones will remain however to make it easier to build big units near the frontline. The sniper emits an explosion when it shoots, I haven't figured out how to do other forms of effects yet. It doesn't hit itself.
Last edited by KDR_11k on 03 Jul 2006, 22:24, edited 1 time in total.
Yes, I didn't want storage to grow too fast but I guess that building might offer too little especially when compared to the builder drone, which is produced a lot faster and cheaper (although the building has more HP and had I thought of making its explosion smaller before publishing it could be placed in larger groups... Oh well, that'll be in the next version number, as will proofing the Titan's shield against ACV missiles which are probably too fast for the deflector to work). OTOH the drone doesn't give metal storage if I remember that correctly. I was thinking about removing the drone's storage completely but then the AI wouldn't "tech up".
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
i love the idea of this alternate kind of tech advancment - energy storage. infinite energy but storage acts as a tech level/upgrade system.
i get missing armor.txt when i try to play it? do i need nanoblobs installed?
Edit:
i've got the latest versions of WD, nanoblobs and AA installed but it's still not working claiming it can't find armor.txt. it's definately in the archive: i've looked
i get missing armor.txt when i try to play it? do i need nanoblobs installed?
Edit:
i've got the latest versions of WD, nanoblobs and AA installed but it's still not working claiming it can't find armor.txt. it's definately in the archive: i've looked

- clericvash
- Posts: 1394
- Joined: 05 Oct 2004, 01:05
unpossible: That is weird, the armor.txt works for me. Does anyone else have this problem? Easiest way to check if armor classes work is to self-destruct a Trireme near a Titan, if the Titan explodes it doesn't work. Hm, are you running Linux? Perhaps the capitalization of the filename is causing the problem...
Improvements I could think off so far are:
1. make the energy structure not volatile
2. increase sniper ROF and maybe give it a shield against other sniper attacks (which drone missiles fall under as well) so it would work better as a counter for missile drones which currently rip up any target when supported by an ACV and I'd prefer having more counters to them than just the laser drone
3. give the Trireme a single sniper beam in addition to its current weapons which it could use to return fire at missile drones.
I think maybe 2 and 3 shouldn't be combined since that'd end up with too many sniper units.
The celshading really wasn't intentional, I just didn't want to paint proper textures since I know how much I dislike that and how it would prevent me from getting much done in the mod. For the build pics the logic was that the drones may be a bit hard to tell apart so I went with a schematic image that has the "active" parts highlighted.
Improvements I could think off so far are:
1. make the energy structure not volatile
2. increase sniper ROF and maybe give it a shield against other sniper attacks (which drone missiles fall under as well) so it would work better as a counter for missile drones which currently rip up any target when supported by an ACV and I'd prefer having more counters to them than just the laser drone
3. give the Trireme a single sniper beam in addition to its current weapons which it could use to return fire at missile drones.
I think maybe 2 and 3 shouldn't be combined since that'd end up with too many sniper units.
The celshading really wasn't intentional, I just didn't want to paint proper textures since I know how much I dislike that and how it would prevent me from getting much done in the mod. For the build pics the logic was that the drones may be a bit hard to tell apart so I went with a schematic image that has the "active" parts highlighted.
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
- clericvash
- Posts: 1394
- Joined: 05 Oct 2004, 01:05
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- Posts: 241
- Joined: 09 Aug 2005, 15:41
Okay, just played a few games:
First, this is extremely violent. It plays like a mix between n00berhack and nanoblobs. The game really forces you to use multiple factories, intensive use of unit groups, etc.
Still, it would be nice if you could build a factory for the construction of heavy units - while building them on-site is better for getting things where you need them, it also suffers because they can't be auto-unit-grouped.
And, like n00berhack, it will lag out the game.
Oh, and the missile swarm from the commandship is really fun.
And don't play this on sunken outpost - the density of the carnage is bewildering.
First, this is extremely violent. It plays like a mix between n00berhack and nanoblobs. The game really forces you to use multiple factories, intensive use of unit groups, etc.
Still, it would be nice if you could build a factory for the construction of heavy units - while building them on-site is better for getting things where you need them, it also suffers because they can't be auto-unit-grouped.
And, like n00berhack, it will lag out the game.
Oh, and the missile swarm from the commandship is really fun.
And don't play this on sunken outpost - the density of the carnage is bewildering.