I really like the new chicken progenitor concept. It gives the queen battle a much more interesting dimension than just "hope the porc kills her while the t3 kbots distract her".
Now you have a reason to make things like maurauders or nukes to go out and kill the burrows after she spawns (since they're still live and angering her at that point doesn't mean much).
In general, I'd like to see the Queen toned down slightly, at least in terms of damage potential, making her minions a bigger part of the battle. That way she feels like less of a giant missile with hit points and more like a complicated boss battle. I think this is a good first step towards that.
First, there might be a bug with them (tombom said they seemed to have 0 health).
Secondly, it feels like they come on way too fast as soon as the queen is angered. This gives us very little time to have any strategy - if we kill the hives earlier, we anger the queen and shoot ourselves in the foot. I think if we had a minute or so after the queen is angered it would give us time to go out and kill the hives before the progenitors ultimately get us.
Secondly, it feels like they come on way too fast as soon as the queen is angered. This gives us very little time to have any strategy - if we kill the hives earlier, we anger the queen and shoot ourselves in the foot. I think if we had a minute or so after the queen is angered it would give us time to go out and kill the hives before the progenitors ultimately get us.
I'll look into the bug when I get back from work - They currently just spawn whenever waves spawn, but then the queen also spawns waves when she's damaged (which would cause an excess in progenitors), I can add like a minute delay to their spawning which might make things a bit smoother.
Secondly, it feels like they come on way too fast as soon as the queen is angered. This gives us very little time to have any strategy - if we kill the hives earlier, we anger the queen and shoot ourselves in the foot. I think if we had a minute or so after the queen is angered it would give us time to go out and kill the hives before the progenitors ultimately get us.
I'll look into the bug when I get back from work - They currently just spawn whenever waves spawn, but then the queen also spawns waves when she's damaged (which would cause an excess in progenitors), I can add like a minute delay to their spawning which might make things a bit smoother.
So, testing in single player, the main problem seems to be that the hatchlings are invincible. (0/0 hp). Not sure what would cause that.
Should killing burrow do something other than or in addition to angering the queen? Maybe give resources to the players? The only real reason to ever attack burrows right now is to skip the artillery stage if you feel you're as ready as you will ever be. Maybe the attack waves should spawn on a set timetable and destroying burrows could post-pone the next spawn wave by 10 seconds each.
Which file or script defines/control's the movement and behaviour of the chicken-unit's?
There is nothing like an 'Chicken AI' in the spring\ai directory - that's strange, since you add a chicken bot in the battle window the same way like - let's say an RAI-bot. There must be something which controls the units (orders them to attack there or here, etc.)... I tried to find something in the mod-file, forum and so on, but no success
Users browsing this forum: No registered users and 2 guests
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum