So, as alluded in my Tucson thread, I recently moved, and between settling in and getting my new (awesome) job going, I haven't had much time or will to work on CT.
I have managed to eek out these two unit remodels though, finishing up the artillery last night. Enjoy!
The artillery is the same (barring some rebalancing), but the Yumi Type Vehicle now has an anti-cruiser laser.
Joined: 24 Jan 2006, 21:12 Location: There is no god - and reality is his prophetess
As part of the cannon-cleaners unit i d like to use the ocassion to voice protest against the removal of stairs. its not comfortable to sit on the barrell all day, even if its good for the ego- and your trousers get that polished shell-shine look.
Join the union, against worrible working wonditions!
Joined: 24 Jan 2006, 21:12 Location: There is no god - and reality is his prophetess
Oh, yes, the smother the barrel, the more uncomfortable for the gun-cleanes-guild.. spit in there faces. Trample on there interests.. laugh.. they wont hear anyway. And when the poor guy looses grip.. that would make a fabolous joke. And while we are at it.. how about adding spikes to the tank..lets make them really rusty and mean. Or how about poisonous plants? Or Antipersonal mines directly on the vehicle?
Well, some friends wanted to play CT a few nights ago, reported some errors, got my creative side brewing and I am tiring of Guild Wars 2, so I have been sticking my head back into the game.
Hello everyone :)
Seems I need to go see what 91.0 broke this time...
Biggest issue currently is the broken AI... trying to revert to the previous (and successful) builds of YMSAI prior to the Drone's flying miners experiment. Slowly remembering how to do stuff, and got it working, only it doesn't work well.
The mining towers are built randomly, instead of near clumps of metal. Did Spring change how gadgets locate things/communicates that to units?
Sadly not being the author of anything concerning the AI I'm not really even sure how it works
What I've been done: * Finished out all of the new tanks. Excluding the Hover Tank which will come with the Navy Update, the Tanks are all done. Whew! * CEGs. So many CEGs. Got the building and unit death explosions all Lua'd and altered around a bit. They look good, but the better thing is the organization. CT is now running entirely on either its own CEGs or CEGs made by those while working on CT. Woo hoo, so long .tdf!
What I'm currently working on: * Drawing and brainstorming a repair station for aircraft and cruisers. I'm not sure how feasible it will be. There's a lot of hurdles, partly from the size and shape of cruisers, and partly because it would require some coding magic. No input so far on my question in Lua Scripts (which makes me think it is very difficult/odd) so we'll see. * Usual tidying up, organization and labeling things.
What I need to be working on/will be working on: * Got some more (important) unit remodels, but I don't really have a lot of ideas for them so it will be slow. * Would like to get the Drones back on their feet, especially with their AI. Something is making it not act the same, and that is a huge blow to CT. * The NKG Navy is off somewheres in the distance... but honestly closer than it ever has been. The big Navy Update will be pretty significant. :)
No pictures, sorry guys. Go play the game to see what is new
Oh, I'm sure no matter how clear I attempted to make it it would still confuse someone. I pretty much run with the assumption that people will not read text.
That being said I've put forth an ongoing effort to make the descriptions as clear and to-the-point as possible. I feel they are pretty good now, although I'm sure most people could find something they think is not clear enough.
Good thing to point out though. I should make another run through soon.
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