[game] CA stable release - 4744

[game] CA stable release - 4744

Happenin' news on what is happening in the community. Content releases, new tutorials, other cool stuff.
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luckywaldo7
Posts: 1397
Joined: 17 Sep 2008, 04:36

[game] CA stable release - 4744

Post by luckywaldo7 » 05 Jun 2009, 03:06

New Mod Option: Communism Mode! by Licho
Mex output is shared equally among teammates. A player's energy excessing 80% of his storage will be overdriven in the shared mexes.

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Find it under Experimental Settings.

New Mod Option: Shuffle Start Points by CarRepairer
Off - Do nothing.
Within Boxes - Shuffle start positions within each team's box.
All - Shuffle start positions of all commanders. Use this in place of random for autohosts.

Toggle under Starting Conditions.

New Mod Option: Limited Boost by CarRepairer
Boost cannot be used to build anything with a weapon. Use this mode to prevent rushes for a more relaxed, economy-based game.

Choose under Starting Conditions > Starting Resource Type.

New Game Mode: King of the Kill! by Alchemist
*Any unit can capture the hill, starting the countdown timer
*Once the hill is captured, the other team can contest by moving any of their own units inside the box, pausing the timer
*The timer resumes when the units of only 1 team remain
*If the hill changes sides, the timer is reset
*Hold the hill until the clock runs out to win!

Choose under Starting Conditions > Game Mode.



New Models!

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Thud, Storm, Jack (Can) by maackey

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Pioneer (arm vehcon), Stumpy by Pressureline

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Clogger by CarRepairer

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Siren by KingRaptor, Hawk by PressureLine, Cirrus by MidKnight

New Groundscars! by jK
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Balance changes:
Clogger price doubled from 10 to 20
Recluse cost reduced by 20 and Morty cost increased by 20
Kodachi is 20% cheaper

Veil (larger jammer tower) and larger shields removed
Sneaky Pete (smaller jammer tower), 50 more expensive, gets scrambler
Eraser (walker jammer) 50 more expensive and same range as Sneaky Pete
Aspis (walker shield) price 300->400, capacity 2500->3500, radius 300->400, energy drain 20% lower. Aegis (static shield) hp increased by 100

HP from XP removed

Fixed small geo energy output, both faction's geos now produce 25E.

Download Link Here!

Looks great! Nice job, and posted!
-FA
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clericvash
Posts: 1394
Joined: 05 Oct 2004, 01:05

Re: CA stable release - 4744

Post by clericvash » 09 Jun 2009, 14:34

HP from XP removed

:( i liked that feature in TA style mods, why remove it? Does XP have a purpose now?
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: CA stable release - 4744

Post by Otherside » 09 Jun 2009, 15:01

the ammount of balance changes caused by slight hp differences especially with low RoF weapons like storm

were a 0.05 exp llt would survive a whole extra shot caused balance issues.

+ also chickens 0 cost made them gain insane HP when they attack
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: CA stable release - 4744

Post by Pxtl » 09 Jun 2009, 15:31

Otherside wrote:the ammount of balance changes caused by slight hp differences especially with low RoF weapons like storm

were a 0.05 exp llt would survive a whole extra shot caused balance issues.

+ also chickens 0 cost made them gain insane HP when they attack
That could still cause problems for Chickens. I mean, has anybody tried capturing a chicken?
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lavishpcar
Posts: 1
Joined: 10 Jun 2009, 16:27

Re: CA stable release - 4744

Post by lavishpcar » 10 Jun 2009, 16:28

this would be awesome














if there were a decent lobby....
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clericvash
Posts: 1394
Joined: 05 Oct 2004, 01:05

Re: CA stable release - 4744

Post by clericvash » 12 Jun 2009, 12:52

lavishpcar wrote:this would be awesome


if there were a decent lobby....
Did you really need all those spaces?
What exactly is wrong with the current lobby?
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