Expand and Exterminate version 0.42 - Page 21

Expand and Exterminate version 0.42

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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Expand and Exterminate version 0.42

Post by Gota »

I seriously made suggestions that i thought would make EE more adequate to the scale at which it is played atm,which is what fang asked for?
All you do is?
Moan?
Say how everyone else is making silly suggestions without saying in what way,hinting that you are superior?
In short you should either suggest something actually useful and concrete or explain why you think the suggestions of others are bad ideas or STFU.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Expand and Exterminate version 0.42

Post by knorke »

to be honest, for some "ideas" i can not tell if its trolling or not.
interweb got me beat.
for example
to play the game with low speed
wtf?!
or most of the ideas with the icons, probally a lot of work but it just seems so ironic with the screenshots etc.
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Neddie
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Re: Expand and Exterminate version 0.42

Post by Neddie »

There may be a gadget forthcoming which will fix everything.
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Gota
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Re: Expand and Exterminate version 0.42

Post by Gota »

neddiedrow wrote:There may be a gadget forthcoming which will fix EVERYTHING.
will it cure AIDS?
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chillaaa
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Re: Expand and Exterminate version 0.42

Post by chillaaa »

Not the strain you have
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Army Unit
Posts: 41
Joined: 22 Sep 2008, 07:05

Re: Expand and Exterminate version 0.42

Post by Army Unit »

Fanger wrote:Id be willing to, If I could get some help on what I dont know, (yes smoth I know you have offered Im just stating this). Also If I can get people who will actually play and give me some feedback, and if we can find some way to try and resolve this issue without a scale reversion (as this would take too much work) but I need the "cant see shit" people to work with me on a solution that will help them resolve the issue otherwise we will be at an impasse.. SO IDEAS PEOPLE GIVE ME IDEAS!
I can help with that.

As I already said before, this is my favorite mod, and I play it more then any other mod, and I almost only play as aliens.
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Re: Expand and Exterminate version 0.42

Post by 1v0ry_k1ng »

had a few games recently

all were dominated by flamer airdrop, but thats probably just the lack of a skilled community
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Neddie
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Re: Expand and Exterminate version 0.42

Post by Neddie »

Eh, that has long been the ideal first move.

I wonder if Zerg has his balance/efficiency spreadsheet updated for this version. We argued that the armed mexes, flamers, lasers, ships and epic units were all obscenely effective for cost... probably some of those have been rebalanced since.
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smoth
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Re: Expand and Exterminate version 0.42

Post by smoth »

epic units are supposed to be. you only get 1
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1v0ry_k1ng
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Re: Expand and Exterminate version 0.42

Post by 1v0ry_k1ng »

armed mexes are superior to base defences for dps arent they? I guess they dont work behnd walls in the same way but not many players tend to build walls around their defences.

I'd agree lasers are superior to cannons in almost every situation.
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Neddie
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Re: Expand and Exterminate version 0.42

Post by Neddie »

smoth wrote:epic units are supposed to be. you only get 1
Yes, but they were less effective for cost than ships and armed mexes, which is a little sad.
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pintle
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Joined: 19 Dec 2005, 16:01

Re: Expand and Exterminate version 0.42

Post by pintle »

armed mexes put a big downer on urc stealth raids
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Army Unit
Posts: 41
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Re: Expand and Exterminate version 0.42

Post by Army Unit »

I'll be playing this today.
Anyone want to join me?
I should be on around 6 or 7
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JohannesH
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Re: Expand and Exterminate version 0.42

Post by JohannesH »

Army Unit wrote:I'll be playing this today.
Anyone want to join me?
I should be on around 6 or 7
around 6 or 7 classified time
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Army Unit
Posts: 41
Joined: 22 Sep 2008, 07:05

Re: Expand and Exterminate version 0.42

Post by Army Unit »

Around 6:00 or 7:00 PM Pacific time.

sorry about that. :oops:

Edit: make that around 8:00 :(
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