Blood and Steel beta 03 - Page 4

Blood and Steel beta 03

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SeanHeron
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Re: Blood and Steel beta 01

Post by SeanHeron » 15 Sep 2009, 23:55

I think having pretty similiar stats but changing all/most of the special modes would be neato :) - but would require a good bit of thought and work...
On stat changes, my guess would be that as long as you keep them relatively moderate, balance via excel would probably not fail too dismally (well - some tweaking might be needed, no question). But yeah, that obviously doesn't give you more differentiation than eg Arm-Core has (which I guess did have some character, nonetheless...).
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bobthedinosaur
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Re: Blood and Steel beta 01

Post by bobthedinosaur » 16 Sep 2009, 05:25

Infantry now have reflection, here is an anti tank team set up for its rapid fire specialty mode
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The Prometheus with adjust textures and normals
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Anti Air Vehicle is using its Dumb Fire Specialty Mode
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bobthedinosaur
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Re: Blood and Steel beta 01

Post by bobthedinosaur » 16 Sep 2009, 05:28

Here are new selectable icons for the smaller units (infantry and UAV)

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bobthedinosaur
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Re: Blood and Steel beta 01

Post by bobthedinosaur » 26 Sep 2009, 04:30

Uploaded the 2nd version of the beta:
You can get it here:
http://www.springfiles.com/show_file.php?id=2297

Changes:
-Model's normals have been adjusted
-Textures converted to dds (for a possible reduction in graphics resources? o_O )
-Hot keys for special mode V to enable N to disable
-Selectable Icons for the infantry and UAV to manage easier
-Fixes to major issues in game play due to bugs
-Slight Balancing Adjustments
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123vtemp
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Re: Blood and Steel beta 02

Post by 123vtemp » 26 Sep 2009, 10:50

looks Amazing

Bugs:
tactile missiles are broke the fall out of the air at about 1000 range
and trucks get stuck in the cities
so perhaps they should not be able to capture
tactile Missiles lanced from a city will blow it up and fail
same may go far a SAM emplacement
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bobthedinosaur
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Re: Blood and Steel beta 02

Post by bobthedinosaur » 26 Sep 2009, 17:46

thanks for reporting them, I'll take a look.

edit:
how could I fix this? if i lower the size of the city's hit sphere then it wont be much protection, but every missile fired from within explodes?
Should I take the defenses out of the city entirely?
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KDR_11k
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Re: Blood and Steel beta 02

Post by KDR_11k » 26 Sep 2009, 21:54

Missiles falling short means too little flight time.

I'm not sure about the collision but have you checked if it's even possible to get a clear shot at the units inside the cities? Also have you tried other hitshapes?
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bobthedinosaur
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Re: Blood and Steel beta 02

Post by bobthedinosaur » 27 Sep 2009, 00:51

no, i have not tried other hit shapes. maybe a cube would work better with a low ceiling?
I noticed that units have a hard time shooting out of it but can shoot each other inside it.
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Saktoth
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Re: Blood and Steel beta 02

Post by Saktoth » 27 Sep 2009, 08:54

Id suggest using a shield to protect the city. Dont use its hitsphere. A shield can be shot out of, will protect anyone inside it, and can be set to effect allies, enemies, or both. You can set the HP and regen of the shield to anything you like (dont use a repulsor), and if you use the custom healthbars widget, it will even show the charge %.

The shield can be made invisible, or given a custom texture if you want it visualized.
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bobthedinosaur
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Re: Blood and Steel beta 02

Post by bobthedinosaur » 27 Sep 2009, 20:49

Sound like a good idea, should i just make the hit sphere very small then?
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KaiserJ
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Re: Blood and Steel beta 02

Post by KaiserJ » 27 Sep 2009, 21:08

hi bob! played a game against you the other day and you ate my lunch; then i went to my friends house who i play on lan often, and he beat the hell out of me too.

this game is a ton of fun; harkens back to the glory days of RTS... just micro the hell out of your units.

on the topic of the city model blocking fire... to me, its kind of a cool idea, you're microing your units to hit those buggers down the road anyways, i dont really see a problem with how it is; although maybe a shape like stonehenge or thunderdome might work.

re-enforcements... the randomness itself doesn't bother me, but getting "dealt a bad hand" can certainly be a sharp stick in the eye; im not sure how i feel about it completely yet; must play moar.

possible idea (that would kinda break the mod for TA maps) instead of having just one type of city, perhaps have 2 or 3 types depending on the metal spot size, that directly effect what units you get... like a ghetto housing complex could provide infantry, a factory could provide tanks, and an airfield... well, you get the picture.

either way, expect a "blood and steel" city 8x8 map in the next few weeks. amazing work man, and a blast to play.
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Saktoth
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Re: Blood and Steel beta 02

Post by Saktoth » 27 Sep 2009, 21:13

Just rip the planet creation code out of THIS, if you want to create custom resource points. Its pretty awesome. Since KDR is in this thread he might be able to advise you better on that.
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KDR_11k
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Re: Blood and Steel beta 02

Post by KDR_11k » 27 Sep 2009, 22:41

The "planet generation code" is just a random generator with mirroring added.
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bobthedinosaur
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Re: Blood and Steel beta 02

Post by bobthedinosaur » 27 Sep 2009, 23:31

maybe a slider for the count cities before game with a default and mirror?
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bobthedinosaur
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Re: Blood and Steel beta 03

Post by bobthedinosaur » 03 Oct 2009, 07:58

Beta 03 Changes
-fix strike missiles firing short
-infantry now conform to terrain and no longer clip on slopes
-AA missiles have better accuracy
-added LCAC heavy hovercraft transport to move heavy vehicles across water
-Units can now fire out of the cities from within, and still have protection inside from outside fire
-weapon trucks can no longer capture points, now only infantry can.
-weapon trucks can deploy into defenses inside a city, and fire from with in
-Bunkers can now hold infantry for shelter

Bugs, comments, critique? Please share :-)
Last edited by bobthedinosaur on 03 Oct 2009, 17:57, edited 1 time in total.
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Das Bruce
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Re: Blood and Steel beta 03

Post by Das Bruce » 03 Oct 2009, 12:53

I like it, in theory.
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BaNa
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Re: Blood and Steel beta 03

Post by BaNa » 03 Oct 2009, 13:40

holy shit i can block bruces avatar with adblock plus. This discovery has made my day.
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Das Bruce
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Re: Blood and Steel beta 03

Post by Das Bruce » 03 Oct 2009, 15:22

BaNa wrote:holy shit i can block bruces avatar with adblock plus. This discovery has made my day.
Darn.
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bobthedinosaur
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Re: Blood and Steel beta 03

Post by bobthedinosaur » 03 Oct 2009, 16:46

Das Bruce wrote:I like it, in theory.
Care to expand on this?
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Das Bruce
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Re: Blood and Steel beta 03

Post by Das Bruce » 03 Oct 2009, 20:18

I like the concept, but it is obviously unfinished and as suck could end up being good or bad. Haven't played enough to be too specific.
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