Peet wrote:
fantastic choice. i'd increase their damage by an order of magnitude also just for the heck of it
Already done in the dev version.
Peet wrote:
yeah it's supposed to fade in, not sure what's going on there. needs a big laser (didn't it have one?)
I think used the wrong commander definition file out of laziness then forgot and i only partially converted the script due to complexity.
The cob script had an error.
Peet wrote:
absolutely by design!
I thought so.
During the test i thought they were a bit weak, but i took a second look at the definitions and must say they are totally underpowered in almost any aspect, compared to turrets.
You need a shitton of them and they such a large army can be blow away too easely.
Il give them a little buff in firepower and armor.
Also the gap beween tier 1 and tier 2 unit stats is minimal but the gap between tier 2 and 3 units in stats is HUGE, il have to adjust this too.
Peet wrote:
a few unit scripts are pretty broken - the nano turrets don't turret and the anni2 doesn't either (i think it had a fancier firing sequence too?)
I forgot about fixing the nano turrets completely.
The annihilator is also only partially converted, but i had a rough time with it and didnt want to spend too much jerking around.
Its also a bit saucy to use sometimes, i still dont know if its the unit def or the animation, but il figure it out.
I converted like a dozen animation scripts and half of them only partially, its a real ballbuster sometimes.
Il convert scripts to lua as i go, i had to convert the ones i did and got a bit burned out but now they function i can easy up a bit and take my proper time.
BTW: was there an annihilator MK.I?
Peet wrote:
the laserdfens is black except for the teamcolour. nooo idea what's going on there and that was definitely the best looking unit
The laserdefens was invisible, it was because of the texture was dds and s3o/tga or whatever the hell encodes the teamcolor differently than other formats.
At first i thought it was the script and for lack of time i had to drag a friend to compile scripts for me.
It was only after that where we found out it was the texture causing the problems.
Unfortuneltly i couldnt convert the channels properly so thats why its black.
Il give it a shot later again.
Peet wrote:
in any case good work dude, still a few issues here and there but definitely [as playable as it ever was]
Glad you like it.
Il prolly have most of the issues resloved in 1.2 which should be out next month or so and try to squeeze in a few extra new units to make things exciting.
Does someone here can lend me an autohost?
I would like to schedule a game sometime (cant this weekedn tough :/) but i have had trouble hosting on my own box.