Expand and Exterminate version 0.163 Released

Expand and Exterminate version 0.163 Released

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Fanger
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Expand and Exterminate version 0.163 Released

Post by Fanger » 28 May 2006, 05:14

Expand and Exterminate version 0.163 is out now changes are as follows..

Version 0.163 Changelog:

-AA weapons slowed down to a less laggy attack rate

-AA weapons range increased slightly to compensate for rate of fire loss

-lvl 1 flak turret decreased in cost

-lvl 2 SAM turret increased in HP and damage

-lvl 2 GD air attack helicopter increased in HP

-lvl 1 GD "scout" helicopter damage increased

-URC Flamethrower range increased

-URC Cannon mech rate of fire increased

-lvl 2/3 cannon mech HP increased

-Minelayer cost halved, stealth added, speed increased, buildspeed increased

-scout spider mine replaced with a less powerful mine

-GD light tank dps increased slightly

-GD scout tank dps increased slightly

-GD command tank and light tank build cost equalized

-ship torpedoes target all amphibious units and submarines

-submarines speed reduced

-recon pole added to all sides for detecting stealth/cloaked units

-Construction units halved in cost across the board

-URC stealth unit detect radius increased slightly

Check it out at Smoth's FTP, (dont overtax it you bastards) link:
http://cs.selu.edu/~ssmith/BB/files/Exp ... v0.163.sd7

Also NI is still not in please understand that I have about 100 units to make for them and they are about 42% done, However if you would like to fiddle around with them, just .cheat and .give nicom

An Epic update will follow shortly and will contain these changes as well as additional Epic specific ones..
Last edited by Fanger on 02 Aug 2006, 04:45, edited 8 times in total.
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Zoombie
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Post by Zoombie » 28 May 2006, 08:39

nice!
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SpikedHelmet
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Post by SpikedHelmet » 28 May 2006, 08:50

You could've edited the other thread to read 0.157 and bumped it...
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krogothe
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Post by krogothe » 28 May 2006, 11:18

SpikedHelmet wrote:You could've edited the other thread to read 0.157 and bumped it...
Yeah brainmaster except that he didnt make the other thread so he cant edit it!

<3 bombers <3
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Monkwarrior
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Post by Monkwarrior » 28 May 2006, 11:41

Great work, will try this one today :-)
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Andreask
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Post by Andreask » 28 May 2006, 14:30

Less balancing, more new content.

When balancing, there is always somebody who will be displeased.

With new content, i can at least have the pleasure of fiddeling around with new toys.

Also Fang, i hope you have not forgotton about my über-long post from the last thread, i just thought that you might draw some inspiration from it.

edit: I just tried the new NI sutff. :shock:

These Sonic Cannons are awesome.

But PLZ change the movement sound of the hover units, its some kind of robo-activate now, and its horrible.
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Aun
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Post by Aun » 28 May 2006, 15:13

Andreask wrote:edit: I just tried the new NI sutff. :shock:

These Sonic Cannons are awesome.

But PLZ change the movement sound of the hover units, its some kind of robo-activate now, and its horrible.
Hurry up and finish them. =P
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Soulless1
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Post by Soulless1 » 28 May 2006, 16:31

Andreask wrote: edit: I just tried the new NI sutff. :shock:

These Sonic Cannons are awesome.

But PLZ change the movement sound of the hover units, its some kind of robo-activate now, and its horrible.
Yeah had a look too - I particularly like the way they use a hovering version of their land mex over the water - though I do wonder why you didn't just combine the two into a single type of hover-mex that can be built on either...still, its early days... :-)
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Fanger
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Post by Fanger » 28 May 2006, 18:36

This may be the last purely balance patch.. I will try to start working on NI more. However note that when the next release shows up.. they are adding a lot of changes for energy shields.. if these can be set up the way I think Im definately adding them in. I will also add in Torpedo aircraft once they finally fix those..

Side question Im not sure what to do with NI's AA weapon from a visual standpoint.. My thoughts were

Option 1: missile weapon done just like URC's SAM units

Option 2: energy flak weapon using smoths new plasma projectiles

Option 3: energy missile, using smoths new plasma projectiles

Option 4: beam laser weapon like the GD laser tanks

Im not sure which option I should go with.. Im really more stuck between option 3/4 although I havent written off option 1/2 completely yet..
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Andreask
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Post by Andreask » 28 May 2006, 19:32

Go option 3 then.

Make it fast firing and cycle through all the colours provided, this generating a neat laser-show.
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Egarwaen
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Post by Egarwaen » 28 May 2006, 19:53

I think laser-based AA would be a nifty change.
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Forboding Angel
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Post by Forboding Angel » 28 May 2006, 20:40

option 4

that would look fcking awesome
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krogothe
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Post by krogothe » 28 May 2006, 22:28

Option 4 with a twist, make it an innacurate laser machinegun, making it AOE-ish like all AA weapons, not too similar to GD's laser and a hell of a lot cooler. Think the AA (mod) razorback (?) mech with the laser machineguns, only faster firing, longer ranged and blue.
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FizWizz
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Post by FizWizz » 28 May 2006, 23:06

Option 4, but with beam lasers that let off a super-quick 4-6 shot burst before they have to recharge the capacitors 8)
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Nemo
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Post by Nemo » 28 May 2006, 23:16

Beamlasers don't use burst, bursttime, or sprayangle tags. Among others, I imagine.

This is annoying because they're the only type of weapon that will hit small units consistantly, and without burst tags, I can't use them for machineguns <_<
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Aun
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Post by Aun » 28 May 2006, 23:18

Option 4, but put a lot of independently targetting lasers on each aa weapon and make them low damage. =)
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Soulless1
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Post by Soulless1 » 29 May 2006, 01:34

^ that please :-)

if you're ever going to put anti-superweapon (nukes etc) stuff into the mod, lasers would also be cool for the NI's version of that 8)
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Fanger
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Post by Fanger » 29 May 2006, 01:41

actually I already know what NI will have a for a superweapon...

Meteor shower.. nuff said..

erp I missed the actual point my bad...

The reason their arent anti superweapons is because spring is very limited in its ability to dictate anti superweapon types if I want to give everyone an anti nuke weapon Id have to make all the superweapons nukes which I dont want to do.. with that Ive set up the superweapons to be fairly tame in terms of dmg and radius...
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Drone_Fragger
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Post by Drone_Fragger » 29 May 2006, 11:19

Fanger wrote:actually I already know what NI will have a for a superweapon...

Meteor shower.. nuff said..

erp I missed the actual point my bad...

The reason their arent anti superweapons is because spring is very limited in its ability to dictate anti superweapon types if I want to give everyone an anti nuke weapon Id have to make all the superweapons nukes which I dont want to do.. with that Ive set up the superweapons to be fairly tame in terms of dmg and radius...
Yes. And also, why do Geos make Energy and metal in a world lakcing metal makers?
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Soulless1
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Post by Soulless1 » 29 May 2006, 13:00

Fanger wrote: The reason their arent anti superweapons is because spring is very limited in its ability to dictate anti superweapon types if I want to give everyone an anti nuke weapon Id have to make all the superweapons nukes which I dont want to do.. with that Ive set up the superweapons to be fairly tame in terms of dmg and radius...
aah right - you might want to check out the new shield stuff when it comes out though - I think there's a way to basically make it counter whichever weapon type you want...actually I'm not sure *how* customisable it's going to be at first, but its definately worth looking into...

so you could have ICBM-destroying lasers, a deflector that protects from plasma artillery shots etc etc
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