Expand and Exterminate version 0.163 Released
Moderator: Moderators
- Drone_Fragger
- Posts: 1341
- Joined: 04 Dec 2005, 15:49
Ah, But the belence is so heavily changed from table top to the actual game itself.Fanger wrote:dawn of war is based off of a table top game, which has been in production since the early 1980s or more and thus has had vastly longer amounts of time to add in and balance and differentiate 7+ different sides...
it does not count..
Actually, Dawn of War has much better balance than the current version of the table top, but that is beside the point...
So, you're busy on the recreation of units now for E&E, and then you will make NI. What do you anticipate for E&E after the break you should in all seriousness take after those changes?
So, you're busy on the recreation of units now for E&E, and then you will make NI. What do you anticipate for E&E after the break you should in all seriousness take after those changes?
When everything is remodeled, and NI is in and fully balanced, I will take a bit of a break (mostly consisting of playing EE) the next step will to be make the game fully OTA content free thus allowing the devs to use it as the default mod if they would like being that it will be GPL ish.. once EE is completely ota content free I will possibly start foraying into s3oing the models.. and maintaining balance (this will occur throughout the whole process..)..
- Drone_Fragger
- Posts: 1341
- Joined: 04 Dec 2005, 15:49
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
EE is the defualt mod would be awesome. Keep up the good work.Fanger wrote:When everything is remodeled, and NI is in and fully balanced, I will take a bit of a break (mostly consisting of playing EE) the next step will to be make the game fully OTA content free thus allowing the devs to use it as the default mod if they would like being that it will be GPL ish.. once EE is completely ota content free I will possibly start foraying into s3oing the models.. and maintaining balance (this will occur throughout the whole process..)..
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
new balance for ee
ok fang
EE is refreshing after playing AA for 1 reason,all sides are different.
i think if u make em totaly different so that even the whole gameplay is changed for each side it would be much cooler..
Im talking about differences u see in emmm... well Earth2160.. all sides are very very different..
so u have like 1 side that has a certain capability and the others dont have it..
so what u need in my opinion.. is the following:
GD:
lvl 1:basic units.. like what u have now.. only without art.. and slower but have a bit bigger range than
urc..(gd tactics...head on attacks..pushing with range and hevy armor..)
gd lvl 1 def buildings:are turrets that shoot at a very fast rates
to compinsate for the slow tanks barrel movement...and the speed of urc units.. but have almost no shooting capabilities at
situations involving different hights..
urc:
lvl 1:basic units.. but cheaper and faster...(urc tactics.. hit and run and flank..maybe make gd tank barrels spin slower
and in a head to head combat where metal value of units on each side is the same gd must be able to outdo in a big way the urc forces
)
urc lvl 1 def structures:none.. urc mexes become very very cheap to the extent where urc builders can build em again and again
after gd piliges..
(what we get is.. gd expends much slower.. but in head to head rules unless flanked..
GD:
lvl2:tanks are much much heavier and slower needing assistance.. for smaller units.. cause they can be outflanked but gd recieve artillary..
a vary capable 1 able to effectivly bring down targets that are on hills montains.....
urc:
lvl 2:are much weaker than lvl2 gd but again are very fast moving... comparing to lvl 2 tanks..
urc recieve minlayeing capabilites..but effective ones.. allowing them to build mine fields
making serious problems for gd tanks to move..
about the planes.. at lvl 2 and lvl 3 special builders of gd are able to build turret like unable
to move bots wich can be transported ..there will be a need in them cause they will be anti air
and fast shooting.. they will be traned with helis..
gd will have no anti air capabilities except the turrets.. and will only have tran builders that
will allow to build on hills but will have trouble with urc fighters and air capabilites.
urcs air must balance the unbalance that is to be created in the land wars..between the 2..
urc planes will have full capabilites.. exept for tran ...and scouting..
lvl 3: gd have no lvl 3 land units.. they have only lvl 3 planes.. at which huge unmoving turetts
that will be units of course to allow transportation..they will be traned and will be
unable to move..but will be extremly heavy..other smaller turrets will make the anti air force..
urc:reciev lvl 3 land than can deal with lvl 2 gd tanks although still slightly disadvataged..
those units will be bly to cloack..and pass gd defences...
basicly what u get is urc hit and run and air raids.. while gd are frontals but have terrible
movement problems..
and require air to tran..
these ideas are of course very raw and need to be worked on..
but i think they area good basis to make all lvls and sides completly different..
i neglected the ni cause they are not yet availabl..
EE is refreshing after playing AA for 1 reason,all sides are different.
i think if u make em totaly different so that even the whole gameplay is changed for each side it would be much cooler..
Im talking about differences u see in emmm... well Earth2160.. all sides are very very different..
so u have like 1 side that has a certain capability and the others dont have it..
so what u need in my opinion.. is the following:
GD:
lvl 1:basic units.. like what u have now.. only without art.. and slower but have a bit bigger range than
urc..(gd tactics...head on attacks..pushing with range and hevy armor..)
gd lvl 1 def buildings:are turrets that shoot at a very fast rates
to compinsate for the slow tanks barrel movement...and the speed of urc units.. but have almost no shooting capabilities at
situations involving different hights..
urc:
lvl 1:basic units.. but cheaper and faster...(urc tactics.. hit and run and flank..maybe make gd tank barrels spin slower
and in a head to head combat where metal value of units on each side is the same gd must be able to outdo in a big way the urc forces
)
urc lvl 1 def structures:none.. urc mexes become very very cheap to the extent where urc builders can build em again and again
after gd piliges..
(what we get is.. gd expends much slower.. but in head to head rules unless flanked..
GD:
lvl2:tanks are much much heavier and slower needing assistance.. for smaller units.. cause they can be outflanked but gd recieve artillary..
a vary capable 1 able to effectivly bring down targets that are on hills montains.....
urc:
lvl 2:are much weaker than lvl2 gd but again are very fast moving... comparing to lvl 2 tanks..
urc recieve minlayeing capabilites..but effective ones.. allowing them to build mine fields
making serious problems for gd tanks to move..
about the planes.. at lvl 2 and lvl 3 special builders of gd are able to build turret like unable
to move bots wich can be transported ..there will be a need in them cause they will be anti air
and fast shooting.. they will be traned with helis..
gd will have no anti air capabilities except the turrets.. and will only have tran builders that
will allow to build on hills but will have trouble with urc fighters and air capabilites.
urcs air must balance the unbalance that is to be created in the land wars..between the 2..
urc planes will have full capabilites.. exept for tran ...and scouting..
lvl 3: gd have no lvl 3 land units.. they have only lvl 3 planes.. at which huge unmoving turetts
that will be units of course to allow transportation..they will be traned and will be
unable to move..but will be extremly heavy..other smaller turrets will make the anti air force..
urc:reciev lvl 3 land than can deal with lvl 2 gd tanks although still slightly disadvataged..
those units will be bly to cloack..and pass gd defences...
basicly what u get is urc hit and run and air raids.. while gd are frontals but have terrible
movement problems..
and require air to tran..
these ideas are of course very raw and need to be worked on..
but i think they area good basis to make all lvls and sides completly different..
i neglected the ni cause they are not yet availabl..
i also think there is a problem with interaction between buildings and units.. like u have the laser tank.. which is better against buildings..
problem is that u dont know what kind of tanks and def structers the enemy has doesnt have and/or is building..
which means it is always safer to use the reg/missile tanks..
i think except laser tanks all other units should have a harder time
shooting down vuildings..
problem is that u dont know what kind of tanks and def structers the enemy has doesnt have and/or is building..
which means it is always safer to use the reg/missile tanks..
i think except laser tanks all other units should have a harder time
shooting down vuildings..