CvC mod 0.4
Moderator: Moderators
That is weird. I think it requires the vent to be pretty much in the center.
I'm not planning for updates right now. No idea what I could do, I don't know how the balancing turned out since I haven't played it against human players.
The AI slows the computer down because of some weird performance hit that happens when units can't leave the factory, that's the biggest drain AFAIK.
I'm not planning for updates right now. No idea what I could do, I don't know how the balancing turned out since I haven't played it against human players.
The AI slows the computer down because of some weird performance hit that happens when units can't leave the factory, that's the biggest drain AFAIK.
I assume the map has to be entirely flat. Try out Energy Spire Plain by noize for instance, it's flat.
I'm still unsure what kinds of researchable upgrades I should add...
So far I have:
- Missile drone artillery missile
- Titan missiles
- Titan shield
- Mex shield
- Heavy weapons (grenade launchers, laserbeam cannons, ACV missiles, second barrel on the Tiger)
- Orbital weapons (needed to use the Orbital Uplink)
- Radar accuracy (basically like the targeting facility, can be built up to three times)
I'm thinking about making two of the four lasers on the Trireme require an upgrade (the lasers have been buffed heavily since 0.03a) as well as offering a speed upgrade for the Titan and Trireme. Perhaps an armor upgrade for drones. I'm also thinking about making defensive turrets no longer require any upgrades (though maybe they could get upgrades to increase their power) since gren launchers and lascannons aren't nearly as evil as most other upgrades. Adding a grenade launcher drone is also something I thought of.
So far I have:
- Missile drone artillery missile
- Titan missiles
- Titan shield
- Mex shield
- Heavy weapons (grenade launchers, laserbeam cannons, ACV missiles, second barrel on the Tiger)
- Orbital weapons (needed to use the Orbital Uplink)
- Radar accuracy (basically like the targeting facility, can be built up to three times)
I'm thinking about making two of the four lasers on the Trireme require an upgrade (the lasers have been buffed heavily since 0.03a) as well as offering a speed upgrade for the Titan and Trireme. Perhaps an armor upgrade for drones. I'm also thinking about making defensive turrets no longer require any upgrades (though maybe they could get upgrades to increase their power) since gren launchers and lascannons aren't nearly as evil as most other upgrades. Adding a grenade launcher drone is also something I thought of.
0.4 is officially released now.
Now features upgrades! They are shared for teams so make sure you coordinate your researching with your allies.
-Decreased metal values (both gain and costs)
-Revamped energy use completely (no longer used to gain upgrades)
-Added Research Center and all researches and associated effects
-Changed Eagle into a completely different role
-Orbital Uplink no longer needs a geovent but is hardcapped at 2.
-Began adding unit icons
-Trireme weapon arcs widened, weapon changed to rapid fire projectile laser (effectively a buff)
-Tiger ion cannon explosion effect changed
-Grenadelauncher weapon (on all users) buffed
-Cinder HP reduced greatly, cost increased (is now very fragile, to be built behind other defenses)
-Concrete HP buffed
-Brick cost decreased
For the next version I'm thinking about making energy more important again, every weapon would need some energy to fire and even the tiny drone lasers will draw 1E per shot. Didn't want to make any big changes between the RC1 and release so that'll have to wait until the next version.
Now features upgrades! They are shared for teams so make sure you coordinate your researching with your allies.
-Decreased metal values (both gain and costs)
-Revamped energy use completely (no longer used to gain upgrades)
-Added Research Center and all researches and associated effects
-Changed Eagle into a completely different role
-Orbital Uplink no longer needs a geovent but is hardcapped at 2.
-Began adding unit icons
-Trireme weapon arcs widened, weapon changed to rapid fire projectile laser (effectively a buff)
-Tiger ion cannon explosion effect changed
-Grenadelauncher weapon (on all users) buffed
-Cinder HP reduced greatly, cost increased (is now very fragile, to be built behind other defenses)
-Concrete HP buffed
-Brick cost decreased
For the next version I'm thinking about making energy more important again, every weapon would need some energy to fire and even the tiny drone lasers will draw 1E per shot. Didn't want to make any big changes between the RC1 and release so that'll have to wait until the next version.
- Shadowsage
- Posts: 73
- Joined: 01 Dec 2005, 05:50
I gave this mod a short offline try.
- What AI should work? In my tries RAI does nothing, QAI, TSI and KAI crashed. The only one I got working was AAI, but for some stupid reason it nearly only build Triremes. Probably I wrote a bad config file. If someone has a good config for AAI, it would be nice if he would upload or post it here.
- The Trireme is a builder. The result is, that a number of widgets get trouble with this thing. Setting only builder=0 in ctireme.fbi results in a 'crawling' tireme. So I looked in another mod and tried this settings:
this is probably way to much, but with this settings the Trireme seem to work right, without being a builder.
- The CPU-Load on this mod is very high. I have very high 'Sim-Time' and 'Scripts' values so the %-value got up to 70% after a short time with two aai's against each other. As I said before, they primary build Triremes, so I assume the scripts of the Trireme are very inefficient. Maybe you should try removing or optimising the animated paddles?
- What AI should work? In my tries RAI does nothing, QAI, TSI and KAI crashed. The only one I got working was AAI, but for some stupid reason it nearly only build Triremes. Probably I wrote a bad config file. If someone has a good config for AAI, it would be nice if he would upload or post it here.
- The Trireme is a builder. The result is, that a number of widgets get trouble with this thing. Setting only builder=0 in ctireme.fbi results in a 'crawling' tireme. So I looked in another mod and tried this settings:
Code: Select all
Builder=0;
CanAttack=1;
CanFly=1;
CanGuard=1;
CanMove=1;
CanPatrol=1;
CanStop=1;
CruiseAlt=70;
HoverAttack=1;
dontland=1;
airhoverfactor=0;
- The CPU-Load on this mod is very high. I have very high 'Sim-Time' and 'Scripts' values so the %-value got up to 70% after a short time with two aai's against each other. As I said before, they primary build Triremes, so I assume the scripts of the Trireme are very inefficient. Maybe you should try removing or optimising the animated paddles?