War Evolution 1.7
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- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
personaly i dont like it when you see more teamcolors as normal textures.krogothe wrote:I hope units repair fast now, atm autoheal feels faster than an engie.
Also, could the team colour textures be bigger? you can barely see which colour each player has picked!
Since version 1.4b you can see which bot is who, by holding your mouse over the bot. I agree that the wargod is a bit difficult to identify the player only by color. I will see what i can do here (i still want to give him a new head).
Another idea i had was, to make 2 texture variants of each bot (i read something about a tool which can replace textures automatically), so each bot will be in a black and a brown version, so you can check the team without team colors.
To the heal rate, i had no time to check this ig, but i think repairing should be +20-40 % faster now for werewolf and back knight.
i know that :-D just too lazy to learn it at the moment and no timeOptimus, the mdoels are great, but texxing sucks. They coudl be so much hawter with proper UVMaps!

- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
the point is, i dont know how to uv map the model and even if i would know that, i think it would need really much time to uv map every single weapon (i dont mean the painting, but the skinning of the 3d objects). A normal unit contains about 15 different objects - a war evo model contains about 40.
- Mecha Sonic
- Posts: 162
- Joined: 17 Nov 2005, 04:01
I think the Wargod should have this attack:

On a serious note, since the Stormlord is a minelayer, should it be stealth so it can lay mines behind enemy territory? Tho it would have to be bad at close combat since the Pyro already has that ability. The bad thing about this is that it could just camp in it's own base and fire it's artillery shots out in the battlefield...
Also, if it's gonna have a stockpile weapon, I had an idea for what it could be: A NAPALM BOMB! Take a look at the Demon's weapon in NanoBlobs and you'll see how it works. If not a napalm then maybe a high concussive artillery bomb like the nukes on the wargod and pyro, except wider AoE.

On a serious note, since the Stormlord is a minelayer, should it be stealth so it can lay mines behind enemy territory? Tho it would have to be bad at close combat since the Pyro already has that ability. The bad thing about this is that it could just camp in it's own base and fire it's artillery shots out in the battlefield...
Also, if it's gonna have a stockpile weapon, I had an idea for what it could be: A NAPALM BOMB! Take a look at the Demon's weapon in NanoBlobs and you'll see how it works. If not a napalm then maybe a high concussive artillery bomb like the nukes on the wargod and pyro, except wider AoE.
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
lol @ the attack.Mecha Sonic wrote:I think the Wargod should have this attack:
On a serious note, since the Stormlord is a minelayer, should it be stealth so it can lay mines behind enemy territory? Tho it would have to be bad at close combat since the Pyro already has that ability. The bad thing about this is that it could just camp in it's own base and fire it's artillery shots out in the battlefield...
Also, if it's gonna have a stockpile weapon, I had an idea for what it could be: A NAPALM BOMB! Take a look at the Demon's weapon in NanoBlobs and you'll see how it works. If not a napalm then maybe a high concussive artillery bomb like the nukes on the wargod and pyro, except wider AoE.
No the bot is not stealthed. I think that would be too good, also stealth shall stay the pyros special.
I just finished the model and all his weapons. He has no d-gun weapon (perhaps in a later version). The Stormlord is the most weakest bot in close combat because he has only a few HP and no close combat weapon - only a medium (like plasma) and long range, so you have to take him out in close combat. Sure he is able to camp - but his artillery is bad at aiming moving targets and so if you go for him you only have to watch out for mines.
We must see how balanced he is to the other mechs. Will upload later -the new version rocks your ass!
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
Depends on how far away his team is. He has a bit more HP than the engineer, but he has weaker weapon power in close combat.
Just check it out right now :D
1.5:
- increased mass of werewolf to 680 (from 620)
- buildtimes changed so that each bot repairs HP with the same speed (before it was that wargod had the same buildtime as werewolf but much more HP)
- increased cloakcosts of black knight to 30/50 (before it was 20/40)- increased velocity of nuclear missiles but also increased flight height
- increased speed and acceleration of black knight: 3.4 speed and 0.05 acceleration (before 3.2 and 0.04)
- decreased impulsefactor of rocketpacks to 6 (from 7) but increased accuracy (wobble is now 5200 instead of 6000)
- decreased damage of a single rocket to 200 (from 300) cause they are more accurate now
- increased impulsefactor of impulse gun to 11 (from 10)
- increased workertime of werewolf to 150 (from 100)
- added STORMLORD as artillery and minelayer mech
- grafical improvements (some textures, models, extra animations, explosions)
- shield regeneration decreased -15%
- increased damage of sentry gun done to shields to 25 (was 20)
- increased buildtime of sentry gun 3500 (from 2500)
- sentry gun is now able to gain a level at 0.35 exp
- now you get a pseudo message when you have gained a level
- loading pic added
download link on the first side (unknown files doesnt works for me at the moment (uploading sucks), so i had to upload it on filefront - will ask iamacup later).
Just check it out right now :D
1.5:
- increased mass of werewolf to 680 (from 620)
- buildtimes changed so that each bot repairs HP with the same speed (before it was that wargod had the same buildtime as werewolf but much more HP)
- increased cloakcosts of black knight to 30/50 (before it was 20/40)- increased velocity of nuclear missiles but also increased flight height
- increased speed and acceleration of black knight: 3.4 speed and 0.05 acceleration (before 3.2 and 0.04)
- decreased impulsefactor of rocketpacks to 6 (from 7) but increased accuracy (wobble is now 5200 instead of 6000)
- decreased damage of a single rocket to 200 (from 300) cause they are more accurate now
- increased impulsefactor of impulse gun to 11 (from 10)
- increased workertime of werewolf to 150 (from 100)
- added STORMLORD as artillery and minelayer mech
- grafical improvements (some textures, models, extra animations, explosions)
- shield regeneration decreased -15%
- increased damage of sentry gun done to shields to 25 (was 20)
- increased buildtime of sentry gun 3500 (from 2500)
- sentry gun is now able to gain a level at 0.35 exp
- now you get a pseudo message when you have gained a level
- loading pic added
download link on the first side (unknown files doesnt works for me at the moment (uploading sucks), so i had to upload it on filefront - will ask iamacup later).
Why does that Stormlord remind me of a Blood Asp? 
I think the stormlord should have the fastest acceleration and top speed then, so it can outrun everything with at least enough HP left to recover...
EDIT: Maybe it could draw energy as it walks, or have the on/off thing as a boost in speed for the cost of 50 energy per move or something.

I think the stormlord should have the fastest acceleration and top speed then, so it can outrun everything with at least enough HP left to recover...
EDIT: Maybe it could draw energy as it walks, or have the on/off thing as a boost in speed for the cost of 50 energy per move or something.
Last edited by rattle on 23 Aug 2006, 16:27, edited 1 time in total.
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
what is a blood asp? All my models arent copied from somewhere else - sure everyone has an imagination of mechs and there are so many of them, that most of them look similar to another one. Sure got a lot of inspiration by seaching mech pictures..rattle wrote:Why does that Stormlord remind me of a Blood Asp?
I think the stormlord should have the fastest acceleration and top speed then, so it can outrun everything with at least enough HP left to recover...
nah i think pyro should be the fastest mech, else he cant reach him and that would make no sense for pyro. he still can fall back by using back mines.
http://www.brickcommander.com/bloodasp.htm
A 90 ton assault clan mech, Battletech that is.
A 90 ton assault clan mech, Battletech that is.
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
- Mecha Sonic
- Posts: 162
- Joined: 17 Nov 2005, 04:01
The new head for the Wargod looks pretty cool, but WAY too small for it's body :/
The paralyzer mine needs a blue explosion.
I'm sure this isn't possible, but the Stormlord's mines should transfer their experience gained from exploding enemies to the Stormlord, since it's hard to get exp with it cuz of it's weapon inaccuracy. Either that or make it upgrade faster than other mechs :D
The paralyzer mine needs a blue explosion.
I'm sure this isn't possible, but the Stormlord's mines should transfer their experience gained from exploding enemies to the Stormlord, since it's hard to get exp with it cuz of it's weapon inaccuracy. Either that or make it upgrade faster than other mechs :D
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
The head is already too big - if he looks to the right or left, the head is a bit in the shoulder body, so i cant make it even bigger or it will look odd when he turns his head.Mecha Sonic wrote:The new head for the Wargod looks pretty cool, but WAY too small for it's body :/
The paralyzer mine needs a blue explosion.
I'm sure this isn't possible, but the Stormlord's mines should transfer their experience gained from exploding enemies to the Stormlord, since it's hard to get exp with it cuz of it's weapon inaccuracy. Either that or make it upgrade faster than other mechs :D
The paralyzer mine will be removed because i dont know how to fix the bug. Right now i noticed that if a unit is paralyzed and you shoot at it, it stays stunned as long as it gets shot. If someone knows how to fix it, please tell me, else i will remove it and replace it with a stronger mine (you could only build 6 or 7 of them).
To the exp of the Stormlord: hm when i played the stormlord, he was pretty good in gaining levels. Have to see what other ppl think about it, but transferring exp from the mines isnt possible. Thnx for the feedback
btw 1.52 online
- 1.52:
- decreased impulsefactor from low artillery, high artillery and 4x rockets
- fixed missing change of cloaking costs for black knight and mines (finaly it works).
- changed paralyzer mine to another damage doing mine.
- changed "duck" animations of black knight and stormlord (still not happy with them)
- fixed bug with the canon of the stormlord (his canon was able to fire high trajectory too)
- Mecha Sonic
- Posts: 162
- Joined: 17 Nov 2005, 04:01
I guess I should have said that it needs to be taller, not bigger.
About the Stormlord, I just kinda pulled that one out of the dark, I hadn't played the Stormlord much and I just figured if he's bad at close combat he wouldn't gain much exp, but I played with him in a few games and saw that he gained exp quite fast, so nvm...
About the Stormlord, I just kinda pulled that one out of the dark, I hadn't played the Stormlord much and I just figured if he's bad at close combat he wouldn't gain much exp, but I played with him in a few games and saw that he gained exp quite fast, so nvm...