Expand and Exterminate version 0.163 Released - Page 42

Expand and Exterminate version 0.163 Released

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knorke
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Post by knorke »

The picture of the base looks nice.
I guess the building with the big drum is a storage?

please keep in mind, that it has to be possible to identify a unit within a few moments. I already find it hard to tell command(radar)tanks from battletanks etc because they all share the same chassis.

Isnt the primary purpose of walls to protect turrets? At least I always use them this way, the old massive walls might look better than those fences.

Does the new constructors move his cran while building? This might look really cool: image some arm like this ( http://www.fritzesmodellboerse.de/schau ... mpe_01.jpg ) moving around (in random directions) while the nano-stuff is ejected from its tip.
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Fanger
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Post by Fanger »

Knorke, the walls have been relatively unchanged in overall size from the beginning of the game.. the new models are pretty much the same size, and actually a little bigger..

Yes the constructor moves his crane arm when nano lathing..

The buildings I believe are easier to identify as they look more like what they should be, and the tanks are more distinctive to as now they use different sized chassis within them, although the missile/cannon/command/ion tanks still use the same chassis the missile and ion are easily distiguishable by their vastly different weapon configuration and command tanks have a spinning radar on them as well as only a singe barrel..
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knorke
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Post by knorke »

Oooh, I missunterstood the picture.
I thought there was a hole under the wall, so it looked like a fence to me which wouldnt have been too good at stopping bullets.

Hooray for the moving cran, good work.
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Fanger
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Post by Fanger »

You should not doubt me so easily... :wink:
Andreask
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Post by Andreask »

NI ?
j5mello
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Post by j5mello »

ah great. now u've gone and done it. Fang is gonna kill you....

To reiterate what he said a while back:

NI is on hold till the remodeling is finished. This way he doesn't have to make NI units twice: Once as a 3dobuilder mash together and then a Wings creation. Don't worry ull get NI eventually but i think when u see the new units ull be glad he made this choice.
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Pxtl
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Post by Pxtl »

I'm curious - will the E&E ever get more factions? Or is 3 the limit? Not saying this as an "I want more factions" - just curiuos about long-term goals.
j5mello
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Post by j5mello »

Not very likely. Unless Fang wants to but i think he'll be taking a break once NI is in and balanced. That and what other archetypes of factions could u have, we have Sneaky, Powerful, and Fast which in and of themselves are hard to balance (NI beta testing is gone be a pain in the ass for URC and GD players) i can't really think of anything that would fit in well with the rest and not have weird ass balance probs.
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Forboding Angel
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Post by Forboding Angel »

j5mello wrote:Not very likely. Unless Fang wants to but i think he'll be taking a break once NI is in and balanced. That and what other archetypes of factions could u have, we have Sneaky, Powerful, and Fast which in and of themselves are hard to balance (NI beta testing is gone be a pain in the ass for URC and GD players) i can't really think of anything that would fit in well with the rest and not have weird ass balance probs.
Pretty much what he said. I would love to have many factions but at some point they all end up resembling each other, whereas with 3 you can keep them vastly different.
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Pxtl
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Post by Pxtl »

Well, since most games stick to those three concepts (Dune had the fast Atreides, sneaky Ordos, and violent Harkonnen; Metal Fatigue had the fast RimTech, the stealthy Neuropa, and the powerful MilAgro; etc) you could have an opportunity to try new directions.

For example, one idle thought I'd been playing with - a faction that splits the difference, but makes a sacrifice in return. Imagine this: 2 labs. One builds mobile-turrets (horrifically slow tanks) while the other builds turbocrawlers (all-terrain amphibious attack vehicles). The idea being that you play a faction that plays on the extremes of speed and sluggishness, but with no middle-ground to speak of (except in the navy). The catch for this variety is having minimal static turrets and no air force. The advantage is that they have mobile resource buildings.

Just a random thought I'd been toying with - the whole "no air" might make it unviable, and it would be tricky to keep it from playing too much like GD. I just liked the idea of, instead of having a faction that leans towards a direction, you have a faction that jumps off both extremes, but has no middle ground.

Likewise, while I know EE is supposed to be about fast-paced offensive gaming, I've always thought it's focus on specialised factions was fun... so a faction with a specialty on air-transportable static-turrets would be kinda cool too.

Or, to play with the "stealth" concept in a new direction, you could have a faction where there are no radar jammers... most units are radar-stealth, but some important ones aren't. So you have a lot of fun playing with decoys and suchlike.

but yes, I realise I'm just daydreaming out loud.

I want a pony. And a car. And a ponycar.
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KDR_11k
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Post by KDR_11k »

Well, the fourth faction the Earth devs introduced was the Aliens. They have no buildings except for a few static defenses, their units eat from the ressource pools on the map directly and when full can either clone themselves or morph into another unit type. Their units were awfully weak but easily available (ground) or ridiculously overpowered but took like half an hour to reach (air, complete with energy deflector shields, anti-missile systems and huge cannons).
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Fanger
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Post by Fanger »

the thing is its hard to add in more than 3 factions that done end up being wildly specific and wierd... like the aliens from earth 2160.. they have nothing in commen with the other factions and could be in any game without seeming specifically out of place...
KlavoHunter
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Post by KlavoHunter »

The last RTS game I can remember with more than 3-4 races was Star Trek Armada II.

And THAT was boring, because most of the sides were slightly modified cookie-cutters of one another.
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Masse
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Post by Masse »

The last RTS game I can remember with more than 3-4 races was Star Trek Armada II.
dawn of war ? it has space marines, chaos, orcs and eldars + the expansion gives imperial + new new expansion give TAU and necron

so thats 7 races ;)
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Fanger
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Post by Fanger »

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..
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Noruas
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Post by Noruas »

The last RTS game I can remember with more than 3-4 races was Star Trek Armada II
That would be a total of about 7-8 races for people who dont know, but the units were blandly balanced except special abillities making the game extremly dull and flat, being too well balanced can be a bad thing.
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Zoombie
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Post by Zoombie »

Also Dawn of War has a great game play base that can have races added to it left and right.

My one complaint is there is no Commisar Cain. That guy cracks me up.

Also I am waiting for the new modles...the URC is looking like hot sex right now, and I have no idea about the NI. Do you need to reinvent the NI, or because they are added last they are already high poly?
j5mello
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Post by j5mello »

He will have to remodel everything.
Sheekel
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Post by Sheekel »

I really admire his dedication, cause this mod stomps soooo much ass.
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FireCrack
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Post by FireCrack »

Fang, do you have any plans, long term or short term, to make UV mapped s30s?
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