War Evolution 1.7 - Page 10

War Evolution 1.7

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Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

To the low-high traj bug: i thought i had fixed that in the last version. You sure that it still happens?
To the levelup sound: the problem would be, that the sound would be heard not only for the one mech that leveled up, but for all in the near of the mech. Dont know how that would confuse the players, but i can test it.
I also had the idea of ig music, but because of the same problem, i m not able to bring it in (you would hear for each bot the same music parallel).
To the plasma weapons of the hvy: The heavy is still the most used and strongest mech, increasing his weaponpower would make him even stronger. Also i dont see a problem by trying to go into close combat - this makes the game faster and i think thats a good point.
To the assmissiles: yes, i can increase their turnrate. Have to test if an increasement of their impulse is good.

Edit:
I demand level up sounds now that you got walking sounds.
SMB powerup/1up
lol i just checked the sound.. you dont want me to put this sound ig!!!
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

Actually I do. Any sound is ok (I don't really understand what you've got against Super Mario Brothers 8 bit sounds :P). Check out otacontent.sdz\Sounds\TURLONG1.WAV, that's cool and might work just as fine.

This just brought up an idea for another bot: the walking jukebox. Think of Soundwave... :)
Helix
Posts: 24
Joined: 25 Aug 2006, 23:54

Post by Helix »

i was wondering... it would be possible to add faction icon - so you can see how your team / enemy team is composed
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Optimus Prime
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Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

Helix wrote:i was wondering... it would be possible to add faction icon - so you can see how your team / enemy team is composed
would be possible, but it would end in booring team sets. You would see what your enemy team has and could prepare yourself. Also If you see, that there are pyros in the enemy team, you would act different than if you dont know. The same if you know that there can be mines.
So i think its better without symbols (or at least not a symbol for every class)
But BTW:
Tomorrow i m away for 2 weeks (vacation :D) so i will go on with work on this mod not before the 24th Sept.
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

the best advice i can give about knowing ur team is to make a channel in the lobby. Something like #blueteam allows u to discuss strats before teh game starts.

BTW the command is /join #blueteam for all of u who don't know :P
esteroth12
Posts: 501
Joined: 18 May 2006, 21:19

Post by esteroth12 »

pfft, make a better channel name, like #bttc (blutteamtacticschannel)

then /j #bttc is 8 chars, instead of /join #blueteam is 15

:P

plus its harder to guess! ;)

(/j works like /join)
Opty wrote:To the levelup sound: the problem would be, that the sound would be heard not only for the one mech that leveled up, but for all in the near of the mech
thats good, helps you know when an enemy/ally levels up if you are paying attention (although you can see allies' xp levels, right?)
Helix
Posts: 24
Joined: 25 Aug 2006, 23:54

Post by Helix »

good point :o

i'm not that fond on all this channel stuff. better learn something fast :\
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

Can the combat enginner be able to build a small portable radar?
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krogothe
AI Developer
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Joined: 14 Nov 2005, 17:07

Post by krogothe »

1v0ry_k1ng wrote:Can the combat enginner be able to build a small portable radar?
Can 1v0ry_k1ng get a big fat medal for this great idea?
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

http://taspring.clan-sy.com/w/index.php ... ction=edit

Wiki page for War Evolution. If somebody will put data on there, everything will go smoothly.
_YAN_
Posts: 42
Joined: 03 Sep 2006, 01:24

Post by _YAN_ »

Iv noticed a decrease in war evo games opening ...
and im on during all time zones...
i think its cause the game is 2 shallow and please dont be offended..
its like quake.. and u want rts fans to play it..
u need to make it half deathmatch half strategy..
i think u should make it squad based..
each player has several bots..
iv suggested it.. but it was declined..
maybe think it over i think if this idea is developed it would bring to a fun and more complex game...where u have real strat..and the channel thing is good...
each team opens a channel and discusses.. like em #bt and #rt
no need to make it comlicated.. if everybody play fair.. and u can see if there are 2 many players in channel so u can know id there is a "spy"
Journier
Posts: 214
Joined: 24 Jan 2006, 19:15

Post by Journier »

yan, is completely right, i agree 100%

yan please keep posting more interesting posts like these..........................................


just kidding, rather you not :/
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

If somebody will fill in the Wiki page for this mod, we would all be much obliged. I don't play, so I can't.
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Corbeau
Posts: 54
Joined: 11 Mar 2006, 03:18

Post by Corbeau »

Popularity? Hah. Time for a short story...

There was (is, I should say) a game called Myth II: Soulblighter. It was a fantasy game of tactical management, a RTS with no base- or unit-building. It was about maneuver, micro, and teamwork. The game is also very moddable (this was produced in the late 90s, note).

One tinkerer came up with the idea of having a mod where you microed a single solder. He based the theme on WW2, and allowed the solder to pick up and use items like heal packs or RPGs, changing their capabilities. That mod soon became the most successful Myth mod ever, rivaling the base game in popularity!

The concept of microing 1-3 units around a battlefield is not inherantly unpopular for RTS/RTT gamers.

[/story]

Looks like an interesting mod here. I'll have to check it out.
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

Tons of fun but u need a good size group for the game to be fun. 1v1 where one person is a Pyro and the other is a heavy can get real boring.

Team members make sure u communicate. Me and Journ went 2v3 against lathan, Decoil, and Overkill (lathan and over were noobs and journ had played about 5-7 games). We planned out our strat: DEFEND!! he dropped mines and i dropped turrets. needless to say the mini guns forced our enemy into the mines and BOOM!!! bye bye Wargod 8)
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LathanStanley
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Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

I've spent some time playing around with the mod... its very good in a 3vs3 or more scenario.... but in a 4 man FFA, 3 man FFA or anything of the sort...

COMBAT ENGINEERS PWN EVERYTHING!!!... (maybe not heavies if used right)

but yeah, put up two turrets and just camp and repair them, use the shotgun attack whenever a flamer gets close and blow its effing head off...

the dang combat engineers.. urgh, they fight hard, build turrets, and repair the turrets WHILE they fight... not to mention 2 turrets can make mincemeat of a heavy pretty fast... espically with the engineer shooting a shotgun at him...

hell.. the engineer can chase the minelayer around the field without any turrets and WHOOP him like a little gradeshooler...

urgh...

granted the flamer can cloak and hide, but it can't do enough damage to anything but MAYBE kill 1 turret and run away... urgh... and the combat enginner... if it gets off two shots from its guns... it gets more expierence, and rebuilds the turret.. its a losing battle...

the damn engineer should use GOBS of energy to repair, and use energy to fire its guns.. so to do both at the same time... is HARD...

another idea.... is that energy is used the OPPOSITE fashion... say, evergy is "heat" and when you fire your guns... you GET energy.. thus, giving heat.

as you walk around, your mech always uses energy and dissipates "heat"...

then you could even go to the extent of having max heat = detonation... reactor critical..

and flamers, rather than do damage.. they generate heat...

but meh, that coses issues with flaming somebodies mines or turrets to kill the mech..

I dunno... just ideas...

but solutions for the engineer crap..
1- make it weaker offensively as a mech.
2- make it unable to fight and repair at the same time.
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

hands off my combat engineer. he gets woopings from pyros, his shotgun does pretty laughable damage in comparison to say, another mechs weapons and hes meant to be able to build turrets which woopass. the idea is 1) destroy them with arty 2) bypass them. if you dance into them with flowers in your hair you can expect a spanking.

tbh I think the wargod is actually a bit suck atm.. needs somthing, however small, to make it cooler.

<3<3 this mod <3<3
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

Yes, a different head. :P
Something that doesn't make it look like cyber pinoccio from hell...
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

if only we could give the wargod jumpjets... but alas tis not possible in spring. Would be FKNSWT if he had em though :twisted:


wow two edits for spelling... :(
Last edited by j5mello on 18 Sep 2006, 23:42, edited 1 time in total.
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

could the wargod be able to build missles inside him, irregularly, like a nuke? a weapon that does somthing other than straight damage, say hits turrets only, EMP or impulse (lol). a jetpack would own. or maybe just a beefyer walking sound?
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