Expand and Exterminate version 0.163 Released
Moderator: Moderators
I dont know about the lower level missile units.. but the lvl 3 missile mech will recieve a roughly 20% damage nerf as suggested by Krog.. that ought to reduce its effectiveness, and allow the use of plasma units.. given that plasma units already out DPS the missile unit by at least 140 DPS... and outrange them slightly.. I might up that range..
Yeah sorry, i forgot flat maps cancel out wrecks,friendly units' hitboxes and rocket AOE_YAN_ wrote:watch it with nerfing the missile units.. cause on flattened maps they will become totaly useless...
now on a flat maps plasma will own missiles.
on hills missiles pawn but if u nerf down too hard missiles will be useless on flat maps.. so be carfull
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- Joined: 18 May 2006, 21:19
I would prefer to lower their rate of fire and leave the current damage.
That way missle-only groups would be useless because they could be killed easily when reloading.
It would also make for bigger differences between the units.
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Random hint #751: Walls can be used to force enemy tanks in a line formation.
That way missle-only groups would be useless because they could be killed easily when reloading.
It would also make for bigger differences between the units.
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Random hint #751: Walls can be used to force enemy tanks in a line formation.
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- Posts: 501
- Joined: 18 May 2006, 21:19
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- Posts: 501
- Joined: 18 May 2006, 21:19
This is a quick FAQ and changelist for what will be coming in 0.164, balance wise..
No Version 0.164 is not out so if you were expecting that then you fail...
I have decided to start this thread to discuss the mammoth changes that will take place when .164 is released.
quick FAQ:
Q: When is the release?
A: The release will coincide with the new version of spring most likely coming out 1-3 weeks after the new spring is released, this is due to the fact that I will be intergating the new changes in spring, and may have school work then which explains the timeframe difference.
Q: Why not release something now and make another after spring is updated?
A: I dont really want to release something with the remodeling not completely finished, and so I am holding off for as long as possible in the hopes I can get as much modeling done before spring is released so that the new version looks really good.
Q: What happened to NI?
A: Do not fear NI will be finished and put in game I have not forgotten them nor decided against them. As I am remodeling the races already complete first I will also eventually get to NI and remodel them so instead of having to do roughly 2/3rds of their models twice I have put them on hold till URC and GD are remodeled.
that was the quick FAQ.. now for the Balance discussion.. Ill split it into 3 parts each addressing a different theatre of war.
Overall:
URC/GD Both sides will be having the HUB construction system implemented, this means at each level their will be a HUB this HUB will be able to construct all relavent factories for that level and a radius around itself (naval factories excluded), The HUB will also be able to construct storage buildings and radar/jamming structures as well as the sides base shield at level 3. The HUB will be about 0.8X as expensive as a factory costs now but the factories it builds will be about 0.4X the cost they are now allowing for more factory construction at that level, regular constructors will still be able to build all buildings built by the HUB except the factories, they will be constructable only via the HUB building. The HUB will be a small building and will be well armored, and may have additional features depending on the side it belongs to as well as its level..
Side:
GD Level 1 units will have their metal/energy costs altered to make the start for far more energy based and to allow less stalling on lower metal maps and just in general in the beginning...
Commander:
URC/GD Will have their turrets removed from the build menu and have their hp thirded to prevent commander turret spamming and rushing..
Ground:
URC/GD Saturation artillery will no longer be able to fire on the move. The amount of damage they do and the rate of fire as well as spread will be adjusted and both sides will have a volley fire set up instead of alone utilizing a 30 round burst.
URC/GD Level 1 artillery will also no longer be able to fire on the move
GD lvl 1-3 battle tanks will have their AOE increased by about 5 points (a roughly 15% increase) to make them more fearsome in groups on flat ground..
URC/GD lvl 3 Missile units will have their damage reduced by about 20-30% and their range increased slightly along, this will not affect turrets..
URC lvl 2-3 Cannon mechs will be renamed to Shotgun mechs and will utilize a burst shotgun blast, the damage they do now will be increased and then divided by the number of burst shots they do to achieve some sort of balance, more than likely they will have a higher dps than a plasma mech assuming all shots hit one target..
GD lvl 1-3 Ion Cannon tanks will be looked into to see if they can be made more/less effectiver per level, this will probably involve a lvl 2 damage increase and a lvl 1/2 energy cost to fire decrease, the lvl 3 tank has already been buffed with the addition of 2 turrets..
URC lvl 1-3 stealth units will probably be made only detectable via seismic detection wich will be on recon poles, radar, perimeter cameras, and lvl 1 radar vehicles (possibly)..
Air:
URC/GD lvl 1-3 Air will have fuel applied to them from the new version of spring. With this set up the aircraft will be divided into 4 groups of aircraft..
-Close Support: these are all the ground attack aircraft the ones wielding rockets, they will have very limited fuel and will use a decent percentage of that fuel to fire weapons, they will most likely vary from a 10-30 second battlefield capacity without firing and from level 1-3..
-Interceptor: these are all the air attack aircraft and interceptor aircraft they will have a large amount of fuel and will use little fuel to fire weapons allowing them to patrol for quite a while and intercept enemy aircraft
-Bombers: these are all bomber aircraft they will have a very large amount of fuel, allowing them to pentrate deep inte enemy territory, however they will use up all said fuel with one strike forcing them to reload after a single attack
-Non Combat: these are radar aircraft and transports, they will have a decent amount of fuel and as having no weapons will not need to worry about this at all, they may infact not even be subject to fuel allowing unlimited operation..
The air units power will be adjust to fit in with the fuel and their defined roles
URC/GD Will recieve a air pad at lvl 1 and an air base lvl 3, lvl 3 aircraft will only be able to land and refuel and the air base. There will also be lvl 2/3 aircraft carriers which will work like the air bases.. also GD will recieve a mobile armed airpad at lvl 3..
URC/GD Will have their lvl 2 airplant placed back into lvl 1 buildmenu and the lvl 3 airplant placed back into lvl 2 buildmenu, the balance will be adjust by the fuel.
Sea:
URC/GD Submarines will be adjusted to fufil more of a surprise underwater role and will have their range increased slightly and will have their sonar increased slightly, their arc of fire will be limited to the front however and they will be very slow to manuver and get underway..
URC/GD Ships will have their health reduced to about 1.5 for lvl 1 and 2 for larger ships the 1.5 is compared to equivilant land units, also all ships will have their sonar radius adjusted, and gunboats will have a very large radius of detection
URC/GD Naval rocket weapons will be looked into as currently they seem quite overpowered, a damage/rate of fire nerf is probably in order..
Misc:
URC/GD Recon poles, perimeter cameras, walls, and mines will no longer deform terrain to be built..
Everything is up for discussion.. SO DISCUSS.. because GOD WILLS IT!
Also any suggestions and additions please throw them out.. if you dont like something or think it should be 14% instead of 15% LET ME KNOW GOD DAMN IT...
No Version 0.164 is not out so if you were expecting that then you fail...
I have decided to start this thread to discuss the mammoth changes that will take place when .164 is released.
quick FAQ:
Q: When is the release?
A: The release will coincide with the new version of spring most likely coming out 1-3 weeks after the new spring is released, this is due to the fact that I will be intergating the new changes in spring, and may have school work then which explains the timeframe difference.
Q: Why not release something now and make another after spring is updated?
A: I dont really want to release something with the remodeling not completely finished, and so I am holding off for as long as possible in the hopes I can get as much modeling done before spring is released so that the new version looks really good.
Q: What happened to NI?
A: Do not fear NI will be finished and put in game I have not forgotten them nor decided against them. As I am remodeling the races already complete first I will also eventually get to NI and remodel them so instead of having to do roughly 2/3rds of their models twice I have put them on hold till URC and GD are remodeled.
that was the quick FAQ.. now for the Balance discussion.. Ill split it into 3 parts each addressing a different theatre of war.
Overall:
URC/GD Both sides will be having the HUB construction system implemented, this means at each level their will be a HUB this HUB will be able to construct all relavent factories for that level and a radius around itself (naval factories excluded), The HUB will also be able to construct storage buildings and radar/jamming structures as well as the sides base shield at level 3. The HUB will be about 0.8X as expensive as a factory costs now but the factories it builds will be about 0.4X the cost they are now allowing for more factory construction at that level, regular constructors will still be able to build all buildings built by the HUB except the factories, they will be constructable only via the HUB building. The HUB will be a small building and will be well armored, and may have additional features depending on the side it belongs to as well as its level..
Side:
GD Level 1 units will have their metal/energy costs altered to make the start for far more energy based and to allow less stalling on lower metal maps and just in general in the beginning...
Commander:
URC/GD Will have their turrets removed from the build menu and have their hp thirded to prevent commander turret spamming and rushing..
Ground:
URC/GD Saturation artillery will no longer be able to fire on the move. The amount of damage they do and the rate of fire as well as spread will be adjusted and both sides will have a volley fire set up instead of alone utilizing a 30 round burst.
URC/GD Level 1 artillery will also no longer be able to fire on the move
GD lvl 1-3 battle tanks will have their AOE increased by about 5 points (a roughly 15% increase) to make them more fearsome in groups on flat ground..
URC/GD lvl 3 Missile units will have their damage reduced by about 20-30% and their range increased slightly along, this will not affect turrets..
URC lvl 2-3 Cannon mechs will be renamed to Shotgun mechs and will utilize a burst shotgun blast, the damage they do now will be increased and then divided by the number of burst shots they do to achieve some sort of balance, more than likely they will have a higher dps than a plasma mech assuming all shots hit one target..
GD lvl 1-3 Ion Cannon tanks will be looked into to see if they can be made more/less effectiver per level, this will probably involve a lvl 2 damage increase and a lvl 1/2 energy cost to fire decrease, the lvl 3 tank has already been buffed with the addition of 2 turrets..
URC lvl 1-3 stealth units will probably be made only detectable via seismic detection wich will be on recon poles, radar, perimeter cameras, and lvl 1 radar vehicles (possibly)..
Air:
URC/GD lvl 1-3 Air will have fuel applied to them from the new version of spring. With this set up the aircraft will be divided into 4 groups of aircraft..
-Close Support: these are all the ground attack aircraft the ones wielding rockets, they will have very limited fuel and will use a decent percentage of that fuel to fire weapons, they will most likely vary from a 10-30 second battlefield capacity without firing and from level 1-3..
-Interceptor: these are all the air attack aircraft and interceptor aircraft they will have a large amount of fuel and will use little fuel to fire weapons allowing them to patrol for quite a while and intercept enemy aircraft
-Bombers: these are all bomber aircraft they will have a very large amount of fuel, allowing them to pentrate deep inte enemy territory, however they will use up all said fuel with one strike forcing them to reload after a single attack
-Non Combat: these are radar aircraft and transports, they will have a decent amount of fuel and as having no weapons will not need to worry about this at all, they may infact not even be subject to fuel allowing unlimited operation..
The air units power will be adjust to fit in with the fuel and their defined roles
URC/GD Will recieve a air pad at lvl 1 and an air base lvl 3, lvl 3 aircraft will only be able to land and refuel and the air base. There will also be lvl 2/3 aircraft carriers which will work like the air bases.. also GD will recieve a mobile armed airpad at lvl 3..
URC/GD Will have their lvl 2 airplant placed back into lvl 1 buildmenu and the lvl 3 airplant placed back into lvl 2 buildmenu, the balance will be adjust by the fuel.
Sea:
URC/GD Submarines will be adjusted to fufil more of a surprise underwater role and will have their range increased slightly and will have their sonar increased slightly, their arc of fire will be limited to the front however and they will be very slow to manuver and get underway..
URC/GD Ships will have their health reduced to about 1.5 for lvl 1 and 2 for larger ships the 1.5 is compared to equivilant land units, also all ships will have their sonar radius adjusted, and gunboats will have a very large radius of detection
URC/GD Naval rocket weapons will be looked into as currently they seem quite overpowered, a damage/rate of fire nerf is probably in order..
Misc:
URC/GD Recon poles, perimeter cameras, walls, and mines will no longer deform terrain to be built..
Everything is up for discussion.. SO DISCUSS.. because GOD WILLS IT!
Also any suggestions and additions please throw them out.. if you dont like something or think it should be 14% instead of 15% LET ME KNOW GOD DAMN IT...
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- Posts: 501
- Joined: 18 May 2006, 21:19
everything looks good except gunship's fuel... if you mean 10 seconds of firing, then its fine, but if it can only be in the air 10 seconds and then uses fuel to fire... you may was well remove it from the mod...
I think they should have 2 minutes of flight and use 10 seconds of flight each shot (or so)...
GOD WILLS IT!!
I think they should have 2 minutes of flight and use 10 seconds of flight each shot (or so)...
GOD WILLS IT!!
Im not sure exactly about those numbers, but I know I want ground attack aircraft to be limited in the range they can go and where they can attack forcing them to be used to support ground forces attacking a target not being used in place of said ground forces.. I havent tried the air fuel tags yet so I do not know specifically how they will work so these numbers are not finalized in any stretch but are basic estimations of how long said unit would be allowed to remain in combat before refueling hopefully..
can u please explain why the fuel was added to the formula?
i mean what was wrong with how planes used to work? what u did is just mad the use of planes more complicated.. i hope ull make em tougher now...cause theyll be hard to control...
im sure u tested it and i hope u made sure it was more fun this way.
but for a person who hasnt seen it happening it sound unnesseserily complicated...
i mean what was wrong with how planes used to work? what u did is just mad the use of planes more complicated.. i hope ull make em tougher now...cause theyll be hard to control...
im sure u tested it and i hope u made sure it was more fun this way.
but for a person who hasnt seen it happening it sound unnesseserily complicated...
I added fuel because One I think it will allow me to balance aircraft better, and control their use better, and Two because I like the idea and this mod was inspired by earth 2150 wich had limited ammo and such and is something Id like to also implement.. but cant..
and by aircraft carrier I mean Aircraft carrier.. you know giant ships that carry aircraft, on large flat decks.. I cant really explain it any better perhaps a picture..

that is an aircraft carrier.. in case you werent aware..
and by aircraft carrier I mean Aircraft carrier.. you know giant ships that carry aircraft, on large flat decks.. I cant really explain it any better perhaps a picture..

that is an aircraft carrier.. in case you werent aware..