Expand and Exterminate version 0.163 Released
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the reason he doesn't add fuel to everything is cause u can't. the tags only affect aircraft atm. Extensive testing will be done to see exactly how fuel should be implemented. The big point is that things like extablishing foward airbases and such becomes a necessary and viable tactic. Or sneaking some anti-air in between air craft and their pads. It will add more diversity.
And in soul's avatar, that's a Tau Pathfinder, from Warhammer 40000.
And in soul's avatar, that's a Tau Pathfinder, from Warhammer 40000.
Why change commander so he's useless to expand with? after the initial mexes/factories, the only point in keeping a comm is prettymuch for the metal/energy it gives.
Ion cannon buff seems like it could unbalance things though, its already pretty deadly if escorted by a couple of other units and you're going to buff it?
On the air front it looks ok (not sure how the close combat stuff will work though) but for bombers, unless you're going to reduce bomber costs signifcantly, i think bombers should get 2 or 3 bombing runs before running out of fuel, or else you're spending a hell of a lot of metal, energy and time on taking out a single target before giving the enemy a good breathing space between any further air attack.
Ion cannon buff seems like it could unbalance things though, its already pretty deadly if escorted by a couple of other units and you're going to buff it?
On the air front it looks ok (not sure how the close combat stuff will work though) but for bombers, unless you're going to reduce bomber costs signifcantly, i think bombers should get 2 or 3 bombing runs before running out of fuel, or else you're spending a hell of a lot of metal, energy and time on taking out a single target before giving the enemy a good breathing space between any further air attack.
Because they blow out your eardrums ever since the devs broke being able to use noexplode with lasers.
http://taspring.clan-sy.com/mantis/view.php?id=176
http://taspring.clan-sy.com/mantis/view.php?id=176
That hub sounds like the tech building and colony center from 2160... Since you'll still need mobile cons to build that hub, how about giving the hub abysmal workertime and have it only start the building while you need a proper con unit to build it? Hm, no, bad idea.
Will hub-built structures disable if no hub is nearby (i.e. the hub was reclaimed or destroyed)?
Ground units can have ammo and fuel but it has to be implemented via COB script and the units would not be aware of their ammo limit that way which means no automatic refills (though maybe the fuel system could be used to add an air-based ammo transporter like the supply planes in 2150 or the supply helis in Colony Wars 2) and lots of micro.
And with fuel being in there, will the NI get the Ripper or Ultimate Ripper? The laser "bombardement" beam is easy to do as beam lasers keep firing into the same direction for their entire duration.
Will hub-built structures disable if no hub is nearby (i.e. the hub was reclaimed or destroyed)?
Ground units can have ammo and fuel but it has to be implemented via COB script and the units would not be aware of their ammo limit that way which means no automatic refills (though maybe the fuel system could be used to add an air-based ammo transporter like the supply planes in 2150 or the supply helis in Colony Wars 2) and lots of micro.
And with fuel being in there, will the NI get the Ripper or Ultimate Ripper? The laser "bombardement" beam is easy to do as beam lasers keep firing into the same direction for their entire duration.
About the Commander's HP-decrease:
I found that sometimes the commanders are the only units who can enter some area, reclaim something and get away alive. Its risky but usually worth it..not sure if this will still work.
If the commander would be reduced to sitting in your base at a factory after midgame, he would be really sad
I like the "Tech-Node" idea but after level 1 it might be a bit useless, I mean how often do you have more than one level 2 or level 3 factory? (ok, sometimes you might have vehicles + air, but thats it, because you can't build high-level units non-stop anyway)
Also quickly thrown-up factories near the frontline won't be possible anymore..or maybe just not usefull.
I would probally reclaim the Hub as soon
as I've placed some level 2 defense and started the factory. Maybe I'd keep if its good as a nanotower.
So far I've never build a nuke in a serious game but I'd would probally also reclaim the nuke-center after placing the silos. If this would become the usual way, it would feel a little "wrong" if you know what I mean.
It will also be harder to hide your techtree from the enemy, if he scouts one position, he sees everything.
But I also see lots of fun in the idea of a central tech building, it might be worth to test out.
Some idea, but probally too much of a radical change:
I'd like to see the GD (other sides too, probally) level 1 units split up on two factories:
Combat Stuff: Missle, Plasma, Cannon, Flak, Scout
Special: Artillery, Laser, Flame, Ion
Each factory would cost ~ 0.6 of the current factory. It might introduce some new build tactics like "Hm, I do not need arty yet so I'll try to do without for a moment and maybe tech to level earlier"
I found that sometimes the commanders are the only units who can enter some area, reclaim something and get away alive. Its risky but usually worth it..not sure if this will still work.
If the commander would be reduced to sitting in your base at a factory after midgame, he would be really sad

I dont think that is possible without some hackish solution?Will hub-built structures disable if no hub is nearby (i.e. the hub was reclaimed or destroyed)?
I like the "Tech-Node" idea but after level 1 it might be a bit useless, I mean how often do you have more than one level 2 or level 3 factory? (ok, sometimes you might have vehicles + air, but thats it, because you can't build high-level units non-stop anyway)
Also quickly thrown-up factories near the frontline won't be possible anymore..or maybe just not usefull.
I would probally reclaim the Hub as soon
as I've placed some level 2 defense and started the factory. Maybe I'd keep if its good as a nanotower.
So far I've never build a nuke in a serious game but I'd would probally also reclaim the nuke-center after placing the silos. If this would become the usual way, it would feel a little "wrong" if you know what I mean.
It will also be harder to hide your techtree from the enemy, if he scouts one position, he sees everything.
But I also see lots of fun in the idea of a central tech building, it might be worth to test out.
Some idea, but probally too much of a radical change:
I'd like to see the GD (other sides too, probally) level 1 units split up on two factories:
Combat Stuff: Missle, Plasma, Cannon, Flak, Scout
Special: Artillery, Laser, Flame, Ion
Each factory would cost ~ 0.6 of the current factory. It might introduce some new build tactics like "Hm, I do not need arty yet so I'll try to do without for a moment and maybe tech to level earlier"
Well, there are ways to make the hub destroy all surrounding buildings. You could have the hubs be not-reclaimable, and then have hte hubs explosion damage be extremely high to their hub-built buildings. Then, when the hub is destroyed, it wipes out it's children (and, unfortunately, the children of other hubs).KDR_11k wrote:That hub sounds like the tech building and colony center from 2160... Since you'll still need mobile cons to build that hub, how about giving the hub abysmal workertime and have it only start the building while you need a proper con unit to build it? Hm, no, bad idea.
Will hub-built structures disable if no hub is nearby (i.e. the hub was reclaimed or destroyed)?
Ground units can have ammo and fuel but it has to be implemented via COB script and the units would not be aware of their ammo limit that way which means no automatic refills (though maybe the fuel system could be used to add an air-based ammo transporter like the supply planes in 2150 or the supply helis in Colony Wars 2) and lots of micro.
And with fuel being in there, will the NI get the Ripper or Ultimate Ripper? The laser "bombardement" beam is easy to do as beam lasers keep firing into the same direction for their entire duration.
It would provide a nice "weak point" in a base... if you like that sort of thing.
Edit:
Heheh, I like the aircraft-carriers idea, but I'd be careful about making sure that players _know_ how much fuel these units have. Maybe even using a range circle to show their maximum flight range or something.
Idea for NI L3 unit: aircraft-carrying-zeppline. Unlimited fuel slow-assed aircraft.
knorke and sheekel: The answers are "COB scripts". Jamming a weapon when the unit is moving or disabling a building when no hub is nearby is easy, although the latter can get pretty CPU intensive. I've got oil pumps in GINTA that stop extracting if no refinery is nearby.
Pxtl: Fuel is displayed in seconds in the unit description GUI thingie, next to the HP. Once it runs out the unit is forced to return to an air field.
Pxtl: Fuel is displayed in seconds in the unit description GUI thingie, next to the HP. Once it runs out the unit is forced to return to an air field.
The hub system is not meant to be a weak point in your base construction but rather to allow more factory production and thus allow people to get air and other stuff whilst allowing their builders to go out and do other stuff in neccessary..
KDR, I am not copying earth 2160 exactly and so ive already borrowed from it what I will, and the HUB idea did not come from earth 2160 anywho that was suggested by someone else who has never played an earth game and so forth... Also Im not using hackish work arounds through scritping to have limited fuel.. that will not work how I want and be irritating to control..
Im not sure whats going on with the Ion cannon Tanks sound wise sometimes they seem to have their shots get stuck on bumps..
KDR, I am not copying earth 2160 exactly and so ive already borrowed from it what I will, and the HUB idea did not come from earth 2160 anywho that was suggested by someone else who has never played an earth game and so forth... Also Im not using hackish work arounds through scritping to have limited fuel.. that will not work how I want and be irritating to control..
Im not sure whats going on with the Ion cannon Tanks sound wise sometimes they seem to have their shots get stuck on bumps..
Im still not sure how ur gonna make the fuel part work conveniantly.
when u send a bomber on a mission.. im u send it say half the way its feul allows..it can bomb more.. if usend it all the way it can bomb less.
how will u know at what radius can the bomber bomb twice or once or three times?
same with other aircraft.it will all be about remembering what damage a plane can do at a certain distance. It seems kinda awkward.
maybe make like 2 circles around? first heave dmg or full load for example and the lasy is minimum load or dmg.of course it means tens of circles when u choose ur group of planes.
when u send a bomber on a mission.. im u send it say half the way its feul allows..it can bomb more.. if usend it all the way it can bomb less.
how will u know at what radius can the bomber bomb twice or once or three times?
same with other aircraft.it will all be about remembering what damage a plane can do at a certain distance. It seems kinda awkward.
maybe make like 2 circles around? first heave dmg or full load for example and the lasy is minimum load or dmg.of course it means tens of circles when u choose ur group of planes.
I read about that in the starwars thread earlier (droid center & droids) but I thought it didnt work correctly or something.knorke and sheekel: The answers are "COB scripts". Jamming a weapon when the unit is moving or disabling a building when no hub is nearby is easy
Aircraft:
Like Yan said, combined ammo+fuel seems strange and will probally be confusing.
Maybe try it this way:
Bomber = Limited bombs, unlimited flighttime
Fighters and Gunships = Limited flighttime but unlimited ammo
Transports = unlimited flighttime
Radar = limited flighttime
Hub system:
Why should I keep the Hub after I've build the number of factories I want?
Their shots follow the terrain, like the D-gun. Sometimes its too steep or something, happens often on Brazilian Battlefield. At least it seems so.Im not sure whats going on with the Ion cannon Tanks sound wise sometimes they seem to have their shots get stuck on bumps..
noexplode shots can get caught on the terrain (even DGUN shots) until the terrain is deformed enough for them to pass. Some weapons won't deform the terrain enough to pass through quickly and instead get stuck there for minutes. I think that's the case with the ion tank. It's some engine bug that I hope gets fixed soon. After all OTA didn't have terrain deformation and its dguns never got stuck so why can't Spring do that?
knorke: Since ammo is tied into the fuel system (each shot can cost a number of seconds) you can't have limited ammo and infinite fuel.
knorke: Since ammo is tied into the fuel system (each shot can cost a number of seconds) you can't have limited ammo and infinite fuel.
- Forboding Angel
- Evolution RTS Developer
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Oh, that sucks.knorke: Since ammo is tied into the fuel system (each shot can cost a number of seconds) you can't have limited ammo and infinite fuel.
I thought you could do like:
Fueltank=500;
Dropbomb=-100;
FuelPerSecond=0;
Hm? You mean "it wont give you anything if you reclaim it"?You must have to hub to build factores for one reason, the other is the fact that it will give you anything if oyu reclaim it
As in, the Hub doesnt leave a wreck?