NanoBlobs 0.64 - Page 7

NanoBlobs 0.64

WolfeGames and projects headed by Argh.

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manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Post by manored »

I am making a modified version of NB (for the experience and personal fun :wink: ). But since the only thing im changing are the values, I would like to do some big change to make it worth downloading my modified version. What you guys think that would be the best "big change"?

*Decrease the building speed to 20% of the original speed, since the less things you can build more strategical you must build things.

*Cut sheeps out of the game, take away the megasheep ability of generating resources, reducing the building speed to 20% of the original and increase dramaticaly the resource generation of the commander. I think that this would make things interesting...

*Making sheeps unable to move, take away the megasheep ability to generate resources or make it imobile too and decrease the building speed to 20% of the original speed. I think this would make the game more strategic.

*One of the above but winhout the part of reducing the building speed. (speficic wich please).

*None: all the alternatives suck.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

1) reduce all the buildtimes by like 100%
2) make sheep fly
3) give the archer insane impulse
4)give the lord an insane speed so he can cross the map and back in under a second.
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Post by manored »

HEHEHE. Not good.
Chojin
Posts: 141
Joined: 04 Oct 2006, 11:22

Post by Chojin »

Argh wrote:BTW, for those new to the mod, or wondering how 0.64's gameplay differs from prior versions here is a demo file.
I'd love to see it, but can't find the map NanoArenaV4.smf. Help!
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Whoops, forgot to re-re-release that map!

http://www.wolfegames.com/TA_Section/NanoArenaV4.sd7
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

I played your mod for the first time, Argh, and it's weird.





And thats about all I can say. Oh that and it runs real slow in late games. Not like "game slow" but physically slow, as if someone has taken the speed down WAAAY low, like 0.3 low. Very strange...I think it might have been due to the partical effects. But it is cool that a complete noob could pick it up and learn to play in a matter of seconds. Oh and the fact that the partical effects are wicked neato...

So really this post is a post of no value, without any real balence or gameplay concerns...it's not even really a complement, actually. So what is the point of this post? I suppose, in a small way, it stems from my craving of attention. Some would say that I am the classichal 'archtype' of 'attention whore', one who will prattle on endlessly about his brain on a vidio game forum.

I suppose the most important part of my brain is most easily described by the word "cheese" and that, as cheese , it is most akin to that of the gentle mountain goat. Or possibly a badagar. Infact, one time, in 1233 when I was a strapping young laddy, a young badger latched onto my face and begain to defacate in my mouth...
Chojin
Posts: 141
Joined: 04 Oct 2006, 11:22

Post by Chojin »

Ah, thanks for the map, finally I could take a peek :-)

I am having some flickering though, when I comes to the glowing (i.e. constructing)... did I mess with my settings?

Please have a look:
http://ipxserver.dyndns.org/games/sprin ... lobs_nuke/

Those black lines you see there are flickering for me.

I know, I should post my specs and settings... I will, if it only happens on my system. I should follow this thread more closely ;-)

G'night Image
Last edited by Chojin on 01 Dec 2006, 18:52, edited 2 times in total.
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Those black lines are a known bug, I think in the engine. Hopefully it will be fixed soon, cause I get exactly the same thing.
tombom
Posts: 1933
Joined: 18 Dec 2005, 20:21

Post by tombom »

Zoombie wrote:I played your mod for the first time, Argh, and it's weird.

And thats about all I can say. Oh that and it runs real slow in late games. Not like "game slow" but physically slow, as if someone has taken the speed down WAAAY low, like 0.3 low. Very strange...I think it might have been due to the partical effects. But it is cool that a complete noob could pick it up and learn to play in a matter of seconds. Oh and the fact that the partical effects are wicked neato...
That was AF. For some reason his CPU usage was 50%-150% during the game, slowing us down a lot. It sped up greatly when he went.

Just posting to say that 0.64 feels better than 0.63 in some indiscernable way and I really like the mod.

Argh, I don't suppose you have the old versions around do you?
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Post by manored »

Just noticed one thing: The afterdead explosion of the lord is pretty weird. It keeps killing things that come inside the smoke it forms for a long time.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Yeah, like a real nuke would, after creating an incredible firestorm over an area. That is not a bug, it's an innovation. People are waaaaaay too used to weapons being one-time effects in Spring ;)
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Wolves never landing is a pain. Not because they don't keep still but because they have odd behaviour:

Guessmyname's list of stupid things wolves do:
  1. Flying towards point 0,0 (which happened to be my enemy's starting point at the time, which was rather annoying)
  1. Flying off the map in a straight line when built (I deliberately started a test game to check this. They just fly on in a big line until you can't see them due to map fog.
  1. Fly in a very large circle and fly towards things that attack them - particularly annoying vs Springers
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I had an autofac building wolves, and told them to goto a patrol route on construction, but my wolves hovered slightly offmap nearby and never went anywhere unless I nannied them 1 by 1.

Also my computer capacity for rendering custom explosions has fallen like a brick from 0.73->0.74, even for explosions from 0.72 type mods, and soemtiems it works like it did before, the effect is totally confusing....
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

My wolves worked just fine, untill shot down by five Spire Rooks cone of doom things.
Uberleechen
Posts: 36
Joined: 22 Nov 2006, 23:48

Post by Uberleechen »

So far in 0.74 observations:

Wolves are fairly useless except for swamping enemy fire with targets or assassinating sheep that somebody isn't defending at all.

Spirerooks are awesome...however, they seem to be too awesome against wolves. They'd be about perfect if they couldn't hit wolves reliably.

Knights are the same, I think. Awesome unit design.

Demons don't seem to be very effective. Is it just me, or are squarerooks more useful?

I, uh...don't really use a whole lot else....I'll try...

The effects are awesome, but can bring down systems fairly easily.

Unitlimits of 500 result in decent framerates, but defence seems to be too strong in these situations. Unitlimits of 1000 kill framerates, but you can actually break defenses. (Generalizations)

It's great.
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Post by manored »

Then I built wolves on altored divided for some reason they went straigh to the upper left corner of the map and keeped flying around there.

For some reason the lord ALWAYS misses the first shot he gives in each attack.

I still think the blast is strange, because near but not inside the units seen unafected, but then they enter the smoke they vanish suddently. Its special noticiable with wolves.

Some other weird things happened, but I dont remember well :wink: .

And I pretend to name my modified version NanoBlobs064 mbM.sdz, with mbM meaning "edited by manored", but if Argh think im giving hin too few credit I can change it to "NanoBlobs064 mbtsymtynyaercoA" a mbM.sdz, that means "made by the sound you make then you notice you are eating rotten cheese or Argh and edited by manored" :lol: .

Anyone laughed? I almost died of it!
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

I don't really see the SpireRook / Wolf balance as being a big problem, but I may need to slow down the turret rotation a wee bit, to compensate for the change in the size of the Knight. Using Wolves to overwhelm the firepower of Spires is a feature, not a bug ;)

However, the Wolf is getting re-modeled, and will get a redo in terms of gameplay. I don't care for the original model, and I'd like it to not be able to take off automatically- that will fix a bunch of problems with it.

The Lord is fires a ballistic weapon with a fairly wide Tolerance value. If you're counting on it in combat at ALL, you are already in deep doo-doo. I could make it much more powerful as a combat unit- does anybody want me to do so? I doubt if it would seriously impact gameplay at this point, other than against early rushes...

As for the nuke blast... well, I could make the explosions less powerful, but more often, but that would probably lead to a lot of lag...
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LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

MOAR POWER! One of my favorite things about TA is the dgun.
**Hopes saying that doesn't make Argh not do it** :P
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

I really confuzed me that the wolf flyes. I'd think a wolf would be on the ground. Maybe it should be called a vulture or something. No, thats a terrible idea.


On nukes...well everyone know what I think. More is always better when it comes to spreading radioactivity and megedeath.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

I really confuzed me that the wolf flyes. I'd think a wolf would be on the ground. Maybe it should be called a vulture or something.
Impossible. That would then mean that Argh's creation actually made some sense, which simply will not happen.
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