Gundam 1.1 - Page 3

Gundam 1.1

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Zoombie
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Post by Zoombie »

White Base and the Gou do battle, blasting at one another with their doom cannons of various colors!

Image
j5mello
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Post by j5mello »

Zoombie the ramming has to do with spring's targeting system... and its Gaw not Gou.
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Zoombie
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Post by Zoombie »

Double drat. What does Gaw mean anyway?
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smoth
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Post by smoth »

No idea, what does: "Big Zam," "gelgoog," or even "Zaku" mean? No idea. Also, Zoombie could you get me some good shots of mechs, the mod really isn't about aircraft, they just serve the role of bombing, transport, recon and antibombing.
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Zoombie
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Post by Zoombie »

But I like aircraft. But okay, I'll get some shots to ya as soon as I can...but its hard, as I'm in Georgia and don't have Spring...but I am addicted to Planescape Torment to make it even harder...

I'll see if I can dl it over night...that might work.
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KDR_11k
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Post by KDR_11k »

Hm, I have a question: What's radar jamming good for? All units I've seen have longer sight than radar range and since I don't think any unit can cloak the radar would never see anything the sight wouldn't. Am I missing some units or did you increase sight range without increasing radar range at some point?
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smoth
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Post by smoth »

radar range is just sensors. However, the luggun and the dish are both radar aircraft with larger range then sight. Try them.
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smoth
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Post by smoth »

ok, so about a week since release... any other thoughts, questions etc?
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KDR_11k
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Post by KDR_11k »

smoth wrote:radar range is just sensors. However, the luggun and the dish are both radar aircraft with larger range then sight. Try them.
Okay, so that radar jamming only protects against specific scout aircraft?
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smoth
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Post by smoth »

yes, very cheap radar aircraft. They are your eyes, if you do not have them then you are missing vital information.
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KDR_11k
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Post by KDR_11k »

Just remembered an annoyance: Zeon generators have a hitsphere so large that when a constructor is next to them it can get hard to select the con instead of the gen.
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smoth
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Post by smoth »

Fixed, will be corrected in the next release.
antiCamper
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Post by antiCamper »

Great mod !
Saktoth
Zero-K Developer
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Post by Saktoth »

Okay! Great Mod smoth.

Things i think need to be changed/added:

Special units being easier to identify.

AA doing more damage to command ships, to stop com rushing.

-Fixing walls. They dont seem to do much, they are too low to block fire and they can be walked through. (Oh, rotated, duh).
Last edited by Saktoth on 11 Jan 2007, 11:35, edited 1 time in total.
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smoth
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Post by smoth »

you had the wall rotated that is why units walked through them... please strike that comment out.

Many people have asked for a good replay to look at.

Here is one:
get it here

What you will see:
Deci playing great macro
Saktoth playing good micro
Zoombie trying basic rush tactics
Sehkmet gets hammered note how NOT to use the rx78. It gets pretty hammered.
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

The Zeon Energy cylinder things radar jamming animation looks a tad silly, even if it does show its venting radar blocking gas. would it be replaced with a blinking green light or somthing less obscuring?
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smoth
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Post by smoth »

no because a blinking light source doesn't exist

it is leaking particles of gas. I had a version with higher particle count but when 150 of them were going off it ran too slow. If my machine cannot handle 150 of them then I decided it would be too much for a low end machine. So it was this that made me choose to cut it back a bit.

I still think it looks cool though
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KDR_11k
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Post by KDR_11k »

Blinking light sources would be particles that faded in and out without moving much. Argh has some of those on the autofacs in NB.
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smoth
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Post by smoth »

argh and I have discussed it. I did not find the effect convincing.
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

could reduce the area coverd by smoke? somthing closer to 2x its footprint rather than half the screen maybe.
just my oppinion.
are the zeon guys out the special ops building limited to one a type?
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