EE version 0.173 Final (no more stuffs) - Page 14

EE version 0.173 Final (no more stuffs)

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TradeMark
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Joined: 17 Feb 2006, 15:58

Post by TradeMark »

Fixed the sides now:
http://modinfo.unknown-files.net/modit/ ... te_v_0.172

Doesnt need unit tag "side" anymore, (it bugged with this mod last time...)

Btw, that also changed every unit side tag automatically.

Fanger, if you want to change the side tags easier, i could send you the changed files. (you had those weird sides like "ucr" and "urce" etc...)
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Fanger
Expand & Exterminate Developer
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Post by Fanger »

I already fixed those, and given they have no purpose other than to help mod web (which should figure out a new way to do that) Its not a major concern of mine..


PLEASE DO NOT PLAY .172 if you have it, the BALANCE IS VERY SHOTTY as far as Air is concerned.

I am nearly finished making balance tweaks and will have a new version out soon.
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Guessmyname
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Post by Guessmyname »

Yays!
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

does this mean NI is appearing in the near future?
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Fanger
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Post by Fanger »

no
j5mello
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Post by j5mello »

1v0ry_k1ng wrote:does this mean NI is appearing in the "HOLY SHIT ITS 2100s?!?!?" future?
yes :P
but seriously NI is on hold as modeling does not fit into Fang's schedule atm... as such ull have to just stick with URC and GD for now...



and no he doesn't want people to do it for him so lets just cut off that question before it starts
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smoth
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Post by smoth »

a writhing mass of lesbian moon babes would be hard to do..
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Neddie
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Post by Neddie »

Oh, ye of little faith.
j5mello
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Post by j5mello »

who was that post towards neddie?
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Neddie
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Post by Neddie »

Smoth, for once.
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Fanger
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Post by Fanger »

Soon .173 will be out, more than likely tomorrow.. will post more info then..
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Fanger
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Post by Fanger »

Expand and Exterminate version 0.173 has been released.

You can download it here:
http://spring.unknown-files.net/file/23 ... e_v_0.173/

Changelog:

-Transports will have their HP increased, as well as speed. They will also have their flight altitude reduced to facilitate pickup. This is for both URC and GD.

-Both the GD light scout tank and URC scout spider will have their speed increased slightly in addition to a boost of their sight range. The increase in sight range will be greater for GD.

-Both the GD and URC lvl 1 radar units will have their sight range increased, the increase will be larger for GD.

-Air Attack aircraft will have their speed increased to match pace with the transports and bombers, also overall aircraft speed may be increased globally.

-Reconpoles will have their seismic detection radius increased.

-GD stealth radar will have their buildtime reduced.

-The geo resource structures will have their slope tolerance increased to match the rest of the buildings relative slope tolerance.

-Ion cannon units are going to be changed to no longer fire through units they will instead have an increased blast radius that will ramp up based on level.

-Muzzle flares have been added to all plasma, cannon, shotgun, artillery, and Ion units for increased visual effect, I am debating whether to add flares to missile fire as smoke seems more applicable.

-URC stealth transports and Ship transports have had their carrying capacity tweaked to be more reasonable.

-Increase in range, accuracy and damage for lvl 2 artillery, more so for GD than URC, and a increase in range for LvL 3 artillery.

-Ground attack aircraft changed to a cluster bomber configuration and were renamed as well, they fire a spread of bombs over an area and are effective against units but not buildings.

-Bombers have been fairly altered, the lvl 2 bomber is now a tactical bomber and drops a single accurate high yield bomb for hitting specific targets, the lvl 3 bomber is now a high level saturation bomber dropping a spread which is effective against buildings.

-Addition of a GD light amphibious tank at level one for advanced operations.

-Addition of new (better) build pictures to help differentiate units and ease of buildmenu use.

-Some explosions have been tweaked to be more visually impressive.

-Alteration of the flare effects coming off the rear of URC aircraft.

-Addition of the GD assault helicopter at lvl 2 for specific target destruction.

-Mex output increased by .5 at lvl 1 so now on a standard (FA map) map they produce 3.0 instead of 2.5 this is to help early game economy somewhat.

-Bug fixed with slave weapon tag being typed in wrong, should alter gameplay slightly and make laser units do what they were intended.

-minigun turret reduced slightly in effectivenss.
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Deathblane
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Post by Deathblane »

Am I going insane or did you post this list once before?
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Neddie
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Post by Neddie »

Similar, but not the same as, the last one.
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chillaaa
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Post by chillaaa »

Downloading!
You're doing great work Fanger.
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Zoombie
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Post by Zoombie »

Awsome to the max!
BDCoolio
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Post by BDCoolio »

And you're already testing .174, too? Wow. 8)
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Fanger
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Post by Fanger »

I always up the number on my test mod directory after release, it doesnt mean anything is immenient..
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TradeMark
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Post by TradeMark »

Added to modinfo page again:
http://modinfo.unknown-files.net/modit/ ... te_v_0.173

--

See the errors:
http://modinfo.unknown-files.net/modit/ ... te_v_0.173
Sound Categories:
"ARM_FUS" does not exist, used by:
urctidal2

Weapons:
"ENERGY_BUILDING" does not exist, used by:
gdgeo2
Corpses which gives more or equal metal than unit costs (3):
urcadvapad2 (278) -> 450
gdadvhpad2 (312) -> 467
gddt2 (5) -> 8
Btw, you should not use one corpse for many units, because then its hard, or impossible to set the right corpse metal value if those units cost different amounts of metal.
(those units above doesnt use same corpses.)
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Fanger
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Post by Fanger »

trademark.. bah...
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