Gundam 1.11 release post.
Moderator: Moderators
Ok, so I am on my way back and I would love to see some of the games that have been played. I am terribly limited to about 2 weeks to get ready to do some more stuff with my summer so I would like to watch some replays and it would be good to know what you guys are seeing online. I may be able to play some games next week but I cannot be sure so I would like some demos.
of cheif interest are:
Exploitable units
Battles where mainly 1 or 2 units are all a player needs to win.(I.E: lol gaetor spaem)
generaly interesting demos are also of interest.
I am sorry I have been unable to be around but trips like the one I have just completed are important experiences however, I am still commited so if you would oblidge me I will try and consider a minor patch release if changes are required immediately, I will begrudgingly make a patch release. However, if I am to do this I need to have some feed back. Any patch must be completed soon the 1.2 work will greatly change the project and require a large amount of testing(possibly 2-4 months) of turrets and new units. SO.... I need to have some feedback to give you guys a patch should you gents require it.
of cheif interest are:
Exploitable units
Battles where mainly 1 or 2 units are all a player needs to win.(I.E: lol gaetor spaem)
generaly interesting demos are also of interest.
I am sorry I have been unable to be around but trips like the one I have just completed are important experiences however, I am still commited so if you would oblidge me I will try and consider a minor patch release if changes are required immediately, I will begrudgingly make a patch release. However, if I am to do this I need to have some feed back. Any patch must be completed soon the 1.2 work will greatly change the project and require a large amount of testing(possibly 2-4 months) of turrets and new units. SO.... I need to have some feedback to give you guys a patch should you gents require it.
I think I already told you about some of these:
- Xamel can be loaded on Dodai 2. Nasty.
- Zaku RL lacks a role, it has almost no range advantage over a regular Zaku and only half the DPS. Having it as a building smasher would be ineffective since it gets raped by defense anyway and against regular buildings it doesn't matter that much how many hits they take so you're better off spending that money on more firepower for anti-mech battles. Sure they can hit air but they won't even down a bomber in one shot and any plane that's flying straight can be killed with the Zaku MGs, too. BTW, loading Zaku RLs on Dodai2s only makes them hit the Dodai2, unlike Zaku2s they can't shoot through the plane.
- RGM79E has twice the DPS of a Zaku2 or 79G with a larger range (790 as opposed to 450) and no damage reduction vs. buildings, it doesn't hit much at long distance but a low chance to hit is better than not shooting at all. Considering it's cheaper than the 79G that seems strange. It should be swapped with the 79G price-wise or changed to have a role that doesn't overlap the 79g's. Also it's the only T1 unit with a range that matches Char's, Zeon's T1 has 500 as its longest range, good luck hitting a char with that.
- The Kämpfer closes in on shotgun range when ordered to attack, it can't use its rocketlaunchers to outrange defenses like that. Could be prevented by making the rocket launcher weapon 1, the player would have to manually move him close enough for that. You could possibly script it so that even when the Kämpfer is in shotgun mode it'll use its rocket launchers until the target is in shotgun range
- The gouf aims really slow, I've often run a Ez8 right into a gouf and killed it with the vulcans because it took too long to aim its weapon.
- There might be a tag in 75b1 that will make a weapon measure its range to the target's edge rather than the center, would solve the first hurdle for melee. It's not committed yet AFAIK.
- The RX78-3 G3 may be overpriced, it can neither kite nor rape like its more expensive brethren and doesn't have the speed or damage output (at least against coms) of a Gouf Custom, either. The only thing it can do a Gouf Custom can't is outrange defenses but the G3 costs 15000M, the Custom 6000M and that at Zeon's increased metal output. Try spawning a bunch of Zaku2s and attacking them with a G3, then a Gouf Custom. With the G3 they die one by one, with the Custom they get torn apart by the dozen.
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
I fixed that in my version, it was just missing the aiming code. If my patch goes in (after it's finished, of course, though I don't remember anymore what I still have to do ) that'll be as well.
http://mitglied.lycos.de/KDR_11k/files/ ... .patch.txt
http://mitglied.lycos.de/KDR_11k/files/ ... .patch.txt
well, melee combat working now mearly means that I would start slowly adding it in one by one to each mech. I'll probably start with hero units and go from there. However, odds are it will not be in 1.2 because I have a large enough list for that version.
Good to see ya flint, how's it goin? We were kinda worried about you.
Kdr, I am finishing off that core morty today. Afterwards I may end up spending the rest of the evening fixing the issues you brought up. If That ends up being the case I will make a new test version this weekend for the fixes.
Good to see ya flint, how's it goin? We were kinda worried about you.
Kdr, I am finishing off that core morty today. Afterwards I may end up spending the rest of the evening fixing the issues you brought up. If That ends up being the case I will make a new test version this weekend for the fixes.
75b1 and b2 borked up the aim code or something like that and since I was gone on a trip I came back not too long ago. Here is a fix.
http://spring.unknown-files.net/file/33 ... .11_Fix_1/
http://spring.unknown-files.net/file/33 ... .11_Fix_1/
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43