P.U.R.E. 0.55 - Page 9

P.U.R.E. 0.55

WolfeGames and projects headed by Argh.

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Argh
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Post by Argh »

Played, 3 vs. 1 on Comet Catcher Remake vs. KAIK, and got my tin buttocks handed to me! Yay! Now I have something to re-evaluate balance with a bit better- AAI wasn't using units aggressively enough to pose a real threat, although it built more D, so it wasn't all bad.

Main thoughts after that series of fights is that I should have listened to my instincts- the Assault really has been nerfed too much. Ah well, easy enough to fix. And the LaserCannon and AutoTurret may need a bit more damage output, to make up for the fact that they're always in LOS and don't get missed like they used to, when radar was more important. Plus the changes introduced by FlankingBonus. A LaserCannon should be a frightening thing that you need to use the right tools to remove, not a minor speedbump. Right now, it gets owned by just about anything for its costs, let alone the costs of placing one :P

Any other thoughts on balance? The latest SVN build of Spring played nice and smooth, at least over here, with fewer CPU spikes than before (dunno why, but meh, I'll take it).
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Guessmyname
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Post by Guessmyname »

Relative wrote:
clumsy_culhane wrote:does the new com have animated tracks?
It does :-)
HINT: (They're nicked off the railgun tank)
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Argh
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Post by Argh »

Yup. Kitbashed :lol:

I reskinned them, tho, and the scale's a little different.
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Snipawolf
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Post by Snipawolf »

Wiki wrote:Kitbashing is a practice in which a new scale model is created by combining elements from existing, commercially-available model kits; these elements may be added to an existing base, or to each other.
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Argh
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Post by Argh »

I played another game- me and 1 KAIK vs. 2 KAIK on Comet. It turned into an awesome spectacle of death and destruction- I haven't seen this many units get blown to smithereens since I played NanoBlobs last, frankly. Interestingly enough, the KAIKs didn't win for one reason, and one reason alone- they refused to build any UltraAssaults or MortarTanks- the ultra-heavies specifically put into the game to end land deadlocks. Interesting. Nor did it build any aircraft- and I mean any- until I started attacking with Bombers. Which was way too damn late, as I used up my precious supply of Air to open a corridor through its static defenses, which I then used to run amok behind the lines with Tanks ;)

Was able to grind them down pretty fast once I got rolling on serious Tank production, but it took awhile, as KAIK held me to my main lines of defense for the better part of 30 minutes, just keeping myself alive.

Scenes from a dead comet:

Image
This is my base, at the end. Yup, a giant, SupCom-feeling base of Dewm. Had to get enough M and E to power all of my poor BuildTowers ;)

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A closer shot of the queues and repeat-order madness that I created.

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If Hell can exist in Spring, I'm pretty sure it's right about here- somewhere in the middle of that damn comet. The number of corpses doesn't even begin to tell the whole story- countless bodies were smashed into metallic pulp, then wiped away by plasma barrages and the treads of UltraAssaults. How many units did KAIK blow on my defenses, as I stalled it, kept my lines repaired, used mobile units to provide buffers (and more corpses, heh) and geared up for the showdown? Conservatively, I'd guess about 2,000.

Image
Near the end of the game, I found that White (my Ally, who I thought had been extinguished) still had, of all things, a finished LandFactory within my borders. One MegaFusion and six MetalMakers later, and voila... it sprang back to life with vicious speed, ending the game with this handsome fleet of aircraft, among other toys.
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Snipawolf
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Post by Snipawolf »

If Hell can exist in Spring, I'm pretty sure it's right about here- somewhere in the middle of that damn comet. The number of corpses doesn't even begin to tell the whole story- countless bodies were smashed into metallic pulp, then wiped away by plasma barrages and the treads of UltraAssaults. How many units did KAIK blow on my defenses, as I stalled it, kept my lines repaired, used mobile units to provide buffers (and more corpses, heh) and geared up for the showdown? Conservatively, I'd guess about 2,000.
I like this description :twisted:
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KDR_11k
Game Developer
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Post by KDR_11k »

Argh wrote:Played, 3 vs. 1 on Comet Catcher Remake vs. KAIK, and got my tin buttocks handed to me! Yay! Now I have something to re-evaluate balance with a bit better- AAI wasn't using units aggressively enough to pose a real threat, although it built more D, so it wasn't all bad.
Erm, you're supposed to evaluate balancing vs HUMANS, not vs AI!
Smiff
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Post by Smiff »

build pic of commander needs updating, still has legs :p

if KAIK author is reading, I think your bot needs to be taught when to build mines so it doesnt metal stall at the beginning of the game. i just saw it take ages building a factory (is related to it not being good on maps with trees?)
tombom
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Re:

Post by tombom »

KDR_11k wrote:
Argh wrote:Played, 3 vs. 1 on Comet Catcher Remake vs. KAIK, and got my tin buttocks handed to me! Yay! Now I have something to re-evaluate balance with a bit better- AAI wasn't using units aggressively enough to pose a real threat, although it built more D, so it wasn't all bad.
Erm, you're supposed to evaluate balancing vs HUMANS, not vs AI!
This is so true. Games balanced vs AI will miss a lot.
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Relative
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Re: P.U.R.E.

Post by Relative »

I'm quite excited about the next spring release, mainly so I can play this against other people (and the other stuff of couse :P)!
imbaczek
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Re:

Post by imbaczek »

KDR_11k wrote:Erm, you're supposed to evaluate balancing vs HUMANS, not vs AI!
+42
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Argh
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Re: P.U.R.E.

Post by Argh »

<laughs> Relax, people. Ultimately, players have to give me enough feedback to do what I need to do, and I'm listening. However, until then, a game with multiple AIs at once is a fairly good proximity- it tells me a lot about how the different weapons work, and forces me to play very aggressively, and use every dirty trick I can come up with.

BTW, what does everybody think of the radars revealing their positions, like they do IRL? Should I make them on-offable, so that people can hide them?
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Decimator
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Re: P.U.R.E.

Post by Decimator »

I did a little testing, and noticed that you used a negative energyuse on your power plants. While this works, it is inferior to energymake because nocost breaks it, making it more difficult to try things.

After looking at the metalmakers as well, it looks like they are fine.
BaNa
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Re: P.U.R.E.

Post by BaNa »

Argh wrote: BTW, what does everybody think of the radars revealing their positions, like they do IRL? Should I make them on-offable, so that people can hide them?
CA tried it, and it didn't really work gameplay-wise (alltho there it wasn't too complicated there, more like if you build a radar, enemy sees it instantly.) . I think it would be the same for PURE, probably. If you do try to implement it, make it so that only other radars can see radars, at twice their "normal" range. That could work.

Btw, I love the mod, looks sweet. Way to go with the design.
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Argh
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Re: P.U.R.E.

Post by Argh »

BaNa... that is already a feature, not a planned feature. Radar emits a seismic ping (thanks, FLOZi) so that you can see where all enemy radars are.

It's been in for the last 3 revisions, lol... nobody said anything about that, and so I'm wondering if I need to cut down sight-distances again and make radar important enough for people to notice, lol ;)

@Decimator: I'll look into that issue. I'm 100% positive I didn't just do that on a whim, but because of testing results, but I've forgotten what that was all about, frankly. :roll:
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Relative
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Re: P.U.R.E.

Post by Relative »

I tried playing with AAI, but it was quite pathetic as it never left its starting area and tried to porc with few resources. I tried using KAIK in the test svn installer, but it didn't work. The KAIK doesn't do anything, just sits there.
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KDR_11k
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Re: P.U.R.E.

Post by KDR_11k »

Argh wrote:<laughs> Relax, people. Ultimately, players have to give me enough feedback to do what I need to do, and I'm listening. However, until then, a game with multiple AIs at once is a fairly good proximity- it tells me a lot about how the different weapons work, and forces me to play very aggressively, and use every dirty trick I can come up with.
How about playing online matches YOURSELF? You saw complaints about the assault shell and then used an AI match to determine the needed nerf. Try handing some to an expert microer and see how much of your base remains afterwards.
BaNa
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Re: P.U.R.E.

Post by BaNa »

:oops: I've only played the first version up when assault shells where super OP, haven't really found a game since...

Edit: played with zwzsg just now, it rocked! Assault shells are no longer uber op, one-two missile turrets will take care of them. The starting resource bug is still here, only less annoying now because it's at 2k. I set 5k though. Mod looks really really nice [I cannot state this enought, this is H.O.T. S.H.I.T.] . We had a bit of clunky movement though. I had a mysterious crash on first try, where shall i post ye infolog? edit2 : posted over at bugs.
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Argh
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Re: P.U.R.E.

Post by Argh »

Version 0.54 has been released. 0.53 has been taken down. Merry Christmas, folks, I think this is it for awhile.

Changelog:

Code: Select all

1.  LaserCannon range increased to 1100.

2.  Autoturret range increased to 850.

3.  LaserCannon, AutoTurret, StrategicPlasmaCannon do more damage.
Given what the format for our modinfo.txt is, I wonder if ArchiveMover will see that this is an updated game?

I've decided to find out- the archives have identical names, because I'm 100% sick of re-updating AAI's configs just because I changed the name of a directory...
Saktoth
Zero-K Developer
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Re: P.U.R.E.

Post by Saktoth »

On radars revealing their location, the reason this was removed from CA is simple. It offers a dis-incentive to the player for making radars. Players dont make enough radars, its something that should be encouraged. Radars increase the interaction between players, allowing them to respond to (and trick) one another, without making scouting obsolete. If you have players not making radars for fear of giving away their positions, you have players fighting blind and having less fun.

Back when CA radars revealed their locations, i couldnt build an early radar because everyone would go 'there is Saktoth, get him!' and all the players on the other team would pile on me, as i was routinely the strongest player on the team and taking me out with be an assured victory. Frustrating. :P
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