Expand and Exterminate version 0.42 - Page 4

Expand and Exterminate version 0.42

All game release threads should be posted here

Moderator: Moderators

User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Expand and Exterminate version 0.41

Post by KDR_11k »

Forboding Angel wrote:Well that the thing about the alien mines... I hate the damn things . TBH the only really good way to kill them is to spam scounts and run em through. Due to the scouts speed, they can generally cause a few close lines to explode before they die.
Hm, just thought about that a bit... Can't scouts reclaim them or spawn constructions near them to set them off?
User avatar
Fanger
Expand & Exterminate Developer
Posts: 1509
Joined: 22 Nov 2005, 22:58

Re: Expand and Exterminate version 0.41

Post by Fanger »

That is in fact very possible and Im going to have to address it immediately since it makes the pylons a bit more useless than they might be..

As far as the transports go I will likely reduce the drop speed, other than that I have no idea what is causing the crash, I did a drop of a bunch of units, and tested picking up units cloning, I suppose I could pick up one thats morphing.. My suggestion dont transport those anywho.. otherwise I dont know.. we will need some sort of log or coding issue because otherwise Im not sure why the transports would be causing a crash, additionally both GD/URC transports should have the same potential for crash since they are nearly identical in terms of transport functionality..
User avatar
Relative
Posts: 1371
Joined: 15 Oct 2006, 13:17

Re: Expand and Exterminate version 0.41

Post by Relative »

I just found out that alien scouts can make mexes, now they are x2 as badass :P
User avatar
Fanger
Expand & Exterminate Developer
Posts: 1509
Joined: 22 Nov 2005, 22:58

Re: Expand and Exterminate version 0.41

Post by Fanger »

Anyone else got any other input/balance issues/stuff..

Casue Im looking atm for the next version:

-Increasing the cost of the Alien Penetrator to bring it in line with the other Alien tier 4 costs.

-Fixing the GD tier 4 Heavy artillery to fire correctly.

-Possible Speed boost across all unit branches, with 1.25x for lvl 1, and 1.10x for lvl 2/3 units.

-Alter the firing method of the tactical cruise missile launcher for GD so its projectiles time to impact is significantly reduced.

-Reduce the drop speed of the alien air transport.

-Tweak the transport amounts on air/ground transports again.

-add more oomph to the GD/URC emplaced artillery explosions, and possibly increase the range and damage.
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: Expand and Exterminate version 0.41

Post by Google_Frog »

Is it just me or do alien mexes make less M?

Try dropping units from transporters onto enemy units and corpses. Also I haven't tried the other factions transports so they could have the same problem.
User avatar
LathanStanley
Posts: 1429
Joined: 20 Jun 2005, 05:16

Re: Expand and Exterminate version 0.41

Post by LathanStanley »

Fang, I got yer back, just release the new version, and I'll kickstomp anyone who complains.

anyone.

:twisted:
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: Expand and Exterminate version 0.41

Post by Neddie »

LathanStanley wrote:Fang, I got yer back, just release the new version, and I'll kickstomp anyone who complains.

anyone.

:twisted:
You better be around again, I need more people watching my back!
User avatar
Fanger
Expand & Exterminate Developer
Posts: 1509
Joined: 22 Nov 2005, 22:58

Re: Expand and Exterminate version 0.41

Post by Fanger »

Alien mexs do not make less metal, this is you...

However I did a number crunch, and it seems that given my marks of 75 DPS on a URC light plasma bot, and 81 DPS on a GD light tank, the Alien Light combat form does a 101 DPS, and the Armored form does 228 DPS.. Needless to say I find these numbers disconcerting and think there might be a nerf required..
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Expand and Exterminate version 0.41

Post by smoth »

The aliens needed a high dps when they were beam weapons, this is why it worked before you changed their beam type :P. You probably remember that but I figure it is my best guess as to why you had the 101 damage.
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: Expand and Exterminate version 0.41

Post by Google_Frog »

Spring crashed while transporting again. Here is the infolog:
Spring 0.76b1 has crashed.
Exception: Access violation (0xc0000005)
Exception Address: 0x0079a6fe
DLL information:
0x00400000 spring
0x7c900000 ntdll
0x7c800000 kernel32
0x77dd0000 ADVAPI32
0x77e70000 RPCRT4
0x77fe0000 Secur32
0x73f10000 dsound
0x77c10000 msvcrt
0x7e410000 USER32
0x77f10000 GDI32
0x774e0000 ole32
0x76b40000 WINMM
0x77c00000 VERSION
0x68b20000 GLU32
0x5ed00000 OPENGL32
0x73760000 DDRAW
0x73bc0000 DCIMAN32
0x76c90000 IMAGEHLP
0x71ad0000 WSOCK32
0x71ab0000 WS2_32
0x71aa0000 WS2HELP
0x6ed80000 glew32
0x10000000 SDL
0x7c340000 MSVCR71
0x00de0000 DevIL
0x66fc0000 freetype6
0x61b80000 zlib1
0x003d0000 ILU
0x5ad70000 uxtheme
0x019d0000 ATKOGL32
0x69500000 nvoglnt
0x02770000 atkosdx32
0x77920000 SETUPAPI
0x71a50000 mswsock
0x662b0000 hnetcfg
0x71a90000 wshtcpip
0x72d20000 wdmaud
0x76c30000 WINTRUST
0x77a80000 CRYPT32
0x77b20000 MSASN1
0x72d10000 msacm32
0x77be0000 MSACM32
0x77bd0000 midimap
0x73ee0000 KsUser
0x59a60000 DBGHELP
Stacktrace:
(0) C:\Program Files\Spring\spring.exe [0x0079A6FE]
(1) C:\Program Files\Spring\spring.exe [0x007984A6]
(2) C:\Program Files\Spring\spring.exe [0x005D8F27]
(3) C:\Program Files\Spring\spring.exe [0x005F495A]
(4) C:\Program Files\Spring\spring.exe [0x005F684B]
(5) C:\Program Files\Spring\spring.exe [0x00855AB9]
(6) C:\Program Files\Spring\spring.exe [0x0085ED08]
(7) C:\Program Files\Spring\spring.exe [0x0085F0DE]
(8) C:\Program Files\Spring\spring.exe [0x0085F316]
(9) C:\Program Files\Spring\spring.exe [0x0095D309]
(10) C:\Program Files\Spring\spring.exe [0x004010A7]
(11) C:\Program Files\Spring\spring.exe [0x00401123]
(12) C:\WINDOWS\system32\kernel32.dll(RegisterWaitForInputIdle+0x49) [0x7C816FD7]
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Expand and Exterminate version 0.41

Post by smoth »

from the stacktracer

Code: Select all

Spring 0.76b1 has crashed.
Exception: Access violation (0xc0000005)
Exception Address: 0x0079a6fe
DLL information:
0x00400000 spring
0x7c900000 ntdll
0x7c800000 kernel32
0x77dd0000 ADVAPI32
0x77e70000 RPCRT4
0x77fe0000 Secur32
0x73f10000 dsound
0x77c10000 msvcrt
0x7e410000 USER32
0x77f10000 GDI32
0x774e0000 ole32
0x76b40000 WINMM
0x77c00000 VERSION
0x68b20000 GLU32
0x5ed00000 OPENGL32
0x73760000 DDRAW
0x73bc0000 DCIMAN32
0x76c90000 IMAGEHLP
0x71ad0000 WSOCK32
0x71ab0000 WS2_32
0x71aa0000 WS2HELP
0x6ed80000 glew32
0x10000000 SDL
0x7c340000 MSVCR71
0x00de0000 DevIL
0x66fc0000 freetype6
0x61b80000 zlib1
0x003d0000 ILU
0x5ad70000 uxtheme
0x019d0000 ATKOGL32
0x69500000 nvoglnt
0x02770000 atkosdx32
0x77920000 SETUPAPI
0x71a50000 mswsock
0x662b0000 hnetcfg
0x71a90000 wshtcpip
0x72d20000 wdmaud
0x76c30000 WINTRUST
0x77a80000 CRYPT32
0x77b20000 MSASN1
0x72d10000 msacm32
0x77be0000 MSACM32
0x77bd0000 midimap
0x73ee0000 KsUser
0x59a60000 DBGHELP
Stacktrace:
(0) C:\Program Files\Spring\spring.exe [0x0079A6FE]
(1) C:\Program Files\Spring\spring.exe [0x007984A6]
(2) C:\Program Files\Spring\spring.exe [0x005D8F27]
(3) C:\Program Files\Spring\spring.exe [0x005F495A]
(4) C:\Program Files\Spring\spring.exe [0x005F684B]
(5) C:\Program Files\Spring\spring.exe [0x00855AB9]
(6) C:\Program Files\Spring\spring.exe [0x0085ED08]
(7) C:\Program Files\Spring\spring.exe [0x0085F0DE]
(8) C:\Program Files\Spring\spring.exe [0x0085F316]
(9) C:\Program Files\Spring\spring.exe [0x0095D309]
(10) C:\Program Files\Spring\spring.exe [0x004010A7]
(11) C:\Program Files\Spring\spring.exe [0x00401123]
(12) C:\WINDOWS\system32\kernel32.dll(RegisterWaitForInputIdle+0x49) [0x7C816FD7]
(0)	??
	/var/lib/buildbot/spring_slave/mingw32-4.2/build/rts/Sim/Units/COB/CobInstance.cpp:427

(1)	??
	/var/lib/buildbot/spring_slave/mingw32-4.2/build/rts/Sim/Units/COB/CobEngine.cpp:170

(2)	??
	/var/lib/buildbot/spring_slave/mingw32-4.2/build/rts/Game/Game.cpp:2529

(3)	??
	/var/lib/buildbot/spring_slave/mingw32-4.2/build/rts/Game/Game.cpp:2935

(4)	??
	/var/lib/buildbot/spring_slave/mingw32-4.2/build/rts/Game/Game.cpp:1887

(5)	??
	/var/lib/buildbot/spring_slave/mingw32-4.2/build/rts/System/Main.cpp:869

(6)	??
	/var/lib/buildbot/spring_slave/mingw32-4.2/build/rts/System/Main.cpp:1055

(7)	Run(int, char**)
	/var/lib/buildbot/spring_slave/mingw32-4.2/build/rts/System/Main.cpp:1115

(8)	WinMain@16
	/var/lib/buildbot/spring_slave/mingw32-4.2/build/rts/System/Main.cpp:1178

(9)	??
	sqshstream.cpp:0

(10)	__mingw_CRTStartup
	/home/ron/devel/debian/mingw32-runtime/mingw32-runtime-3.13/build_dir/src/mingw-runtime-3.13-20070825-1/crt1.c:237

(11)	??
	/home/ron/devel/debian/mingw32-runtime/mingw32-runtime-3.13/build_dir/src/mingw-runtime-3.13-20070825-1/crt1.c:271

(12)	??
	??:0
User avatar
Peet
Malcontent
Posts: 4383
Joined: 27 Feb 2006, 22:04

Re: Expand and Exterminate version 0.41

Post by Peet »

The error occurred in CCobInstance::Tick()...I'd say it's an issue like a negative turn/move rate in an animation, or something like that.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Expand and Exterminate version 0.41

Post by KDR_11k »

Fanger wrote:Alien mexs do not make less metal, this is you...

However I did a number crunch, and it seems that given my marks of 75 DPS on a URC light plasma bot, and 81 DPS on a GD light tank, the Alien Light combat form does a 101 DPS, and the Armored form does 228 DPS.. Needless to say I find these numbers disconcerting and think there might be a nerf required..
Not too sure, I thought the LCF was intended to be the best T1 midrange attacker, it does slightly beat a GD light tank.

Though I don't think I've seen an alien lose to a non-alien in any game...
User avatar
Sleksa
Posts: 1604
Joined: 04 Feb 2006, 20:58

Re: Expand and Exterminate version 0.41

Post by Sleksa »

Fanger wrote:Alien mexs do not make less metal, this is you...

However I did a number crunch, and it seems that given my marks of 75 DPS on a URC light plasma bot, and 81 DPS on a GD light tank, the Alien Light combat form does a 101 DPS, and the Armored form does 228 DPS.. Needless to say I find these numbers disconcerting and think there might be a nerf required..
The alien armored form is fine IMO, while it has a big dps, its very slow and low ranged, so you can dance it pretty easily with battletanks/plasmabots/light aliens.

Also the light alien dps seems fine imo, since their production is very unique compared to other races, and i got outspammed like 3:1 by hellcom in red comet in a matter of minutes(ofcourse i might've been doing it wrong ~~)

There is one thing i'd like to complain tho, the blobs of the units when zoomed out look pretty much the same, i had a hard time trying to differentiate laser/missile/battle tanks from eachother in a game against kdr, and its quite necessary to notice what each unit is so that i dont have missile tanks at the front and lasers at the back.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Expand and Exterminate version 0.41

Post by Forboding Angel »

Actually I had a thought...

Fang you could Lua icons for each type of attack tank (kinda like the icons that ere on the buildpics), so that from a distance, wit would be readily seen. THis would quell further "bawwutzit!?" complaints. Meh, just food for thought.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Expand and Exterminate version 0.41

Post by Gota »

Yeah make it like s44...each unit has a different icon and u just turn the icon range to minimum...
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Expand and Exterminate version 0.41

Post by Gota »

Im gonna make my own mod.All the units will look like squares but they will have the prettiest icons of all mods.
User avatar
Relative
Posts: 1371
Joined: 15 Oct 2006, 13:17

Re: Expand and Exterminate version 0.41

Post by Relative »

Sleksa wrote:
Also the light alien dps seems fine imo, since their production is very unique compared to other races, and i got outspammed like 3:1 by hellcom in red comet in a matter of minutes(ofcourse i might've been doing it wrong ~~)
The reason why you lost was because you let me rape all your southern mexes and storages with a very small force, and then box you into a corner. I was only just holding off your much smaller assaults against my much larger spam from two factories on the main front.
eriatarka
Posts: 67
Joined: 26 Jan 2008, 18:50

Re: Expand and Exterminate version 0.41

Post by eriatarka »

I don't know, I seem to have much the same experience as Argh trying to play the Aliens. However, I'm pretty much a newbie, but still...

I've been doing some 1v1 against KAIK as URC on Arctic Plains. The Aliens need so much energy that my Commander is basically tied up building energy pylons the entire game, and even that's not enough to quench their thirst for energy. Also, these energy pylons are not exactly dirt cheap. Then, I also have to think about building up some units; since combat forms are much too slow as either raiding parties or ad hoc defense (it's just infeasible to get a squad of them near one of my mexes which is being attacked in any reasonable time), I try building some attack drones. But to support them, I need to build Light Con -> Fuel Pylon, sucking up even more of my already scarce resources. And then those drones aren't even that useful for raiding either because those damn URC mexes are cloaked.

Well, the net effect of all this is that I stall on both energy and metal during the best part of the early game. At the time I finally get some reasonable production up and running, URC already has built up a huge pile of mechs with which they smash right through my base.

Still lots of people here insist that Aliens as a faction are overpowered. So, what am I doing wrong? For instance, what is a good initial build sequence to keep energy problems to a minimum?


Apart from that, I really love this mod. I've had lots of fun playing GD vs URC (and here I win against KAIK, so I really must be doing something wrong with the Aliens). Please, don't give this thing up, Fanger.
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Expand and Exterminate version 0.41

Post by 1v0ry_k1ng »

the new URC bots look amazing, specially flame and plasma types. some little things; the grey (absence of) texture on the antenna of the EMC bot and barrel of the mortar bot look a bit medicore but you probs know about that one. the famethrower effect could be massively improved by making the flame/smoke particles fade out before they stop being rendered and change from flame to smoke more organicly, which is just a matter of adding more steps in the explosion (more colours for it to fade between) so it ends as transparent for example. right now it abruptly changes from dark smoke to nothing which dosnt quite look right. the loadscreens are awesome. will list anything else I find
Post Reply

Return to “Game Releases”