Evolution RTS v1.09 Released! - Page 2

Evolution RTS v1.09 Released!

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Lancefighter
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Joined: 23 Jan 2009, 22:25

Re: Evolution RTS v1.0 Released!

Post by Lancefighter »

Ffs I had a big thing typed out then my iPod safari ate it...

I think the Mex changes are too much. It seems to me that metal makers are just as good as upgraded mex now.... I feel that is wrong tbh.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: Evolution RTS v1.0 Released!

Post by Forboding Angel »

@google, hell I dunno... Make another con? :lol:

@bibim, If you could do that I would love you forever. As far as admins go, for now just add [Evo]Forboding_Angel, and [RoX]Lurker. As far as trusted users go, most definitely google_frog (might wanna make him an admin as well, but yar whatever works :-)), and of course LanceFighter.

No other names jump out at me right this particular second, but I'm sure there are more.

@lance :-( that's annoying, sometimes my motoq likes to eat stuff like that.

The metal makers definitely got an unintended bump, that is for sure. However, as far as energy to run lets do some numbers.

They use 60 energy per second and make 0.5 metal. On a normal map a mex should produce 2.5 metal per mex patch, so an upgraded mex would produce 5.0 metal for 250 energy per second.

So to reach that, you need 10 metal synthesizers so 10 * 60 = 600 Energy per second, which as you know is more than a fusion.

There are some big pro's and cons here though. Metal synthesizers don't cost any metal to create. The bad news is that they will chain explode if you so much as cough on one of them.

With mexes you have them distributed all throughout the map, so they are vulnerable, but each mex has 3000 hp so they take at least a little bit of killing.

As far as cost vs cost goes, essentially you're looking at a grand total cost of 6870 energy for 10 metal synthesizers and for an upgraded mex you're looking at 500 metal, and 2500 energy.

Cost for cost, the mex wins out by a decent bit, but that's also assuming you are playing on a normal map. The MS' may need a cost increase, but I'd like to see it fleshed out in a bit more detail (without me making all the arguments for and against it in the same post :lol:).
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bibim
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Joined: 06 Dec 2007, 11:12

Re: Evolution RTS v1.0 Released!

Post by bibim »

I created an EvolutionRTS AutoHost with specified users. Can you confirm it works as expected ? Do you want it to join a lobby channel where it would listen for commands and report basic usage information ?
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: Evolution RTS v1.0 Released!

Post by Forboding Angel »

Yar I'll do that right now. Thanks bibim!
Lancefighter
Posts: 31
Joined: 23 Jan 2009, 22:25

Re: Evolution RTS v1.0 Released!

Post by Lancefighter »

I Mean to say the upgrade is poitness :x on Isis, it's 250 e for 2 more m...
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: Evolution RTS v1.01 Released!

Post by Forboding Angel »

Yep, you heard right! With a slew of improvements!

The changelog is available here: http://my-trac.assembla.com/evolutionrts/timeline
It can be downloaded here (note that if you have never downloaded Evolution RTS before, you will need BOTH .sd7 files): http://evolutionrts.info/evolutionpatches/

Maek Discuss!
Lancefighter
Posts: 31
Joined: 23 Jan 2009, 22:25

Re: Evolution RTS v1.01 Released!

Post by Lancefighter »

a few things i note from the changelog:

special factories for one race changed in metal/e build requirements, but not the other. *note* confirmed, explorer factory costs 3/2 the e that the terrestrials does. Apparently its not a big issue :x

Factories can be assisted now it seems.

Autohost needs to be upgraded to 1.01 >.>
*done*
Google_Frog
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Re: Evolution RTS v1.01 Released!

Post by Google_Frog »

I like the addition of assisting. At 5x cost and less BP than factories engineers are not worth it but they're good for making big units a bit faster.

Barricade needs a cubic hit box as shots sometimes sneak between them.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: Evolution RTS v1.01 Released!

Post by Forboding Angel »

Just a minor bugfix release. Addresses the factory cost. I would like to point out that the requirement of nocheat.sdz is not because I'm worried about cheating. God knows I am the last one concerned with that. THe problem is that spring elevates user lua ABOVE mod lua, which causes me significant problems (and lately has been causing some user issues). As a result, I needed a way to ignore user lua. If there is a widget that you would like added, just tell me and I'll be happy to include it.

The changelog is available here: http://my-trac.assembla.com/evolutionrts/timeline
It can be downloaded here (note that if you have never downloaded Evolution RTS before, you will need BOTH .sd7 files and the sdz file): http://evolutionrts.info/evolutionpatches/

@Google, yeah I think you're right, but last time I checked cubic hitboxes weren't working correctly. I'll do some looking and even artifically increase their hitbox if I have to. I noticed a few shots sneaking by lately and I wasn't too thrilled to see it.

Actually factory workertime is 200 and con workertime is 130, so 2 cons will more than double your output. And I agree, I like what assisting has done for the game. I was afraid it would break it horribly, but from what I can tell it has done nothing but positive things for it so far.

Sending a message (and an apology for the rapid release) to bibim to update the autohost. Just so you guys know it has been done.
:-)
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Forboding Angel
Evolution RTS Developer
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Re: Evolution RTS v1.02 Released!

Post by Forboding Angel »

Another itty bitty minor release. Sry about that.
Google_Frog
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Re: Evolution RTS v1.02 Released!

Post by Google_Frog »

Hit boxes work now.

Cons cost 250 and factories cost 50 so it is nowhere near cost effective. It's good for large units and doing things quickly though.
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Forboding Angel
Evolution RTS Developer
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Re: Evolution RTS v1.02 Released!

Post by Forboding Angel »

Cost effective or not, It's nice to have the option, not to mention it's nice having the extra con's around, and did you try the econ upgrades? Oh lord butter smooth and wonderful. Daddy liek!

I suppose the main benefit is that you have the extra cons.
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Forboding Angel
Evolution RTS Developer
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Re: Evolution RTS v1.04 Released!

Post by Forboding Angel »

Updated to 1.04. Refer to changelog: http://my-trac.assembla.com/evolutionrts/timeline revs 63 - 71
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Forboding Angel
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Re: Evolution RTS v1.04 Released!

Post by Forboding Angel »

Holy hell, there are an absolute crapload of changes this version. Please read the changelog!

Among other things, the slicer got nerfed, it also got a new model. Pretty much anything with a regular laser will try to attack aircraft. Most significantly this effects gunships. The Machine Gun turret cost was dropped by 125 metal and it's hp lowered a little bit. This is to try to help out early game expansion as it has been rather harrowing lately.

The changelog is available here: http://my-trac.assembla.com/evolutionrts/timeline
It can be downloaded here (note that if you have never downloaded Evolution RTS before, you will need BOTH .sd7 files): http://evolutionrts.info/evolutionpatches/
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: Evolution RTS v1.05 Released!

Post by Forboding Angel »

Upcoming stuffs stay tuned. I'm not sure why the autohost is down :-/ Hopefully it'll be back up soon :-)
Lancefighter
Posts: 31
Joined: 23 Jan 2009, 22:25

Re: Evolution RTS v1.05 Released!

Post by Lancefighter »

Real men host their own games anyway :D
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Evolution RTS v1.06 Released!

Post by Forboding Angel »

:lol:

1.06 is out. Mainly balance changes this time, the biggest of which are the removal of metal makers the the droppage of upgraded mex energy upkeep to 150eps.
Lancefighter
Posts: 31
Joined: 23 Jan 2009, 22:25

Re: Evolution RTS v1.06 Released!

Post by Lancefighter »

my mms!
:(
i shall be forced to expand now :roll:
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Forboding Angel
Evolution RTS Developer
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Re: Evolution RTS v1.07 Released!

Post by Forboding Angel »

Mex upkeep raised back up to 250. Advanced the game way too soon.
Mechs are still nearly uncatchable... Not cool. Slowed down. At 1k damage per shot (if all 4 projectiles hit), they can afford to lose some agility.
Oi, cost increases for the heaviest units in the game... Seeing them rushed at the start of the game is not particularly cool.

The changelog is available here: http://my-trac.assembla.com/evolutionrts/timeline
It can be downloaded here (note that if you have never downloaded Evolution RTS before, you will need BOTH .sd7 files): http://evolutionrts.info/evolutionpatches/
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: Evolution RTS v1.07 Released!

Post by Forboding Angel »

BTW I didn't bother telling anyone, but I'm out of town till tomorrow afternoon, so that's why I haven't been in the lobby.
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