EE is back in development, Check page 6 - Page 12

EE is back in development, Check page 6

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Do you care

I do.
87
67%
I dont.
22
17%
wait what?
20
16%
 
Total votes: 129

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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: EE is back in development, Check page 6

Post by 1v0ry_k1ng »

I personally dont think they are op, gd laser tank spam slamdunks them for cost

fang can you make a widget that sets a low icon distance? I know s44 already has one (sets distance to 300 while you play) because atm icons behave in really ropey fashion

cob errors from mex's need teh fix
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: EE is back in development, Check page 6

Post by Google_Frog »

1v0ry_k1ng wrote:I personally dont think they are op, gd laser tank spam slamdunks them for cost

fang can you make a widget that sets a low icon distance? I know s44 already has one (sets distance to 300 while you play) because atm icons behave in really ropey fashion

cob errors from mex's need teh fix
What you should really be requesting is a shortname for EE so a user widget can read it and set icon distance.
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Fanger
Expand & Exterminate Developer
Posts: 1509
Joined: 22 Nov 2005, 22:58

Re: EE is back in development, Check page 6

Post by Fanger »

Are you sure 3 light combat forms killed a heavy laser tank.. did you have enough energy to fire it, that thing should have annihilated them.

Also aliens have about the same range as GD...
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Fanger
Expand & Exterminate Developer
Posts: 1509
Joined: 22 Nov 2005, 22:58

Re: EE is back in development, Check page 6

Post by Fanger »

Also since some people have complained about the icons, could anyone suggest a scheme that they would find more helpful for identification..
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