Gundam 1.2 f1

Gundam 1.2 f1

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smoth
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Gundam 1.2 f1

Post by smoth »

Image

blah here is a release. read more in the thread.
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Pxtl
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Re: Gundam 1.2 f1

Post by Pxtl »

Post it to your moddb page. I dl'd 1.2 before realizing I had to get 1.2 f1.

also, it looks incredisexy and I can't wait to try out the new econ model.
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Pressure Line
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Re: Gundam 1.2 f1

Post by Pressure Line »

ohsnap! the apocalypse is looming closer! When SW:IW gets released the triumvirate will be complete!

srsly. will try it out later on and tell you what I think.
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smoth
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Re: Gundam 1.2 f1

Post by smoth »

Pxtl wrote:Post it to your moddb page. I dl'd 1.2 before realizing I had to get 1.2 f1.

also, it looks incredisexy and I can't wait to try out the new econ model.
http://www.moddb.com/games/gundam-rts

I did update it.
[Krogoth86]
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Re: Gundam 1.2 f1

Post by [Krogoth86] »

It looks interesting although I don't understand the unit system yet. Unfortunately it isn't really playable yet because of bugs & exploits:

1.) Ressource exploit
You get the entire amount of basic ressources when you sell buildings you have no sufficent ressources for. Just hope that the other players won't cheat themselves rich this way...

2.) Research
I've the problem that with a high probability the widget/gadget responsible for that research tab crashes and cannot be persuaded to work again (even LUAUI reload does nothing). I either had the problem that clicking on the research symbol just opens / closes the tab or the research symbol is clickable but freezes with the "not enough ressources" symbol while spitting you LUA errors (something about tooltip - I might give you the exact message later)...

3.) Desync
When playing online with others people tend to desync / drop often...

4.) Squad
I haven't tested it more intense but e.g. that Zeon squad of three doesn't really work. When giving e.g. a fire command to a position they rarely all will do so - usually just one or two fires. Didn't do close-ups yet when having them in combat so I'm not sure if they'll at least work as intended then.

5.) A balance question
I was stuck without research as Zeon and got owned by one of the Federation's Gundams (?). Don't know the name of it but it sprinted fast like hell and had a rather tough one shot laser. Is there any possibility to counter that thing except for your own "T2" gundams? Turrets didn't really do much and I also had the impression that the huge turret is of no big use. Units of my own had nowhere the speed or range to compete - so how is this supposed to work?

EDIT:
Ah ok - your bugfix release covers most of this...
Last edited by [Krogoth86] on 03 Apr 2009, 16:16, edited 2 times in total.
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1v0ry_k1ng
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Re: Gundam 1.2 f1

Post by 1v0ry_k1ng »

[Krogoth86] wrote:Unfortunately it isn't really playable yet because of bugs & exploits:

1.) Ressource exploit
You get the entire amount of basic ressources when you sell buildings you have no sufficent ressources for. Just hope that the other players won't cheat themselves rich this way...
lololol
[Krogoth86]
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Re: Gundam 1.2 f1

Post by [Krogoth86] »

1v0ry_k1ng wrote:lololol
See edit though...
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smoth
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Re: Gundam 1.2 f1

Post by smoth »

Please highlight your edit in red so others notice that part. I was getting pmed about the exploit you reported even though it was addressed already.


1.) fixed.

2.) fixed.

3.) how do I have any control over this?

4.) They function most of the time just fine, it is a minor issue, I know about it but it doesn't cause too much of an issue. If you know of a way to address it I can add that in but if I do, I will be raising the costs of squads as I considered the flaw as part of their cost.

5.) A lot of people have had issues taking out the late game units or midgame units. No T0-1 would likely not take out a t4 hero unit, it has happened in the past but it is exceptionally difficult. With the research issue fixed this this should not be an issue. The t0-1 units serve as the broth of your assault stew but the meat units are going to be your t2 and up. That doesn't mean that you cannot win with t1 or zero, I have seen it many times as their numbers and cheapness can make them crushingly powerful. However, they are limited in ability and not able to crush singular heavy units without a lot of work.

I probably should also take this moment to remind people that you start with enough res to immediately tech to tier 1. Apparently this was unknown but I wanted the option to be there. You start with that much because it is enough to get a good sized rush on a small map or tech if you as a player want to.
[Krogoth86]
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Re: Gundam 1.2 f1

Post by [Krogoth86] »

smoth wrote:Please highlight your edit in red so others notice that part.
Done...
smoth wrote:3.) how do I have any control over this?
I made the experience that LUA is the most common factor of being responsible for something like this. I'll report again if it's the same with your bugfixes applied...
smoth wrote:No T0-1 would likely not take out a t4 hero unit
Well that's clear. It was just my T0 units vs. a T1 I think - I'll sort out which unit it exactly was but I was just amazed at the unit's speed which made it not easily stay outside my range but even could dodge like 90% of the projectiles of my turrets without any micro (i.e. just running straight ahead). Together with the superior range I didn't know how I should fight something like that. My enemy told me something about building a rocket turret but maybe that's just something the Federation has (didn't really play that faction yet) - neither the Zeon standard nor that bigger turret were a great help against this buddy...
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smoth
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Re: Gundam 1.2 f1

Post by smoth »

There are a hand full of turrets:

The small turrets with 2 barrels have shorter range but almost always will hit.

The large turret with two barrels is slow to aim but spacing them out allows them to criss-cross fire, making the shots more likely to nail the heroes.

The aa turret is only good against air.

the level 2 turret is a pop-up and is a good bit stronger but the zeon one is a beam weapon(think plasma) where as the federation in a missile that can seek the target.(you don't get it till t2)

In the end the defenses are really only there as a support type unit. In the end the best defenses are mechs. The federation side is more for a defensive player if that is the style you want to play as. Odds are the mech you had an issue with was char, he is a red mech with a big zulu shield. He is a bit of a learning curve and can be intimidating but in time you will just build 2-3 rocket mech squads and rape him.
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KDR_11k
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Re: Gundam 1.2 f1

Post by KDR_11k »

I think his "fast oneshot Gundam" may have been an Ez8, not a G3 but still, that's T3, Zeon gets rushers at T2 and while it's understandable to get crushed by those (only T2 stuff can counter those rushers decently it seems so if you hit T2 later than your opponent you may not be able to field enough T2 units to counter his before he's at your doorstep) getting T3 on your doorstep when you haven't even reached T2 is a bit extreme.

The small turrets don't seem very good at hitting fast targets unless they get close.

Oh and I think there's some issue with aiming at buildings, some of them use footprint hitboxes which are somehow flatter than the building's center point, making units that aim at them horizontally miss (exampes include the zeon airbase). Since that hitbox uses the unit height it'd probably work to simply give them more height, however that is calculated for 3dos...
[Krogoth86]
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Re: Gundam 1.2 f1

Post by [Krogoth86] »

I also saw that the standard cheapish turrets have a high-traj button. Probably a remnant that shouldn't be there...

Another question:
Do I get ressources from reclaiming wrecks and if yes which would that be? I tried to do so when fighting the LUAAI but nothing seemed to happen when reclaiming...
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smoth
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Re: Gundam 1.2 f1

Post by smoth »

It is wreckage, you get nothing.


the ez8 is hardly one shot unless it is fighting vehicles. federation can counter at t1 with the mechs there. I have seen it and done it myself. The rgm79 bazooka and the zaku2rl both have aoe so if they miss and hit the ground there is still some damage dealt with about 6 of them they can pretty well flatten a char or ez8 but it isn't going to be hurf we stand there and let him circle around, you gotta draw him in and maneuver some also.
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manolo_
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Re: Gundam 1.2 f1

Post by manolo_ »

i played as fed. and i couldnt tech up, when i pressed the button it dissappeared instantly. after some time it worked (i think i hold the button while bressed, dunno)
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smoth
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Re: Gundam 1.2 f1

Post by smoth »

yeah check your f11 menu, tell me if you disabled the gundam widgets listed at the top.

if so, reenable them and try running it again.
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zwzsg
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Re: Gundam 1.2 f1

Post by zwzsg »

Somehow when I started Gundam, all Gundam's widgets were turned off. Had to enable them manually.

The buildbuttons when displayed over a base are confusingly messy. Either give them frames and then make them solid, either make them transparent but only have the unit.

It looks like there is something wrong with the plane flames.

Make the upgrade button use a clock-shaped progress instead of |->|

This is too different from TA! Maek tutorials missions.

Maek better tooltip where the costs in the three resources are color coded.

I liked it better when each tier had its own factory, and when there was 2 cons. It gave a better feeling of teching up, and it was easier to see where were the special units and where were the spam units. That doesn't mean you have to throw away the tech-up button, just make it unlock the new factories.

I've seen at least one turret where the shot was nearly invisible, I don't like that.
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smoth
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Re: Gundam 1.2 f1

Post by smoth »

did you have lua ui off? if so the buttons would have no background.
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Forboding Angel
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Re: Gundam 1.2 f1

Post by Forboding Angel »

Z, turn on reflective units. That will solve your flames problem.
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zwzsg
Kernel Panic Co-Developer
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Re: Gundam 1.2 f1

Post by zwzsg »

I have luaUI on. The Gundam widgets still started red. From the infolog they weren't even loaded. And I'm not the only one in this case.

Turning reflecivity on brings its own whole load of issues since .78.
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smoth
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Re: Gundam 1.2 f1

Post by smoth »

I was saying that because behind the mechs there is a back drop.
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