Well the radar icons are an engine feature and isn't Lua related. What may happen is that you see a blinking, yellow "T" on enemy units. Try to press F11 and disable the Take Reminder Widget - I'll have a look if there's a version that doesn't blink when you play against an AI...The screenshot of what you see on radar is nothing like what I see. We must be using different LUA scripts. I see yellow question marks over everything, and then when they get close, there is only enemy units, build/construction units, and buildings shown, by a letter or symbol. What I see in the main area, not the mini-map.
Well it most certainly isn't a unit you put on a patrol route near your defenses. I have to check but it also should have an area attack function sou you can distribute them over an area when having multiple of them. In the end it's a unit you sort of have to manage by yourself and cannot blindly send into combat - it's worth doing so as it's pretty strong...Anyway to have the atomic bombers set to hold fire while near friendly buildings or even friendly units entirely, but bomb the heck out of everything else? Or perhaps it'd be easier to just have it check if its between two coordinates the player sets, and know that that area is off limits, or even select an area to be its bombing area.
No problem - any feedback is appreciated. It's also uncovering some new player's view on things and I e.g. might have a look at blocking the whole controlling a unit via "C" thing so nobody get's accidentally stuck. It's a fun feature but you aren't going to use it in a serious game...Hmm.... I'm not much of a beta tester, since I keep finding things wrong which aren't related to this beta. Doh! Sorry about that.
Those T3 stealthed fighters that behave like gunships of course are a primary anti-air unit. Those T2 ones always had the disadvantage though that an enemy could send a flakker or two in their partol line and started eating them up easily. That's why they now have some weakish ground attack ability so wiping out a fighter patrol is not that easy anymore at T3...So, stealth fighters are suppose to be good at taking out anti-air units? Just mobile units, not anti-air buildings? I always just made hordes of gunships, brawlers, and uh... those level three planes that are good at hitting ground and nothing else, to handle the fighting.
Not just them but in general all of the artillery units. That's actually what they are about so you can't just spam turrets and be safe against everything but actually become active. The good thing is those artillery units suck against mobile units although the T1 artillery K-Bots at least have a limited chance against incoming enemy units...Most base defenses are quickly wiped out by hovercraft launching rockets from a superior range. The enemy can make a group of them right away, and just target one heavy laser tower or whatnot after another, clearing the way for other troops.
Well I removed most of the special damages so it's not that complicated to understand the dynamics. It's pretty much about range, damage dealt and if the damage is just dealt to one single unit (like for a laser) or done in an entire area (especially plasma shots with big explosions hitting multiple targets like for the Core Goliath T2 tank)...Listing what units get what attack bonus against what other units, for the ones that have that would be useful.
Yeah I changed a couple of things about K-Bots. The Pelican and Gimp units were removed as K-Bots now are all about All-Terrain combat while tanks have the amphibic specialty. K-Bot in general also have the ability to auto-regenerate at a reasonable rate when not being hit for a while. That's another difference I integrated so you can choose between the often fast and heavily armored tanks and the not so fast K-Bots which are good at walking up steep hills and have that regeneration feature which can make them more handy than using tanks. That makes them a lot more attractive than in e.g. BA where especially at T1 K-Bots often aren't a good choice...Water fighting
There is no advanced kbot water unit. Why is that? The pelican unit existed even in the original.
Yeah I also noticed that the depthcharges fired by ships don't track the enemy very long. Maybe something got changed there - will have a look at it and might increase the time the projectiles actually steer themselves to hit the enemy...The advanced hovercraft platform produces depth charge hovercraft, which I assume are great for getting rid of underwater stationary targets such as buildings. They can not hit moving ships with it though.
Well it's intended that it's hard to fight an advanced ocean player once he sort of did get a solid position as ships in general are the best naval units and it's not that easy to actually get to that point as you have to fight air, ships, subs and hovercrafts which all possibly can come at the same time. Playing a team match and starting as the sea player most certainly is the most difficult and demanding position you can have because as you might have seen: If a sea player manages to start an offense it has quite a punch against land players...Need a unit to make on land which can fight a horde of ocean units. Aircraft get shot down too easily.
Will have a look at it but it should have the same weapon as the Core Sumo T2 K-Bot while also having a short-ranged paralyzer which really can be very nasty because if your enemy doesn't pay attention and rushed his units into their paralyzer range it's quite devastating...The advanced hovercraft plant's super tank doesn't seem to do much damage at all. Shouldn't it be a bit stronger?
Do you mean the T3 flak or the long range EMP-Tower? The T3 flak more or less should be an improved T2 flak with better stats while that long range rocket tower fire paralyzing missiles at a very slow rate dealing no or only very little damage. They're great against a incoming heavy gunship groups or even bomber squadrons flying close together...Is the anti-air structure produced by the level 3 flying builder effective? How does it compare to the level one and two anti-air units? Takes more resources and time to build, and doesn't seem to be able to shoot anything down.
I'll think about that. I just don't want to have extremely long buildlists and the recent ones actually already are pretty long...Commander morph evolve
I love how the Commander can evolve to different levels. I went to the second level and was able to then produce level two items. But you loose the ability to produce things you could previously. Sometimes there is a need for cheaper units. Be great to keep what you know, and gain new things as well.
I'll have a look at that. Didn't notice any problems there yet...Nuclear question
My nuclear missiles won't fire sometimes. Got to have a unit over there spotting, and it must hit land. That makes it rather difficult to use, since are any targets worth nuking, someplace you can actually send spotter units and keep them alive long enough for the thing to fire? And I really want to hit groups of ships at times. Hmm.. I can hit some land without a spotter though, and other land not. Rather strange. A nuclear missile comes up ready for launch, then goes back down again.
You need to build energy storages until you can store 40,000 energy (and of course have them stored to be used). The Vulcan then will fire a burst for those 40,000. Making it fire continiously then takes multiple Advanced Fusions but even with short times with not enough energy it's still devastating...Does the Vulcan weapon actual work? I built one, and tried targeting it on different things, but it doesn't seem to ever fire. Just noticed it says I need 40,000 power. Once you have enough metal and power being produced to build one advanced fusion reactor, you can just keep making them, until you have enough to power it I suppose.
Ah ok - just as for the resurrectors they also might have numbers that don't really fit anymore with Spring's newest version in their stats. I'll have a look at that...Air pads won't repair aircraft
I have an air pad with three Blade stealth gunships on it and one Liberty heavy fighter, and none of them heal one bit. Plenty of energy, it just not happening.
Thanks for your comments!
