Expand & Exterminate .155 Released! - Page 8

Expand & Exterminate .155 Released!

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Decimator
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Joined: 24 Jul 2005, 04:15

Post by Decimator »

What you see in that screenshot is the GD nuclear artillery. It builds its ammunition and fires it off, destroying pretty much whatever it hits. Only the heaviest units survive it. Oh, and oversized guns are cool.
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

Zaphod wrote:The tank looks like it will shoot itself away. Maybe some bigger tracks?
Weight.

for example...

Image
.funkymp
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Joined: 23 Jan 2006, 22:48

Post by .funkymp »

this mod looks awesome :shock:

heres hoping its out by mid may when i finish uni and can return to TA :wink:
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Fanger
Expand & Exterminate Developer
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Post by Fanger »

Image

Giant Helicopters FTW...
Egarwaen
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Post by Egarwaen »

Is that an air transport? :shock:
mongus
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Post by mongus »

now that is starting to look good.

:P
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Comp1337
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Post by Comp1337 »

grah! stop teasing! i so want to play this! :x :x :wink:
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Das Bruce
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Post by Das Bruce »

I hear talk of an upcoming public beta, although it could just be hearsay...
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Rimburner
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Joined: 02 May 2005, 14:01

SCHWEET!

Post by Rimburner »

If I was feeling more like myself today, I would make a post about how awesome this mod looks, and that I wish GD and URC were already done so I could get my grubby little paws on the beta. But, seeing as I am feeling like sticking to making useful comments, such as "Could I please help test this?", a post such as I mentioned earlier would have been totally pointless.

I envy the lucky buggers who have been testing it already...
Kixxe
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Joined: 14 May 2005, 10:02

Post by Kixxe »

w00t! i love it!

Couple of things.

Since Air can be targeted by everything, Air is underpowerd right now. Gunships also have a tendency to stack and firing at eachother... forcing the user to click em one bye one for a non mass sucide.


Rocket could IMO need a small nerf. They seam to work best as an allaround defence. Better then plasma even!

Also, about porching, consinder this "
[19:45:52] <[WarC]Kixxe> The wrekages and other factors make it a porc mod..
[19:45:56] <[WarC]Kixxe> Anythign else?
[19:46:17] <[WarC]Sleksa> nop"
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Decimator
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Post by Decimator »

The wreckage has since been fixed, the lvl1 wreckage was actually worth more than the units cost. :P
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Fanger
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Post by Fanger »

Kixxe.. the version I have now is rather different from your version so please dont make blanket statements that the mod is a porc mod since you are not entirely up to speed.. and aside from the wreckage could you elaborate on what exactly makes the mod a porc fest.. are the defences to strong to easy to build.. what..
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smoth
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Post by smoth »

Fanger wrote:Kixxe.. the version I have now is rather different from your version so please dont make blanket statements that the mod is a porc mod since you are not entirely up to speed.. and aside from the wreckage could you elaborate on what exactly makes the mod a porc fest.. are the defences to strong to easy to build.. what..
it is kixxie....... you have other things to worry about :P
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krogothe
AI Developer
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Post by krogothe »

smoth wrote:
Fanger wrote:Kixxe.. the version I have now is rather different from your version so please dont make blanket statements that the mod is a porc mod since you are not entirely up to speed.. and aside from the wreckage could you elaborate on what exactly makes the mod a porc fest.. are the defences to strong to easy to build.. what..
it is kixxie....... you have other things to worry about :P
smoth, everyone in this forums allowed to make critiques, especially when they are constructive and well-intended. No need to cut him down like that.

I agree that 0.11 was a porcmod, mostly due to wreckage and range/hp distribution of units. There were no slow, high hp "tanks" (rpg sense), or fast raider units. All units from a given side and tech level had very similar hitpoints, speed and cost (especially lvl1). It takes a long explanation to say why porcing becomes so useful due to that, but just trust me on it (or dont and see what happens, i could be wrong).
Its pretty fun either way!
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Fanger
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Post by Fanger »

So are you suggesting that some of the lvl 1 units should have much longer range and much more hitpoints than the other lvl 1 units?

how would that fix it other than preclude the use of any of the other lvl 1/2/3 units...
Kixxe
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Post by Kixxe »

Fanger wrote:Kixxe.. the version I have now is rather different from your version so please dont make blanket statements that the mod is a porc mod since you are not entirely up to speed.. and aside from the wreckage could you elaborate on what exactly makes the mod a porc fest.. are the defences to strong to easy to build.. what..
I said that in response to what my mates said. And we where talking about to version in question, not the evolment of the game a whole, just like we usally say that "AA sucks, flashes are OP" when only that version of AA has OP flashes (acording to some).



Anyway, it's mostly that the wrekage pays off so much that you'd rather stay home and fight enemy under your own towers support before you attack yourself. Then theres the fact that it plays entirely diffrent from TA, here most attacks are either KILL THE FRONTLINE or scouting and less raiding since mobile home forces can respond qwick to any threat. Infact, porcing is proablly the wrong word... It's most like a stalemate. Trenchwars. WW1 type of battles. this is caused by fast buildspeed and overall speed of cons which expansion happen 5x faster then any other mod..

Not thats a bad thing IMO, but it would be better if secodary defences where needed. If raiders could peirce bases and cause damage. Most things are to slow to do anything else then CRUSH everything or be crushed (by everything :P). I haven't really played many games with it, and i know, level 2 cloaked plasma bots and other stuff. But still, a fast raider capable of penetrating defences in early game would be bring a focus on more smaller attacks early game.



Smoth... i assume it's me your talking to, unless some new guy named "kixxie" would come up. I think this habit of your to misspell names(or maybe your just making up really bad nicknames?) can be pretty annoying to pepole. I'm pretty sure for example "minimat" isen't qwite fond of it either.

Why don't you lend us some of your visdom, since you have not yet posted anything except the advice to fang about "Have other things to worry about" then advice of someone who acully played a phew games and disscussed it with pepole who played it to.


Whats your opinion about the mod then smoth?


P.S: sorry for the bad spelling, but my spellchecker decided on instead of spellchecking right it would lay all words randomly in the text :?
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krogothe
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Post by krogothe »

Fanger wrote:So are you suggesting that some of the lvl 1 units should have much longer range and much more hitpoints than the other lvl 1 units?

how would that fix it other than preclude the use of any of the other lvl 1/2/3 units...
Just look at pretty much every single RTS around. different units serve different purposes, you generally need fast, low-hp raider units for undefended parts of a game, some higher-hp slower raiders etc. Higher tech levels give you more powerful and more specialized units (think stumpy->bulldog, hammer->zeus and units like crawling bombs and snipers)
Last edited by krogothe on 16 Apr 2006, 22:56, edited 1 time in total.
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Drone_Fragger
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Post by Drone_Fragger »

:D
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Decimator
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Post by Decimator »

Image
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smoth
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Post by smoth »

Kixxe wrote:Why don't you lend us some of your visdom, since you have not yet posted anything except the advice to fang about "Have other things to worry about" then advice of someone who acully played a phew games and disscussed it with pepole who played it to.


Whats your opinion about the mod then smoth?
I have been a tester since the earlier betas..

no high speed, no...

no heavy... no...

porcing... NO... because of AIRDROP!
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