Expand & Exterminate .155 Released! - Page 27

Expand & Exterminate .155 Released!

All game release threads should be posted here

Moderator: Moderators

Locked
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Kixxe wrote:Do scout spiders have stealth? they get shot at quite ofen, and they are ofen not even close to the units...
Stealth and cloak, press shift to see the decloak radius.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

yep, but they will come out of it if they are bumped into or if they are reclaiming/buidling.
User avatar
Aun
Posts: 788
Joined: 31 Aug 2005, 13:00

Post by Aun »

And have a BIG decloak area to balance them out.
Flare
Posts: 38
Joined: 13 Feb 2006, 00:11

Post by Flare »

I think turrets can see cloaked stuff.
User avatar
FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

flare wrote:I think turrets can see cloaked stuff.
not possible, aside from a cloaked unit's normal cloak radius.
User avatar
Fanger
Expand & Exterminate Developer
Posts: 1509
Joined: 22 Nov 2005, 22:58

Post by Fanger »

cloaked units will decloak, if they do one of several things, any attempts to build/reclaim, any attempt to attack, a general lack of energy will cause them to reappear even if the energy loss is only for a short time they wills till be seen and have such little health thatmost stuff kills them in one shot. They have a decloak radius of 190 and any unit that moves into that radius will decloak the spider, this radius forms a cylinder that goes upward so any air unit overflying the spider will decloak it...
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

Any way to reduce the lag on saturation artillery? I built 5 of them and although the enemy base got completely owned in the ass, it wasnt as pretty with 5fps.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

video lag or net lag? I am not sure which you are talking about. I use artillery a lot care to expand that thought?

Also, got any artillery strats to share?
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

krogothe wrote:Any way to reduce the lag on saturation artillery? I built 5 of them and although the enemy base got completely owned in the ass, it wasnt as pretty with 5fps.
that's video lag dude, I've never experienced any trouble with them.
Andreask
Posts: 282
Joined: 16 Dec 2005, 21:08

Post by Andreask »

Yes, i had a game on CASTLES today, and to the end of the game the sky was filled with sat .arty shells, yet i had my happy 50 frames as always.

The fireworks on the other base were a blazing blast. These scripted explosions are sheer awesomeness.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

http://www.fileuniverse.com/?p=showitem&ID=3077
This is a replay from last night.

Things the other guy did wrong:
1: Tried to con spam
2: built too many energy facilities
3: teched too fast.
4: got distracted by my diversionary forces in the south.

Feel free to post any instructional replays. Also feel free to discuss this one.
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

Andreask wrote:Yes, i had a game on CASTLES today, and to the end of the game the sky was filled with sat .arty shells, yet i had my happy 50 frames as always.

The fireworks on the other base were a blazing blast. These scripted explosions are sheer awesomeness.
It was graphics lag, we were in the same FFA game, remember? I killed the 3 of you :D
I think the explosions look really nice, but maybe its just my FX5600 screwing me over!
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

can one of you post a link to the replay?
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

cool, I'ma get some popcorn
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

Its not really instructional though, its sheep to the slaughter ^_^
And i made glaring mistakes like dying to air repeatedly when attacking and letting a flame bot thru
User avatar
Fanger
Expand & Exterminate Developer
Posts: 1509
Joined: 22 Nov 2005, 22:58

Post by Fanger »

So for those of you wondering about the NI side... I have taken the time to start working on some preliminary units..

Image
Andreask
Posts: 282
Joined: 16 Dec 2005, 21:08

Post by Andreask »

krogothe wrote:Its not really instructional though, its sheep to the slaughter ^_^
And i made glaring mistakes like dying to air repeatedly when attacking and letting a flame bot thru
Pah.

You were GD and all other were URC, and that on a flat map.

Somebody should have scout spammed you ! :<

:wink:
User avatar
Masse
Damned Developer
Posts: 979
Joined: 15 Sep 2004, 18:56

Post by Masse »

i really like the look of NI... but id really want u to UV em all some day

oh and i dont like the way the HEAVY tanks turn faster than they do move forward... it looks stupid :P
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Post by knorke »

At first the replay on Castles wouldnt work but then
renamed the modfile from "Expand&Exterminate v0.152.sd7" to "Expand_Exterminate v0.152.sd7" and Tada!
Locked

Return to “Game Releases”