Expand and Exterminate version 0.163 Released
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Expand and Exterminate version 0.163 Released
Expand and Exterminate version 0.163 is out now changes are as follows..
Version 0.163 Changelog:
-AA weapons slowed down to a less laggy attack rate
-AA weapons range increased slightly to compensate for rate of fire loss
-lvl 1 flak turret decreased in cost
-lvl 2 SAM turret increased in HP and damage
-lvl 2 GD air attack helicopter increased in HP
-lvl 1 GD "scout" helicopter damage increased
-URC Flamethrower range increased
-URC Cannon mech rate of fire increased
-lvl 2/3 cannon mech HP increased
-Minelayer cost halved, stealth added, speed increased, buildspeed increased
-scout spider mine replaced with a less powerful mine
-GD light tank dps increased slightly
-GD scout tank dps increased slightly
-GD command tank and light tank build cost equalized
-ship torpedoes target all amphibious units and submarines
-submarines speed reduced
-recon pole added to all sides for detecting stealth/cloaked units
-Construction units halved in cost across the board
-URC stealth unit detect radius increased slightly
Check it out at Smoth's FTP, (dont overtax it you bastards) link:
http://cs.selu.edu/~ssmith/BB/files/Exp ... v0.163.sd7
Also NI is still not in please understand that I have about 100 units to make for them and they are about 42% done, However if you would like to fiddle around with them, just .cheat and .give nicom
An Epic update will follow shortly and will contain these changes as well as additional Epic specific ones..
Version 0.163 Changelog:
-AA weapons slowed down to a less laggy attack rate
-AA weapons range increased slightly to compensate for rate of fire loss
-lvl 1 flak turret decreased in cost
-lvl 2 SAM turret increased in HP and damage
-lvl 2 GD air attack helicopter increased in HP
-lvl 1 GD "scout" helicopter damage increased
-URC Flamethrower range increased
-URC Cannon mech rate of fire increased
-lvl 2/3 cannon mech HP increased
-Minelayer cost halved, stealth added, speed increased, buildspeed increased
-scout spider mine replaced with a less powerful mine
-GD light tank dps increased slightly
-GD scout tank dps increased slightly
-GD command tank and light tank build cost equalized
-ship torpedoes target all amphibious units and submarines
-submarines speed reduced
-recon pole added to all sides for detecting stealth/cloaked units
-Construction units halved in cost across the board
-URC stealth unit detect radius increased slightly
Check it out at Smoth's FTP, (dont overtax it you bastards) link:
http://cs.selu.edu/~ssmith/BB/files/Exp ... v0.163.sd7
Also NI is still not in please understand that I have about 100 units to make for them and they are about 42% done, However if you would like to fiddle around with them, just .cheat and .give nicom
An Epic update will follow shortly and will contain these changes as well as additional Epic specific ones..
Last edited by Fanger on 02 Aug 2006, 04:45, edited 8 times in total.
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
Less balancing, more new content.
When balancing, there is always somebody who will be displeased.
With new content, i can at least have the pleasure of fiddeling around with new toys.
Also Fang, i hope you have not forgotton about my über-long post from the last thread, i just thought that you might draw some inspiration from it.
edit: I just tried the new NI sutff.
These Sonic Cannons are awesome.
But PLZ change the movement sound of the hover units, its some kind of robo-activate now, and its horrible.
When balancing, there is always somebody who will be displeased.
With new content, i can at least have the pleasure of fiddeling around with new toys.
Also Fang, i hope you have not forgotton about my über-long post from the last thread, i just thought that you might draw some inspiration from it.
edit: I just tried the new NI sutff.
These Sonic Cannons are awesome.
But PLZ change the movement sound of the hover units, its some kind of robo-activate now, and its horrible.
Yeah had a look too - I particularly like the way they use a hovering version of their land mex over the water - though I do wonder why you didn't just combine the two into a single type of hover-mex that can be built on either...still, its early days...Andreask wrote: edit: I just tried the new NI sutff.
These Sonic Cannons are awesome.
But PLZ change the movement sound of the hover units, its some kind of robo-activate now, and its horrible.
This may be the last purely balance patch.. I will try to start working on NI more. However note that when the next release shows up.. they are adding a lot of changes for energy shields.. if these can be set up the way I think Im definately adding them in. I will also add in Torpedo aircraft once they finally fix those..
Side question Im not sure what to do with NI's AA weapon from a visual standpoint.. My thoughts were
Option 1: missile weapon done just like URC's SAM units
Option 2: energy flak weapon using smoths new plasma projectiles
Option 3: energy missile, using smoths new plasma projectiles
Option 4: beam laser weapon like the GD laser tanks
Im not sure which option I should go with.. Im really more stuck between option 3/4 although I havent written off option 1/2 completely yet..
Side question Im not sure what to do with NI's AA weapon from a visual standpoint.. My thoughts were
Option 1: missile weapon done just like URC's SAM units
Option 2: energy flak weapon using smoths new plasma projectiles
Option 3: energy missile, using smoths new plasma projectiles
Option 4: beam laser weapon like the GD laser tanks
Im not sure which option I should go with.. Im really more stuck between option 3/4 although I havent written off option 1/2 completely yet..
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
actually I already know what NI will have a for a superweapon...
Meteor shower.. nuff said..
erp I missed the actual point my bad...
The reason their arent anti superweapons is because spring is very limited in its ability to dictate anti superweapon types if I want to give everyone an anti nuke weapon Id have to make all the superweapons nukes which I dont want to do.. with that Ive set up the superweapons to be fairly tame in terms of dmg and radius...
Meteor shower.. nuff said..
erp I missed the actual point my bad...
The reason their arent anti superweapons is because spring is very limited in its ability to dictate anti superweapon types if I want to give everyone an anti nuke weapon Id have to make all the superweapons nukes which I dont want to do.. with that Ive set up the superweapons to be fairly tame in terms of dmg and radius...
- Drone_Fragger
- Posts: 1341
- Joined: 04 Dec 2005, 15:49
Yes. And also, why do Geos make Energy and metal in a world lakcing metal makers?Fanger wrote:actually I already know what NI will have a for a superweapon...
Meteor shower.. nuff said..
erp I missed the actual point my bad...
The reason their arent anti superweapons is because spring is very limited in its ability to dictate anti superweapon types if I want to give everyone an anti nuke weapon Id have to make all the superweapons nukes which I dont want to do.. with that Ive set up the superweapons to be fairly tame in terms of dmg and radius...
aah right - you might want to check out the new shield stuff when it comes out though - I think there's a way to basically make it counter whichever weapon type you want...actually I'm not sure *how* customisable it's going to be at first, but its definately worth looking into...Fanger wrote: The reason their arent anti superweapons is because spring is very limited in its ability to dictate anti superweapon types if I want to give everyone an anti nuke weapon Id have to make all the superweapons nukes which I dont want to do.. with that Ive set up the superweapons to be fairly tame in terms of dmg and radius...
so you could have ICBM-destroying lasers, a deflector that protects from plasma artillery shots etc etc