Expand and Exterminate version 0.163 Released

Expand and Exterminate version 0.163 Released

All game release threads should be posted here

Moderator: Moderators

Post Reply
User avatar
Fanger
Expand & Exterminate Developer
Posts: 1509
Joined: 22 Nov 2005, 22:58

Expand and Exterminate version 0.163 Released

Post by Fanger »

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..
Last edited by Fanger on 02 Aug 2006, 04:45, edited 8 times in total.
User avatar
Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

nice!
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

You could've edited the other thread to read 0.157 and bumped it...
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

SpikedHelmet wrote:You could've edited the other thread to read 0.157 and bumped it...
Yeah brainmaster except that he didnt make the other thread so he cant edit it!

<3 bombers <3
Monkwarrior
Posts: 43
Joined: 12 Aug 2005, 08:24

Post by Monkwarrior »

Great work, will try this one today :-)
Andreask
Posts: 282
Joined: 16 Dec 2005, 21:08

Post by Andreask »

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. :shock:

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.
User avatar
Aun
Posts: 788
Joined: 31 Aug 2005, 13:00

Post by Aun »

Andreask wrote:edit: I just tried the new NI sutff. :shock:

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.
Hurry up and finish them. =P
User avatar
Soulless1
Posts: 444
Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

Andreask wrote: edit: I just tried the new NI sutff. :shock:

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... :-)
User avatar
Fanger
Expand & Exterminate Developer
Posts: 1509
Joined: 22 Nov 2005, 22:58

Post by Fanger »

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

Post by Andreask »

Go option 3 then.

Make it fast firing and cycle through all the colours provided, this generating a neat laser-show.
Egarwaen
Posts: 1207
Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

I think laser-based AA would be a nifty change.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

option 4

that would look fcking awesome
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

Option 4 with a twist, make it an innacurate laser machinegun, making it AOE-ish like all AA weapons, not too similar to GD's laser and a hell of a lot cooler. Think the AA (mod) razorback (?) mech with the laser machineguns, only faster firing, longer ranged and blue.
User avatar
FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

Option 4, but with beam lasers that let off a super-quick 4-6 shot burst before they have to recharge the capacitors 8)
User avatar
Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

Beamlasers don't use burst, bursttime, or sprayangle tags. Among others, I imagine.

This is annoying because they're the only type of weapon that will hit small units consistantly, and without burst tags, I can't use them for machineguns <_<
User avatar
Aun
Posts: 788
Joined: 31 Aug 2005, 13:00

Post by Aun »

Option 4, but put a lot of independently targetting lasers on each aa weapon and make them low damage. =)
User avatar
Soulless1
Posts: 444
Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

^ that please :-)

if you're ever going to put anti-superweapon (nukes etc) stuff into the mod, lasers would also be cool for the NI's version of that 8)
User avatar
Fanger
Expand & Exterminate Developer
Posts: 1509
Joined: 22 Nov 2005, 22:58

Post by Fanger »

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...
User avatar
Drone_Fragger
Posts: 1341
Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

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...
Yes. And also, why do Geos make Energy and metal in a world lakcing metal makers?
User avatar
Soulless1
Posts: 444
Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

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...
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...

so you could have ICBM-destroying lasers, a deflector that protects from plasma artillery shots etc etc
Post Reply

Return to “Game Releases”