The Lost Legacy v1.04 (13 dec 2005) - Page 8

The Lost Legacy v1.04 (13 dec 2005)

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Isaactoo
Posts: 124
Joined: 08 Dec 2004, 21:53

Post by Isaactoo »

Alantai Firestar wrote:Maybe a scouting unti should take a different approach, remember how core pyros and arm zeus' fill a niche int eh lvl 2 kbots without using the sme weapons and strategies, having 2 completely different weapons. Why can we not use a totally different style for TLL or a new unit with its own specialised approach other than simpyl getting a small kbot and giving it cloaking ability.
Maybe a unit that deals little damage but pushes units around and into eachother, you couldn't exactly storm a base with just these, but it would definitely be different.

Also, did anyone ever try to make a mine that left a rather large, passable, invisible, burning feature? That would be interesting.
I tried to make an implosion with a negative impulsefactor, but it just treated it as positive...
Andreask
Posts: 282
Joined: 16 Dec 2005, 21:08

Post by Andreask »

Arm has the Zeus. Core has the Pyro. TLL should have the Claw.

The Claw would be a high hp melee k-bot, using claws to tear enemies up.
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BlackDawnBR
Posts: 33
Joined: 07 Dec 2005, 14:28

Post by BlackDawnBR »

TLL Had the Eldar but M3G didnt relese it for the new TLL 1.1 version. I think someone will have to take it from the 1.0 version and add on to the 1.1

Another think that could be made and placed in the space of the Flame Thrower Kbot for the TLL is a unit with some acid sprawy using the GasBags animation or a Stream Lazer that fires very fast with small damage.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

an acid like weapon sounds good, lasers dont tho..

An alternative would be needed so ti didnt look like another laser, or just a strange looking bullet, perhaps just a spray of semitransparent projectiles that produce white smoke on impact, with the same sort of area effect as the pyros.
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BlackDawnBR
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Joined: 07 Dec 2005, 14:28

Post by BlackDawnBR »

The Acid spray could have a slightly larger area then the flamethrower and the same damage. Only diference is that i would have to use a 3DO model of a green bubble since there isnt any animations for it on the game.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Unless you tried to use a two stage weapon where a globule is fired, and then that hits the unit and sprays lots of smaller but weaker projectiles, how you'd create a 2 stage weapon I dunno, but it can be done.
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clericvash
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Joined: 05 Oct 2004, 01:05

Post by clericvash »

Played a game today on speed metal for some reason heavy laser towers when built there health just kept going down and dying for no reason...bug?
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

what heavy laser towers exactly?
IMSabbel
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Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

seems to be a bug on speed metal in general.

FF also has many buildings using health on that map
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Min3mat
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Joined: 17 Nov 2004, 20:19

asd

Post by Min3mat »

its speedy metal tbh let the noobs suffer!
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FizWizz
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Joined: 17 Aug 2005, 11:42

Post by FizWizz »

IMSabbel wrote:seems to be a bug on speed metal in general.

FF also has many buildings using health on that map
test this out on lava maps, if the bug is what I think it is (water damage on floating buildings), then it is something I've already brought up.
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

As beamlasers are now way better controllable then a lot of spring versions back. I am considering starting to work on this again.

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So any futher suggestions would be awesome.
colorblind
Spring Developer
Posts: 374
Joined: 14 Mar 2005, 12:32

Post by colorblind »

How about integrating it into XTA 6.x?
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

i would really like to see some work on this. i really like the TLL but no one ever plays (though as i type im preping for a game right now). also New Orbital Cannon is sweet!!!!





Edit: Damn the guy had his firewall up!!! gah!
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Nemo
Spring 1944 Developer
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Joined: 30 Jan 2005, 19:44

Post by Nemo »

You should make the beam as wide as the engine will allow - how cool would it be to see units completely inside the beam before getting vaporized?
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Candleman
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Joined: 08 Sep 2005, 07:30

Post by Candleman »

Nemo wrote:How cool would it be to see units completely inside the beam before getting vaporized?
Really. Really cool.
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Nemo
Spring 1944 Developer
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Joined: 30 Jan 2005, 19:44

Post by Nemo »

Well, little did I know that the engine doesn't have a limit for beam thickness. 250 seems to work pretty well though. Might want to knock it down to 150-200 for a more solid looking beam (since intensity does max out).

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My apologies, my computer sucks. But you get the idea <_<
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SinbadEV
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Post by SinbadEV »

you gotta be a little careful with the thickness... too think and you start noticing that it's flat.
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Zoombie
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Post by Zoombie »

Best beam from the sky...ever!
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MrSpontaneous
Posts: 242
Joined: 09 Sep 2005, 22:39

Post by MrSpontaneous »

FYI, the level three energy weapon, think its called a fryer? one of its secondary zap guns does not fire, or it fires from the other gun.
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