Expand and Exterminate version 0.163 Released - Page 19

Expand and Exterminate version 0.163 Released

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Malphas
Posts: 23
Joined: 18 Apr 2006, 03:23

Post by Malphas »

Andreask wrote:That is very right, needy.

I wonder if we could live without any subs at all, so that ship to ship fight might actually be vaiable.
The things with the subs is, that they are not only formidable ship killers, and have no distinct predator, but they can also kill the harbour, thus fullfilling every water role in one unit, except from transport and shore cleaning.

Remove the subs and water is as much fun as the land battles.
Arg! I hate them subs. Always fragging my shipyard when I'm not looking...
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

Ok that was a hurrendously long post. Like smoth stated focus on one thing at a time (as im about to do now, maybe).
Guffrus wrote: If air is only supposed to function as a helicopter, as fire support for tanks then i would suggest removing the bombers and the AA aircraft and making the aircraft reletively slow, though obviously they would still be much more capable of rapid deployment than the ground units by simple virtue that they are uninhibited by terrain.

they should prioritise air targets and be able to fire vs air and ground. this would give you support only for ground units and those units would be the counter to the other airforce, it would be more a case of numbers than type.

...

Also regarding the airforce, if you down play the air side so that it is just a support to the ground then you could reduce the hps on the aircraft or whatever needs doing and make them defeatable by standard units removing the need for a specialist AA defence for something that isnt supposed to be attacking on its own anyway.

Or you could you could retain the AA as a base building to stop air attacks on the buildings and limit them to attacking ground units.
That would have the effect of making air the primary choice for skirmish and general purpose (dependant ofcourse on the economic cost for such aircraft) and make ground units the only choice for attacking a base. (or a ground assault would have to at least take out the AA and open the door for the air strike.)

I much prefer the idea of the elimination of AA completely along with the bomber and AA aircraft and having standard units killing aircraft OR the expantion of the air idea and having AA set up in such a way as to allow bombers to attack past ground defences and only be stopped by airborne AA (stopped before dealing damage, the AA ground should kill the bombers slowly over time from long range with a large build footprint / cost or something to stop them being spammed) ground attack vtols would be unable to attack the bases as the long range AA would take them out before they got close due to thier low hps. (they have high hps atm, but that could be adjusted.)

Im told that aircraft are supposed to use speed to attack undefended positions, but as things are currently its far more likely that you would find a factory with an AA defence but no ground defence than the opposite.

i think the spider should have a radar rather than the ability to lay mines, perhaps a built one like the GD, but i was thinking more of a radar fitted to the actual spider like the GD radar tank.

...
K first things first. Just because Fang says something, doesn't mean that its an absolute. He is aiming for certain things and he doesn't always get there mainly due to the engine. Also u start a lot of your posts with "I ..." so a lot of us take this as someone who wants the mod to fit this or that playstyle that he/she has.

Secondly plz stop using the Marines (or any real life military) as an example for aircraft setup. IRL the marines have more than just helos (and its the cobra not the apache). They have a normal set of aircraft that can do all the duties that air does. What if your enemy keeps hit-and-running with his ground attack aircraft towards and away from ur stuff target. Though your ground units are capable of hitting air they can't chase em over a mountain or into the sea. Having dedicated anti air is quite useful so lets just leave it alone.

Bombers are quite good now, with better speed and less flying in circles around their target they are quite effective. Still u can't exepct them to plow through a well defended base and survive. It doesn't make sense, in real life or in a game where aircraft aren't the PWN like they are in AA/XTA/OTA.


Finally about the whole Spider thing having radar. The Shadow (lvl 1 ECM bot, in the build menu its is second pic down in left column first page) has radar... and jamming so u should build that if u want radar. The spider is stealthed, cloaked and has medium high LOS so its more of a spy. that doesn't mean u shouldn't add em to an attack force. Oh the contrary u should as they increase los and can reclaim wrecks.
Andreask
Posts: 282
Joined: 16 Dec 2005, 21:08

Post by Andreask »

Malphas wrote:
Andreask wrote:That is very right, needy.

I wonder if we could live without any subs at all, so that ship to ship fight might actually be vaiable.
The things with the subs is, that they are not only formidable ship killers, and have no distinct predator, but they can also kill the harbour, thus fullfilling every water role in one unit, except from transport and shore cleaning.

Remove the subs and water is as much fun as the land battles.
Arg! I hate them subs. Always fragging my shipyard when I'm not looking...
Nah, they kill every water unit right now.

But that is about to change, shifting the econ more in favour of the ships, at a 3:2 ratio in ships vs subs, that should help a little.

I doubt it will solve the problem thouigh.
Andreask
Posts: 282
Joined: 16 Dec 2005, 21:08

Post by Andreask »

*ähm*

Woot woot!

EE 0.16 is out!

Grab it while its hot! Link on first page.

or here:

http://www.fileuniverse.com/?p=showitem&ID=3527
Malphas
Posts: 23
Joined: 18 Apr 2006, 03:23

Post by Malphas »

Fang added shield mechs! But I dont know what builds em =(.
raikitsune
Posts: 241
Joined: 09 Aug 2005, 15:41

Post by raikitsune »

crikey! thanks for the release guys EE is one of my favourite mods!
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Drone_Fragger
Posts: 1341
Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

Wootcannon! fire!
raikitsune
Posts: 241
Joined: 09 Aug 2005, 15:41

Post by raikitsune »

Malphas wrote:Fang added shield mechs! But I dont know what builds em =(.
:? i don't see no shield mech.
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Drone_Fragger
Posts: 1341
Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

Indeed.

In fact, If you hadn't told everyone the changelog, IU wouldn't of known it was a new version.
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Aun
Posts: 788
Joined: 31 Aug 2005, 13:00

Post by Aun »

raikitsune wrote:
Malphas wrote:Fang added shield mechs! But I dont know what builds em =(.
:? i don't see no shield mech.
It isn't in the changelog and i didn't see it when skimming through the unit list...
Malphas
Posts: 23
Joined: 18 Apr 2006, 03:23

Post by Malphas »

Aun wrote:
raikitsune wrote:
Malphas wrote:Fang added shield mechs! But I dont know what builds em =(.
:? i don't see no shield mech.
It isn't in the changelog and i didn't see it when skimming through the unit list...
start a game and do .cheat and .give all. You'll see it there.
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Fanger
Expand & Exterminate Developer
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Joined: 22 Nov 2005, 22:58

Post by Fanger »

There was a shield unit however it is not buildable nor useful...
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

bah @ .give all
What is the unit name?
raikitsune
Posts: 241
Joined: 09 Aug 2005, 15:41

Post by raikitsune »

FizWizz wrote:bah @ .give all
What is the unit name?
its called shelter but the unit name itself i'm not sure of. also whats the F.N.U. O_o?
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

this is the reason http://taspring.clan-sy.com/phpbb/viewtopic.php?t=5539

it was also discussed in this thread
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Shadowsage
Posts: 73
Joined: 01 Dec 2005, 05:50

Post by Shadowsage »

woot for EE! its just as good as AA, pound for pound! :lol:

well, almost anyway.

But seriously, great mod, love it and keep up the fantastic work!
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Drone_Fragger
Posts: 1341
Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

Oh yes, Fang, After .giving an NI commander, I found that the NI tech 2 units look like crap :/ I hate to say that, but they do.
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

wow so helpful drone.

hey did u maybe stop and think that...

THEY AREN'T DONE!!!

Plz for gods sake think before u type...
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Drone_Fragger
Posts: 1341
Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

Yes I know that, it just saves him the effort of redoing them all after everyone says they look like shit. However, Thats just my opinion.
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

again its ur opinion and i don't mean to be harsh but fang cares little for anyones opinion, esp someone who posts like that.
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