Expand and Exterminate version 0.163 Released - Page 27

Expand and Exterminate version 0.163 Released

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Aun
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Joined: 31 Aug 2005, 13:00

Post by Aun »

Forboding Angel wrote:
Drone_Fragger wrote:The error that Caydr isn't Fang? I bet they are, really. Its caydr, On a proxy, with a differant attitude. In an attempt to make his own mod unplayed.
Not possible I have talked to both of them on TS and they sound nothing alike.
QFT

I think the tidal gens look fine, but a footprint increase or a decrease in the size of the blades would probably fix it.
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smoth
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Post by smoth »

KlavoHunter wrote:I believe Caydr will have to release a patch or a new version of the mod, as the Level 1 URC mortar bot still fires on the move.
Wow, disrespect!
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Zoombie
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Post by Zoombie »

Wow. I can't belive I read that and DIDN'T notice that he called Fang Cyder.
KlavoHunter
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Post by KlavoHunter »

Forboding Angel wrote:
Drone_Fragger wrote:The error that Caydr isn't Fang? I bet they are, really. Its caydr, On a proxy, with a differant attitude. In an attempt to make his own mod unplayed.
Not possible I have talked to both of them on TS and they sound nothing alike.

Klavo... In Normal EE mortor bots are supposed to fire while moving.
Oh. I thought he wanted to turn that off for Normal AND Epic.

Regardless, in Epic, the mortar bots fire on the move.
smoth wrote:Wow, disrespect!
Because if Fanger can't fix it on his first try, it's time to call in outside help. :lol:
esteroth12
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Joined: 18 May 2006, 21:19

Post by esteroth12 »

KlavoHunter wrote:
smoth wrote:Wow, disrespect!
Because if Fanger can't fix it on his first try, it's time to call in outside help. :lol:
:lol:

also, just posting here something I said ingame: the smoke emitted from the flak cannons (GD) is rather large... maybe it should be toned down a bit? (not too much) and definately for EE Epic, but this isnt that thread ;)
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Zoombie
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Post by Zoombie »

I actually like huge clouds of flack. I think its mostly a taste issue, unless it gets to a 'game stopping' point. And in that case you either need a new computer, or less flack cannons.
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Dragon45
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Post by Dragon45 »

Yeah, Caydr really needs to buff up URC mortar bot!


:roll:
KlavoHunter
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Post by KlavoHunter »

Dragon45 wrote:Yeah, Caydr really needs to buff up URC mortar bot!


:roll:
Damn straight! :lol:
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smoth
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Post by smoth »

KlavoHunter wrote:Because if Fanger can't fix it on his first try, it's time to call in outside help. :lol:
Image
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BvDorp
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Post by BvDorp »

jcnossen and me have played this mod a lot the last few days. It rocks! The gameplay is much faster, and the tech tree is much clearer than any other mod. Congrats!
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Drone_Fragger
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Post by Drone_Fragger »

heh, Epic is the best.
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Decimator
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Post by Decimator »

Epic is for the people who like slower, more strategic gameplay, while normal is good for the people that just want their explosiony goodness. :)
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

The only thing in epic that bugs the living crap outta me is the unit speeds. I know it's relative, but's it's a bit too slow imo.
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Decimator
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Post by Decimator »

Well, the problem with Epic is that the game slows way down if you let the wrong person in your game. At full game speed the units aren't terribly slow, but at half game speed....

We should stop hijacking the normal E&E thread. :P
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Zpock
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Post by Zpock »

A blatant attempt to go on topic:

I have recently started to believe that E&E features the most perfect resource system ever. What I have realised is that the moho metal extractors in EE are actually metal makers in disguise, since they cost a lot of energy to run. This is the most brilliant thing since it lets you have something in between a metal maker economy and one that is withouth, essentially one were you can build metal makers, but limited by the amount of metal patches. I always thought that not having metal makers is a really great idea, but this does make it even better.

The result is that the economy levels out and stabilizes on both sides and large epic battles happen.
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Johns_Volition
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Post by Johns_Volition »

Zpock wrote:A blatant attempt to go on topic:

....What I have realised is that the moho metal extractors in EE are actually metal makers in disguise....
You are talking about AA here right? Because there is no moho metal maker (or any metal maker) in EE afaik.
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Aun
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Post by Aun »

Johns_Volition wrote:
Zpock wrote:A blatant attempt to go on topic:

....What I have realised is that the moho metal extractors in EE are actually metal makers in disguise....
You are talking about AA here right? Because there is no moho metal maker (or any metal maker) in EE afaik.
He means the lvl2 mexes are like metal makers because they take a massive amount of energy to run, but are limited by the number of metal patches.

Other mods have done this before, go check the OTA Moho mexes.
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Fanger
Expand & Exterminate Developer
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Post by Fanger »

I think you mean the XTA mohos Aun, reg OTA CC mohos gave about 3x the output for not very much more energy consumption of reg mexs
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Drone_Fragger
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Post by Drone_Fragger »

indeed. EE mexxes just maxe your energy bar bounce around like crazy for no good reason.
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Fanger
Expand & Exterminate Developer
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Post by Fanger »

Then dont build em.. Im not forcing you to..
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