Page 6 of 64
Posted: 18 Dec 2007, 18:51
by KDR_11k
Raider sounds like high speed, low combat ability to me.
Posted: 18 Dec 2007, 19:29
by pintle
Assualt definitely implies the ability to absorb fire while attacking head on, and a raider wouldn't be very effective at hit and run if it couldnt deal damage quickly.
Look at battlefield games, which class gets extra armour? The assualt.
Posted: 18 Dec 2007, 20:36
by Pxtl
To me, "assault" implies frontal attack. However it accomplishes this is up to the modder. All I know is that, when I see "assault" unit, I think "build oodles of this thing and rush them en-masse into the enemy front-line". Whether it achieves that by armour, speed, or some sort of special anti-defense damage-tweak, I don't care.
Posted: 18 Dec 2007, 21:33
by zwzsg
Pxtl wrote:... or some sort of special anti-defense damage-tweak, I don't care.
The fast auto heals means you can't just build oodle of them and rush en masse, but have to micro them to dance back and forth.
So it's not assault but skirmish.
Posted: 19 Dec 2007, 00:34
by Argh
Yes, and I'm playtesting just lowering the amount of autoheal a bit, to make them a bit less ruthless. I think I have it about right now, I'll probably be posting the next version tonight or early tomorrow, now that everything else aside from whatever's going on with Killed() is resolved...
Posted: 19 Dec 2007, 02:26
by GrOuNd_ZeRo
I liked the concept! well thought out.
The explosions are awesome...now my question is can I barrow the explosions to base my own explosions on?
Posted: 19 Dec 2007, 06:26
by Fanger
I dunno they are prolly GPL'd for epic failure... Id suggest treading carefully in that department..
Posted: 19 Dec 2007, 06:31
by Pxtl
Fanger wrote:I dunno they are prolly GPL'd for epic failure... Id suggest treading carefully in that department..
Yay, license flamebait! That's exactly what this thread needs.
Actually, I think Aargh said he wouldn't talk about licensing until it was done.
Posted: 19 Dec 2007, 06:32
by quantum
GPL > "They are all mine!"

Posted: 19 Dec 2007, 06:56
by clumsy_culhane
so how long till CA takes P.U.R.E's effects
CA already has som CEGtags :D
Posted: 19 Dec 2007, 13:32
by GrOuNd_ZeRo
I could probably figure it out my self how to make a similar effect but y'know what, i'm lazy, I like some help now and then.
Posted: 19 Dec 2007, 20:18
by Argh
Beta 0.52 released. Beta 0.51 has been taken down. Please see first post in thread to download.
Changelog:
1. Substantial nerf on Assault Shell- damage, FlankingBonus, Autoheal dropped. Still quite dangerous during early game, if players do not defend themselves with Shells or Tanks, but less dominant.
2. Various small tweaks to scripts, including a new randomized explosion system, which when Killed() issues are resolved should result in greatly improved performance of game.
3. Hitpoints on Guncraft and Bomber buffed (these were not buffed to make up for lack of FlankingBonus before this revision, now are back to previous balance). Going Air is now quite acceptable as an alternative to merely staying on the ground.
4. Bomber uses new custom settings, drops 10 bombs every run, with wide scattering. Fairly substantial increase in performance overall, should be lethal enough to be useful against entrenched defenses.
5. Resolution of several small bugs and inconsistencies (for example, Overmind Commander listed hover=1, legacy of early builds), etc.
6. Now uses the new mod format, listing version and other information in Modinfo.tdf.
7. Corpses now reflect damage dealt, should result in some performance improvement and leave the battlefields slightly less littered with corpses.
8. All explosions are now limited to air LOS- players can no longer tell where combat is occurring by randomly scrolling around the map.
9. All Shells have walking sounds, limited to air LOS.
10. Overmind Commander has reworked walk-cycle.
Lastly, all contents of P.U.R.E. are (C) Wolfe Games, per the License.
Posted: 19 Dec 2007, 20:59
by Argh
Posted: 19 Dec 2007, 21:35
by clericvash
Looks pretty dam impressive, well done dude!
Posted: 19 Dec 2007, 21:52
by kiki
I like this mod, and the buildings fromthe sky are amazing, nice effects, perfect etc.
EXCEPT!!!!!
I am sorry to say this but I hate ur 4-legged walkers. The scheme does not work well. Try a new anim, or a new configuration. There is a reason you do not see this in nature.
BUT
This mod is really nice, GREAT effects, building concepts, factory styles and just about everything else.
Posted: 19 Dec 2007, 22:28
by Pendrokar
lbctech wrote:
I am sorry to say this but I hate ur 4-legged walkers. The scheme does not work well. Try a new anim, or a new configuration. There is a reason you do not see this in nature.
The best is to get Zpock1 to do it -
http://www.youtube.com/watch?v=8b5jtx-q ... re=related
-
http://www.youtube.com/watch?v=vaJQIdOaZa4 
Posted: 20 Dec 2007, 02:36
by kiki
I have seen that, zpock really has the skillz. No offense argh, I really respect you, probably more than all the other modders, but give the walkers to zpock plx.
Posted: 20 Dec 2007, 02:38
by Decimator
In that video, I noticed a sound issue. The stomp sounds clip off when they end. It's easy to fix, just fade out the silence at the end.
Edit: Both videos that Pendrokar posted, actually.
Posted: 20 Dec 2007, 02:39
by Zoombie
I've fiddled with this in the SVN thingy and got all the neato effects working and must say, I am impressed.
I like the explosions...but the buildings need a more of a FOOSH BOOM noise for when they land. Like in Dawn of War.
Cause that'd be cool.
Now, I can't wait for the next Spring release so more people will play this and I might actually be able to fight and lose against some real players.
Posted: 20 Dec 2007, 02:43
by rattle
Where are the team color indicators!