Expand and Exterminate version 0.42 - Page 9

Expand and Exterminate version 0.42

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Elcoo
Posts: 8
Joined: 05 Dec 2007, 17:21

Re: Expand and Exterminate version 0.42

Post by Elcoo »

Hmm, I can't get this "Derzhavinskoye" running. I deploy it, press the attack button and it's cannons point at the target but it doesn't shoot. I tried high/low traj and actually had enough energy and metal (I think? 20K metal, 100K energie?^^) Is there anything special to do with that tank to get it shooting?
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Fanger
Expand & Exterminate Developer
Posts: 1509
Joined: 22 Nov 2005, 22:58

Re: Expand and Exterminate version 0.42

Post by Fanger »

You need to have 20,000 energy available. So make sure you have 20,000+ energy storage before you try and fire it.

As for the Icon Idea, that wont work because if I make the letters a specific color they will be nulified ingame when someone chooses a certain teamcolor.
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BlueTemplar
Posts: 314
Joined: 28 Oct 2007, 22:37

Re: Expand and Exterminate version 0.42

Post by BlueTemplar »

I wasn't asking about a specific color, but rather a shape (and you're not forced to use letters). An icon in an icon if you want - the first for the tech level (and you can already see it via icon size), the second for the function.
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knorke
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Joined: 22 Feb 2006, 01:02

Re: Expand and Exterminate version 0.42

Post by knorke »

the size of the units is done on purpose it is not being changed.. Id suggest using a different camera mode but I dont think you will.
I think you mean a flat angeled view like:
Image
(from the wiki) ?

Problem with that is, while it somewhat works in this screenshot, in a normal game it woudlnt for several reasons:
-larger army, not all units would be so close to the camera, some would be more towards the horizont.
-if enemies came from behind, you have to rotate the camera.
-on maps with hills, the camera gets confused.
-I think, those are older units, that were bigger.

please post a screenshot as suggestion.
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Decimator
Posts: 1118
Joined: 24 Jul 2005, 04:15

Re: Expand and Exterminate version 0.42

Post by Decimator »

Fang uses rotatable overhead view. I use a slightly more angled normal overhead view when i really want to see what's going on. More often though, I just don't worry about it and simply know what's in my force and only zoom in when I need to micromanage something. I am a macromanagement player though.
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BlueTemplar
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Re: Expand and Exterminate version 0.42

Post by BlueTemplar »

Maybe if the "Total War" camera was easier to rotate (via keyboard compared to the top of the screen which can easily mess up the gameplay) we would use it more often... The free rotating camera is too complicated to use (suggestion: make a camera like in homeworld: hold right click (maybe middle click?) & move mouse to rotate), and the fps camera is only good for replays.
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overkill
Posts: 500
Joined: 02 Sep 2006, 01:15

Re: Expand and Exterminate version 0.42

Post by overkill »

I do the same as Deci.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Expand and Exterminate version 0.42

Post by smoth »

BlueTemplar wrote:the fps camera is only good for replays.
bullshit, I only use fps cam.
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Expand and Exterminate version 0.42

Post by lurker »

"hold right click (maybe middle click?) & move mouse to rotate"
Isn't that exactly what the rotatable overhead cameral is?
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BrainDamage
Lobby Developer
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Re: Expand and Exterminate version 0.42

Post by BrainDamage »

lurker wrote:"hold right click (maybe middle click?) & move mouse to rotate"
Isn't that exactly what the rotatable overhead camera is?
can be interpreted in 2 ways, one is rotable overhead as you mentioned as in a small dot where you sphere map coordinates, the other would be to have such sphere diamater to be big as the map (and centred on it) and then you move your camera by panning vertical angle or horizontal, zoom changes size of sphere and minimap mid click changes where the centre of the mass of the sphere lies in map

(ps: for a good example of this try the game scorched3d and see how much intuitive is)
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BlueTemplar
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Joined: 28 Oct 2007, 22:37

Re: Expand and Exterminate version 0.42

Post by BlueTemplar »

Hmm, I checked, and in fact that's not why I'm not using the rotating overhead camera - it's because instead of zooming, the scrollwheel changes your height! That really annoys me...
BTW a "focus" function would be very nice.

Smoth, some tips on how to best use the FPS camera? For instance, how do you move fast from place to place on the map: by middleclicking on the minimap?
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smoth
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Re: Expand and Exterminate version 0.42

Post by smoth »

shift + forward.

bear in mind I can just look up and see the whole map.
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BlueTemplar
Posts: 314
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Re: Expand and Exterminate version 0.42

Post by BlueTemplar »

Hmm, I'll try it... maybe on a more powerful PC that I have now though...
SpikedHelmet
MC: Legacy & Spring 1944 Developer
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Re: Expand and Exterminate version 0.42

Post by SpikedHelmet »

I think it's important to mention that smoth sucks at playing.

hehheheh.
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KDR_11k
Game Developer
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Re: Expand and Exterminate version 0.42

Post by KDR_11k »

smoth wrote:
BlueTemplar wrote:the fps camera is only good for replays.
bullshit, I only use fps cam.
Yes but you only play Zen Base :P.
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[XIII]Roxas
Posts: 182
Joined: 20 Jun 2007, 23:44

Re: Expand and Exterminate version 0.42

Post by [XIII]Roxas »

Standard OTA view, for me.
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kiki
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Joined: 05 Nov 2007, 03:06

Re: Expand and Exterminate version 0.42

Post by kiki »

ya, ota view for me too, but i am getting good at fps view for replays.

The trick is to go into middle click mode (i dont know what to call it), and use shift to move at a decent pace.
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Fanger
Expand & Exterminate Developer
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Joined: 22 Nov 2005, 22:58

Re: Expand and Exterminate version 0.42

Post by Fanger »

If I were to ask people to make a list of units they thought were either redundent, did not serve a useful purpose, or generally never get built.. what would you guys throw out there..?
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Neddie
Community Lead
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Re: Expand and Exterminate version 0.42

Post by Neddie »

Well...

I'm only prepared to give input on URC, but in a way most of the units feel redundant. From tech level to level you have similar weaponry and a similar role. The only aberrations seem to be Strategic Bombers, Epic Units, Saturation Artillery, and the cloaking URC Flamer Bot at T3.

If each higher level of unit was more... specialized, and had some level original content aside from chassis design... that could help a lot.
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KDR_11k
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Re: Expand and Exterminate version 0.42

Post by KDR_11k »

I thought a bit about it and found that one thing EE is missing is the option to get faster units. Currently it seems like T1 is slow and T2/3 are slower. Generally the more a unit costs the slower it is. I think it might be an idea to have some units be faster instead of more heavily armored. E.g. Gundam has PGMs, Zaku Rs and Doms that cost a lot but instead of being super heavy units just move pretty damn fast. If you feel a unit is redundant it might be worth it to change the role into a fast raider unit.

OTOH I don't really know which units are redundant but that may be in part because I don't even notice they exist. There do seem to be a crapload of niche units with only small differences to standard units (e.g. the GD amphib tanks) though.
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