P.U.R.E. 0.55
Moderators: Moderators, Content Developer
Re: P.U.R.E. 0.55
I've been having a lot of fun with this mod :D. Just one problem I noticed that is really cosmetic more than anything; build towers and airfactories with anything assisting them have some odd tendencies to deform terrain, like CA trenches and whatnot. I played AAI in .52 and the AI opponent was sending droves of craft from an airfactory in the clouds due to the odd glitch. Buildtowers go crazy with it too and I almost have to assign a builder to restore the terrain where they're working. IDK if you fixed it or not because I'm on .52 until today but I hadn't seen any posts or anything in the changelog. Besides that it's amazingly fun to toy around with :).
Re: P.U.R.E. 0.55
Um, are you using the latest SVN builds of Spring? I've never seen what you're describing...
Re: P.U.R.E. 0.55
ya, idk i'm gonna try .55 real quick and see if it still happens I just updated to the most recent SVN too soo I suppose it should be fine.
...yup i tried to get it to happen again and had no luck. probably an old SVN i suppose.
...yup i tried to get it to happen again and had no luck. probably an old SVN i suppose.
Re: P.U.R.E. 0.55
Cool, good to know this isn't happening all the time...
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
Re: P.U.R.E. 0.55
I appriciated Argh, I was a bit in a bad mood so don't mind me 
I have a pretty good idea on what to do now, I had some more time to familiarize myself with the new GFX system and I am getting things the way I wanted now...still so much to do! I am gradually replacing XTA content with my own...
I know what you mean with releasing a half done game, I feel the same way.
I will check out P.U.R.E. sometime soon, it looks real good.

I have a pretty good idea on what to do now, I had some more time to familiarize myself with the new GFX system and I am getting things the way I wanted now...still so much to do! I am gradually replacing XTA content with my own...
I know what you mean with releasing a half done game, I feel the same way.
I will check out P.U.R.E. sometime soon, it looks real good.
Re: P.U.R.E. 0.55
It was probably what Peet dubbed "lolpillars", a bug in SVN that I caused and fixed within about a day.
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Re: P.U.R.E. 0.55
Yay! It got textured!
The only complaint I've got is that it looks a bit like an Overlord unit painted green (especially with the panelling on the front of the track guards)
(For those wondering, that's a Resistance unit, hence why it looking a bit Overmindey is a bad thing)
The only complaint I've got is that it looks a bit like an Overlord unit painted green (especially with the panelling on the front of the track guards)
(For those wondering, that's a Resistance unit, hence why it looking a bit Overmindey is a bad thing)
Re: P.U.R.E. 0.55
Yeah, I'm still getting the style sorted out. It'll just take a minute before it starts coming together, just like with Overmind. I'm not terribly worried about it yet, just experimenting.
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Re: P.U.R.E. 0.55
Fair enough. Same thing with the model really. I see you fiddled with it a fair bit too.
Re: P.U.R.E. 0.55
Mainly just did stuff to save on texture space when setting up the map. Mirrored stuff wherever I could, cut down on complexity. didn't really mess with the main design or measurements at all on this one, it really felt pretty good to me, about what I was looking for.
I've been looking over the mecha and the crazy giant cannon of dewm, I think I'll do a mecha next... it'll be nice to give the Resistance something to fight with
I've been looking over the mecha and the crazy giant cannon of dewm, I think I'll do a mecha next... it'll be nice to give the Resistance something to fight with

- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Re: P.U.R.E. 0.55
Giant cannon? Are you talking about that artillery piece?Argh wrote:I've been looking over the mecha and the crazy giant cannon of dewm, I think I'll do a mecha next... it'll be nice to give the Resistance something to fight with
Re: P.U.R.E. 0.55
Yeah. Will be adding some larger stabilizers to it, to make 360 aiming a bit more plausible, among other little things, I think- I've just taken a quick peek at this point. I'm working on the uvmap for the com_mech right now, cleaning up some stuff to make it easier to work with, the way I like to skin. It will be a good first combat unit, as it's fairly general-purpose, like the Heavy Shell, although it'll function differently in terms of how it delivers damage.
I don't suppose you have some infantry lying about, that I could maybe use for stand-ins for early game balance work? For the light guys, I could probably just re-purpose some IG with different weapons and some changes to equipment, although the heavies are pretty much going to have to be a custom rig...
I don't suppose you have some infantry lying about, that I could maybe use for stand-ins for early game balance work? For the light guys, I could probably just re-purpose some IG with different weapons and some changes to equipment, although the heavies are pretty much going to have to be a custom rig...
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Re: P.U.R.E. 0.55
I've just sent you the Death Korps of Kreig infantry model. Think you can repurpose that? You'll probably have to remodel the head (Kreig wear gasmasks)
Re: P.U.R.E. 0.55
so it is conbot too, Commander? I am somewhat confused. I like the looks tho!
Re: P.U.R.E. 0.55
The unit pictured is a Resistance Engineering Team. It is not like a "commander" that you're used to, and will use LUA to do some specific things. That's all I'm saying for now.
Secondly, I have spent many hours playtesting 0.55 with DRB, and I'll be putting out 0.56 today. Gameplay changes will probably include:
1. Changes to Assault Shell, to make it less problematic during early play, yet dangerous if micro'd. The current nerf went too far, making the unit pretty much useless for its cost; after much testing, I have decided to make some fairly fundamental changes to the way it behaves, which I have tested many times to ensure that it will not just be a "rush with this, you win" sort of thing, but can be dangerous even in later play. I think everybody will be reasonably happy with the result.
2. The ArtilleryCannon is getting a much-needed series of nerfs, mainly small ones- turret rotation speed was insanely fast, will be dropped a lot, there's an animation bug allowing it to fire too early in its sequence, resulting in occasional borked first shots (hilariously, it took out at least 4 Builders during playtesting by shooting the ground nearby) and lastly, the accuracy will drop by a bit. Should leave it feeling like I wanted it to- more or less, like a OTA MRPC (not a alphabet-soup version- OTA Punishers were very dangerous if they had radar support, and I want that in P.U.R.E., as part of my strategy to make radar / jammers relevant again, and force players to stage their assaults a bit more, instead of just randomly dogpiling defensive lines). It will continue to be only on the Builder's menu, not available to BuildTowers.
3. BuildTowers will no longer have quite as powerful healing. This will be a minor nerf, not giant. I like the idea of self-healing mini-forts, but tests showed that when you have more than 2 BuildTowers and sufficiently powerful defensive structures, especially ArtilleryCannons, it becomes increasingly likely that the defensive weapons will destroy all attackers and heal before the next wave arrives.
This is preventable by using MortarTanks to destroy the BuildTowers, and I cannot emphasize enough that if you haven't been building them, you're really missing the point of how P.U.R.E. works, but I've decided to make it a bit easier to grind down forts in the meantime.
4. Soldier Shells will have 2X hitpoints, or thereabouts (tbd, I am not done testing). After much experimentation, I have determined that they were affected by the debuffs caused by using the new armor system in SVN a lot more than some other units. At 40% of the cost of a Heavy Shell (across the board- I use a linear ramp for costs), and with considerably lower DPS, this gives Soldiers less than half of the hitpoints, so in many ways, they're still considerably weaker and may in fact be under-powered still. However, they really needed to get a buff of some kind- while LaserTanks, as weak and fragile as they are, have some major benefits due to speed, Soldier Shells are just about useless in 0.55 against any serious defenses, and I feel that they do not have their proper place in the game design- players should fear them, not treat them as minor disposable hitpoints or ignore them. In 0.55, I couldn't justify using them for their costs, so I'm hoping that, if nothing else, they will become reliable and useful fodder in 0.56.
5. Current buffs on LaserCannons and AutoTurrets will stay in place, after much more testing- they feel about like they did in the Alphas, where they were downright dangerous area-control, forcing players to trade resources at a loss to gain ground, or use scouting and Tanks / artillery / MortarTanks to defeat them. LaserCannons may see a rise in Energy usage, I am still mulling this over.
6. Some sort of buff or change to GunCraft will be put into the game to make them substantially different from Bombers, but more relevant to gameplay. Right now, they are only vaguely useful, as "chaff" for Bombers during a run. I will be looking at various ways to make them dangerous without having to increase their hitpoints or decrease costs.
If anybody wishes to share their perspective on these changes, based on actual games played with real people, let me know. I think these things will improve gameplay fairly substantially, especially solving the major problems with the Assault Shell and making it finally feel right for its costs without providing players with an undue advantage during early game, and finally putting the Soldier in a position where it can be regarded as a serious combat unit, useful during the entire game, both offensively and defensively.
Secondly, I have spent many hours playtesting 0.55 with DRB, and I'll be putting out 0.56 today. Gameplay changes will probably include:
1. Changes to Assault Shell, to make it less problematic during early play, yet dangerous if micro'd. The current nerf went too far, making the unit pretty much useless for its cost; after much testing, I have decided to make some fairly fundamental changes to the way it behaves, which I have tested many times to ensure that it will not just be a "rush with this, you win" sort of thing, but can be dangerous even in later play. I think everybody will be reasonably happy with the result.
2. The ArtilleryCannon is getting a much-needed series of nerfs, mainly small ones- turret rotation speed was insanely fast, will be dropped a lot, there's an animation bug allowing it to fire too early in its sequence, resulting in occasional borked first shots (hilariously, it took out at least 4 Builders during playtesting by shooting the ground nearby) and lastly, the accuracy will drop by a bit. Should leave it feeling like I wanted it to- more or less, like a OTA MRPC (not a alphabet-soup version- OTA Punishers were very dangerous if they had radar support, and I want that in P.U.R.E., as part of my strategy to make radar / jammers relevant again, and force players to stage their assaults a bit more, instead of just randomly dogpiling defensive lines). It will continue to be only on the Builder's menu, not available to BuildTowers.
3. BuildTowers will no longer have quite as powerful healing. This will be a minor nerf, not giant. I like the idea of self-healing mini-forts, but tests showed that when you have more than 2 BuildTowers and sufficiently powerful defensive structures, especially ArtilleryCannons, it becomes increasingly likely that the defensive weapons will destroy all attackers and heal before the next wave arrives.
This is preventable by using MortarTanks to destroy the BuildTowers, and I cannot emphasize enough that if you haven't been building them, you're really missing the point of how P.U.R.E. works, but I've decided to make it a bit easier to grind down forts in the meantime.
4. Soldier Shells will have 2X hitpoints, or thereabouts (tbd, I am not done testing). After much experimentation, I have determined that they were affected by the debuffs caused by using the new armor system in SVN a lot more than some other units. At 40% of the cost of a Heavy Shell (across the board- I use a linear ramp for costs), and with considerably lower DPS, this gives Soldiers less than half of the hitpoints, so in many ways, they're still considerably weaker and may in fact be under-powered still. However, they really needed to get a buff of some kind- while LaserTanks, as weak and fragile as they are, have some major benefits due to speed, Soldier Shells are just about useless in 0.55 against any serious defenses, and I feel that they do not have their proper place in the game design- players should fear them, not treat them as minor disposable hitpoints or ignore them. In 0.55, I couldn't justify using them for their costs, so I'm hoping that, if nothing else, they will become reliable and useful fodder in 0.56.
5. Current buffs on LaserCannons and AutoTurrets will stay in place, after much more testing- they feel about like they did in the Alphas, where they were downright dangerous area-control, forcing players to trade resources at a loss to gain ground, or use scouting and Tanks / artillery / MortarTanks to defeat them. LaserCannons may see a rise in Energy usage, I am still mulling this over.
6. Some sort of buff or change to GunCraft will be put into the game to make them substantially different from Bombers, but more relevant to gameplay. Right now, they are only vaguely useful, as "chaff" for Bombers during a run. I will be looking at various ways to make them dangerous without having to increase their hitpoints or decrease costs.
If anybody wishes to share their perspective on these changes, based on actual games played with real people, let me know. I think these things will improve gameplay fairly substantially, especially solving the major problems with the Assault Shell and making it finally feel right for its costs without providing players with an undue advantage during early game, and finally putting the Soldier in a position where it can be regarded as a serious combat unit, useful during the entire game, both offensively and defensively.
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Re: P.U.R.E. 0.55
Whoo! Now we don't need an SVN version to play PURE! Wheeeeeeeeeeeeee!!!!!
Re: P.U.R.E. 0.55
Oh, just you wait... I have some... very cool things coming...
Re: P.U.R.E. 0.55
0.55 should be fine with 0.76b1, yes. What I'm developing now is compatible with 0.76b1, but until AIs are repaired, I'm probably not going to release it.