EE version 0.173 Final (no more stuffs) - Page 11

EE version 0.173 Final (no more stuffs)

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Strategia
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Post by Strategia »

Zoombie wrote:I move my air over your artillery.
I move my AAA/SAM under your air and pwn them.
I then move my artillery in for the kill, protected by short-ranged meatshields.
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Fanger
Expand & Exterminate Developer
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Post by Fanger »

Expand and Exterminate version 0.172 has been released.

You can download it here:
TBA pending fixes

Changelog:

-Transports will have their HP increased, as well as speed. They will also have their flight altitude reduced to facilitate pickup. This is for both URC and GD.

-Both the GD light scout tank and URC scout spider will have their speed increased slightly in addition to a boost of their sight range. The increase in sight range will be greater for GD.

-Both the GD and URC lvl 1 radar units will have their sight range increased, the increase will be larger for GD.

-Air Attack aircraft will have their speed increased to match pace with the transports and bombers, also overall aircraft speed may be increased globally.

-Reconpoles will have their seismic detection radius increased.

-GD stealth radar will have their buildtime reduced.

-The geo resource structures will have their slope tolerance increased to match the rest of the buildings relative slope tolerance.

-Aircraft will be changed to a normal aircraft flight system instead of the current gunship system in place, they will also make use of new tags to alter this flight for ease of use.

-Due to the changes in aircraft flight behavior the light attack aircraft have had their weapons boosted slightly.

-Ion cannon units are going to be changed to no longer fire through units they will instead have an increased blast radius that will ramp up based on level.

-Muzzle flares have been added to all plasma, cannon, shotgun, artillery, and Ion units for increased visual effect, I am debating whether to add flares to missile fire as smoke seems more applicable.

-URC stealth transports and Ship transports have had their carrying capacity tweaked to be more reasonable.

-Increase in range, accuracy and damage for lvl 2 artillery, more so for GD than URC, and a increase in range for LvL 3 artillery.

-Ground attack aircraft changed to firing a shotgun like burst of "bomblets" as they approach the target saturating the area with blasts. This works like a cluster bomber and is effective against units, but less so against buildings.

-Bombers have been set up to drop few bombs in a small pattern these have good penetration against buildings but less so against vehicles.

-Addition of a GD light amphibious tank at level one for advanced operations.

-Addition of new (better) build pictures to help differentiate units and ease of buildmenu use.

-Some explosions have been tweaked to be more visually impressive.

-Alteration of the flare effects coming off the rear of URC aircraft.

-Addition of the GD assault helicopter at lvl 2 for specific target destruction.

-Mex output increased by .5 at lvl 1 so now on a standard (FA map) map they produce 3.0 instead of 2.5 this is to help early game economy somewhat.
Last edited by Fanger on 28 Jan 2007, 02:13, edited 1 time in total.
Lippy
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Post by Lippy »

Cool Thanks! My favourite:
-Mex output increased by .5 at lvl 1 so now on a standard (FA map) map they produce 3.0 instead of 2.5 this is to help early game economy somewhat.
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Slamoid
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Post by Slamoid »

EPIC VERSION PLZ!!!!! (maybe range*0.75 this time?)

PLZ?
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Fanger
Expand & Exterminate Developer
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Post by Fanger »

please do not download or play .172 until I can adjust several balance issues that i was semi aware of but did not fully realize the severity till a game cropped up..
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AF
AI Developer
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Post by AF »

I've hidden the file on UF. Say so if you have any problems updating it to 0.173
BDCoolio
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Post by BDCoolio »

Fanger wrote:-Reconpoles will have their seismic detection radius increased.
So THAT'S what those are for! :roll:
Fanger wrote:-Aircraft will be changed to a normal aircraft flight system instead of the current gunship system in place, they will also make use of new tags to alter this flight for ease of use.
No more gunships? :( (Although bomlets do sound interesting)
Fanger wrote:-Increase in range, accuracy and damage for lvl 2 artillery, more so for GD than URC, and a increase in range for LvL 3 artillery.
Increase in range for lvl 2!?!:shock:
Fanger wrote:-Addition of a GD light amphibious tank at level one for advanced operations.
Nice. 8) Lower mobility than URC - HA!
No torpedoes though, I would imagine?
Fanger wrote:-Addition of the GD assault helicopter at lvl 2 for specific target destruction.
Um, you're going to elaborate on wth that means, right? :|

Edit: Of course, you did say some issues came up that would be addressed, so that could change things.
Saktoth
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Post by Saktoth »

Increase in range for lvl 2!?!
Yeah i dont know if thats really needed. They really need their attack boosted a lot since they are 4x the price but roughly the same damage as tech1 (More for buildings less for units). Esp considering tech3 artil has 10x the DPS and 4x the HP for 2.8 the cost.

But i think if their attack was made more reasonable for their price, then they wouldnt need any extra range.

On the note of tech3 artil- lets look at its inaccuracy. The URC artil is relatively accurate- most rockets hit within the space of a single building and it has good AoE.

The Caucaus on the other hand has a low/high traj toggle. At low trajectory, it isnt artillery at all, just a chaingun with huge AoE. In fact, its about as good against massed light tanks as the Ural heavy battle tank (Of course, 1v1, the Ural pwns the Caucaus). Against an Urc Mammoth (The equiv) it beats it with 30% HP left. On high traj however, its super inaccurate. It takes about 3 to kill an Urc Mammoth (One after the other).

This is alright, it has sort of dual roles- its not useless. Its just a bit weird is all, esp considering its more effective when not acting like artil at all.

Also, the toggle on the nuke artil. Ahaha, whats the point? When are you ever gonna want to fire it on low trajectory? You'd have to be pretty desperate. But thats not a huge issue as it doesnt seem to effect accuracy.
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TradeMark
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Post by TradeMark »

You should put download links to the first post of this thread...

Added to modinfo page:
http://modinfo.unknown-files.net/modit/ ... te_v_0.172

You also might want to find some errors:
http://modinfo.unknown-files.net/modit/ ... te_v_0.172
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AF
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Post by AF »

I should hide EE 0.172 again. Fang found some issues in EE 0.172 too great to ignore and has asked that nobody download it. However I unhide it s that I and some others could download in order to test changes.
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Aun
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Post by Aun »

Saktoth wrote:Also, the toggle on the nuke artil. Ahaha, whats the point? When are you ever gonna want to fire it on low trajectory? You'd have to be pretty desperate. But thats not a huge issue as it doesnt seem to effect accuracy.
On low trajectory it can be very useful for hitting groups of units as the sheels takes a LONG time to hit in high trajectory. There isn't really any reason to use high trajectory when you have it on higher ground as well.
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Guessmyname
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Post by Guessmyname »

AF wrote:I should hide EE 0.172 again. Fang found some issues in EE 0.172 too great to ignore and has asked that nobody download it. However I unhide it s that I and some others could download in order to test changes.
What were these issues?
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Neddie
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Post by Neddie »

Guessmyname wrote:
AF wrote:I should hide EE 0.172 again. Fang found some issues in EE 0.172 too great to ignore and has asked that nobody download it. However I unhide it s that I and some others could download in order to test changes.
What were these issues?
Numerical, balance related.
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Fanger
Expand & Exterminate Developer
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Post by Fanger »

Saktoth, BE QUIET, the lvl 2 arty changes were neccessary the range is what makes them useful, not the serious increase in damage..

As far as the mod issues, essentially I got excited about something and rushed it out, which was entirely my fault. The changes were not tested by my group of elite beta testing bug finders nor even somewhat by myself. This means the ground attack aircraft are extremely OP, and alot of the other changes have made issues Im not sure how to fix atm. I just seriously need to do some testing.
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AF
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Post by AF »

Such is to be expected when you try to do things not done in the generic TA based mods, but since the thread started I can say I've seen great progress being made. The problems encountered are few and far between but becuse of their nature require special attention.
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smoth
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Post by smoth »

The problem being that it is a sunday night before school. I, myself, have things I would like to do. All I can say is give him time to address the issue, it is not a big deal really, there have been worse things done in spring.
Saktoth
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Post by Saktoth »

Hey, i didnt bring up the level 2 artil thing, i was just agreeing with BDCoolio.

I do think the toggle thing is an issue on GD Artil, and its a problem on tech2 artil as well as tech3. 172 seems to have fixed this considering how bad it was before, but it still doesnt behave very well on low traj and is inferior to Urc artil (by 30% or so from my tests) on high traj.

There are also huge problems with the Cherynob Cruise Missile Launcher and Chernobyl Nuke Artil.
1. It auto-fires, which isnt that great for a powerful stockpile weapon. Changing the StandingFireOrder to 0, NoAutofire to 1 or CommandFire to 1 will fix this.
2. It fires rapidly, faster than it takes for its weapon to arrive at its target (On high traj with the artil, always with the cruise missiles). This means it can launch up to 4 missiles/2 shells more than it needs to, when most of the time it only needs one to kill the target. Either increase the ReloadTime and/or WeaponVelocity, or give it CommandFire 1 (Probably the most elegant solution as it should solve both problem 1 and 2).
3. When it has no ammo stockpiled, it will charge its target. It can acquire a target anywhere within its huge range and will drive up right next to it, which is damn stupid. This will still be a problem with CommandFire=1, as if you order it to fire when it has no ammo i suspect it will still do this. StandingMoveOrder=0 may fix this? But probably not...

Also, most of the radar icons are far too big, especially the Camera, Mine and Recon Pole. Makes the minimap hard to see, esp if you use minefields.

If these dont seem like issues to you, fine, ill 'be quiet'. I am just trying to help, Fang.
Saktoth
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Post by Saktoth »

Here is a replay demonstrating the above problems with the Cruise Missile launcher (The nuke artil does the same thing), as requested.

The first 1 minute 20 seconds is them playing bumper cars. Note, i never give them any attack orders- i gave the blue tank move orders because he seemed to get stuck, but i didnt give any orders to the orange tank at all.

After 1:20, i order them to start building missiles and order them to hold fire. Speed the game up until it hits around 7:00 (I give warnings and a countdown in the demo), when i launch the missiles. Note: I give no attack orders. I simply turn them off of hold fire, and they do this themselves. You can also see how big the cameras look on the minimap in the demo.

Secondly, the GD fortification walls still dont work.
Image
The file Features/All Worlds/DragonsTeeth.tdf has:
footprintx=4;
footprintz=1;
Obviously, you used the east-west wall as a template and forgot to change this. Change it to 5x5 (The actual size of the model) and you'll be fine. Also increase the FootprintX FootprintZ in the fbi file to 5x5, since they are currently 4x4 (Or decrease the size of the model to fit 4x4, or whatever).
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

Your comments are appreciated, however, most of this stuff has already been fixed.
smackware
Posts: 6
Joined: 25 Feb 2006, 10:21

Post by smackware »

Great mod.

The distant icons need to be a bit clearer. Right not bases/groups just look like blobs, there is no way to understand if a force is air, land, base or whatever...
I suggest to remove the bevel effect and give the icons some black "icon image" (something really simple, a plus, an ex, circle....) so to be more clear.


On another note, do you require modelers? I wanted to model for a spring mod for a long time... I'm pretty good with tanks/mechanical units[/img]
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