Page 15 of 59
Posted: 07 Dec 2005, 02:51
by Isaactoo
I didn't notice any bugs either.
:idea: However I did get an idea that it would be really neat to have the reapers and/or pyro's corpses to burn....or maybe a new mine that explodes and leaves a huge (invisible and tresspassable) corpse which burns for a good amount of time.
Posted: 08 Dec 2005, 08:54
by Caydr
Don't think that's possible.
Posted: 08 Dec 2005, 09:08
by NOiZE
Corpses can hav flammable=1;
and it works however when it's done burning the corpse will dissapear.
i tried to set featuredead=; to it's old corpse but somehow it doesn't work
Posted: 08 Dec 2005, 09:16
by Caydr
NOiZE wrote:Corpses can hav flammable=1;
and it works however when it's done burning the corpse will dissapear.
i tried to set featuredead=; to it's old corpse but somehow it doesn't work
So, in other words... it's not possible?
Working on a new version now. Bunch of peoplw are complaining that level 1 artillery is too weak, missile trucks (samson/slasher) are too strong. I'll also improve AI compatibility as requested and make a couple of other changes. One of which will be another "mutator" thing, same way as there's an F version and an S version, there will now be a B version. Das Bruce, tell them what it is and I'll crush your soul.
If anyone's waiting until I've released the next version to send in their bug reports, just to shatter my mind, please just send them in. Thanks..
Posted: 08 Dec 2005, 09:29
by NOiZE
well the corpse did burn
Posted: 08 Dec 2005, 12:34
by SwiftSpear
Caydr wrote:NOiZE wrote:Corpses can hav flammable=1;
and it works however when it's done burning the corpse will dissapear.
i tried to set featuredead=; to it's old corpse but somehow it doesn't work
So, in other words... it's not possible?
Working on a new version now. Bunch of peoplw are complaining that level 1 artillery is too weak, missile trucks (samson/slasher) are too strong. I'll also improve AI compatibility as requested and make a couple of other changes. One of which will be another "mutator" thing, same way as there's an F version and an S version, there will now be a B version. Das Bruce, tell them what it is and I'll crush your soul.
If anyone's waiting until I've released the next version to send in their bug reports, just to shatter my mind, please just send them in. Thanks..
Missle trucks outrange llts, easily go toe to toe with any of the direct combat units if you micro them properly, and cost little enough that you can mass produce them as fast as any other combat unit.
No
Posted: 08 Dec 2005, 16:02
by Pxtl
Missile trucks do negligible damage. People just see missiles and explosions and assume that they're hurting things even when they're not really doing all that much. Keep them - they're the only long ranged ground-to-ground tracking weapon at L1. This is needed for picking off fast-moving ground targets like jeffys, freakers, and the like.
Posted: 08 Dec 2005, 18:40
by Decimator
Pxtl, in the particular game that caused the complaining, missile trucks were the only viable combat unit. I could even send you the replay if you don't believe this is necessary. I was spec-hosting as I often do, and nothing could touch the missile trucks. People were losing commanders to groups of nothing but missile trucks because they are faster than commanders. The only lvl1 vehicle faster than a missile truck is a weasel, and I'm sure you realise how fragile those are in AA. The combination of their speed, range, and tracking ability means they will outrun anything strong enough to kill them, shooting at it all the while, and always hitting it even when only able to see it on radar due to their tracking ability. Currently the only way to kill a group of them with lvl1 vehicles is to spam missile trucks yourself, which makes for very boring gameplay. As for picking off jeffies, levellers already one-shot them and missile trucks should still work.
That said Caydr, I think you should look into adding a cheap lvl1 anti-air vehicle while the missile trucks would be able to serve a dual role.
Ahh
Posted: 08 Dec 2005, 19:01
by Pxtl
I see. Missiles are the source of a whole mess of problems aren't they? I mean, on the one hand you need a way to shoot at aircraft and fast ground units, on the other hand it means you need a fast, hyper-accurate, long-ranged weapon to shoot said units. All three of those features are needed for fast-moving targets - long range in particular so that a retreating target can still be hit.
Beamlasers have similar problems (hence the complaints about overpowered annihilators) but at least they don't have to be super-long-ranged because they're instantaneous and so they don't have to pursue retreating targets.
Imho, a lot of this comes from the SYs decision to make radar targeting automatic. If a missile can lock on a radar target, then it will hit it - radar-target accuracy is irrelevant. Ideally, it should be a tag on the weapon "can shoot radar only targets" or something. Missiles could require a visual lock to use. This would also reduce the AA problem of screamers dominating the sky of the map.
Posted: 08 Dec 2005, 19:23
by Decimator
You don't really need a tracking missile to hit fast-moving targets, the leveller proves that, and the lasers in AA aren't very accurate against aircraft However, you are right about needing missiles to hit aircraft, the only other alternative is flak. Say, would it be possible to have two weapons on the samson? A tracking missile for anti-air, and a non-tracking for anti-ground?
Posted: 08 Dec 2005, 22:08
by Caydr
It's possible but I haven't the expertise to do it. I think my changes will go over well and the problem will be solved.
Posted: 08 Dec 2005, 22:16
by Fanger
what would be so tricky about adding a second weapon to the samson..
could maybe even set it up so it just uses the same fire points, though i dunno how that would look...
Also if it did use the same fire point you could script it so that while one weapon is aiming/firing the other is sleeping, thus it couldnt fire both at once.. just need to work out the particulars..
Posted: 09 Dec 2005, 01:20
by Sean Mirrsen
You could make two weapons, one fires an AA missile, but only at aircraft, and the other fires the same missile, only non-selfpropelled and non-guided, making it a kind of a grenade launcher unit. The second weapon would be script-limited to work only when the first one doesn't.
Posted: 09 Dec 2005, 01:22
by Caydr
Maybe I'm not clear. I don't know CRAP about scripting.
Posted: 09 Dec 2005, 01:41
by Decimator
Translation: If we want it, one of us has to make it.
Posted: 09 Dec 2005, 01:44
by Caydr
Translation: Nobody gives enough of a damn to actually do the work, so they'll bitch at me for 6 months until I blackmail a friend into doing it, then complain that it was better before.
Posted: 09 Dec 2005, 05:34
by Archangel of Death
using weapon slaving and onlyshoot categories should be able to do it. I think.
Posted: 09 Dec 2005, 17:46
by Dwarden
Juggernaut seems to be extremely weak against enemy ground units .
It's suprising that L3 unit got problems to kill even some of l1 ones ...
Also i noticed that plasma L1/L2 bateries are extremely DANGEROUS for FF ... they often , when "relocating" fire at another target shooting at own units/structures sometimes causing more damage than enemy... is there any way how "solve" this problem ?
Posted: 09 Dec 2005, 21:28
by Fanger
caydr I find that hard to believe that you dont know crap about scripting, then how did you script most of the newish units for AA, like the flagships they didnt always have more than 3 weapons..
Posted: 09 Dec 2005, 22:08
by Archangel of Death
evil voodoo magic, of which he is a master

However, the sacrifices needed to collect the dark energy are very difficult to find willing subjects for.