Page 16 of 45
Posted: 09 Mar 2007, 07:27
by KDR_11k
Play the edits, no more problems with huge amounts of health.
Posted: 09 Mar 2007, 09:25
by Boirunner
I will release the KDR edits as official releases next Tuesday. I played it, and like it a lot. I want to play a few more games to make sure the balancing is right, and afaik the bad sectors are very beta (no icon, don't work properly).
Anyway, my last test is next monday, then I'm on vacation and will spend time on KP again. I promise :)
Posted: 09 Mar 2007, 10:18
by KDR_11k
In a match against Saktoth it turned out that assemblers repair other units too fast (bytes can be repaired so fast they can withstand fire from two pointers, a byte and several bits indefinitely). I'd suggest multiplying all unit buildtimes and building workertimes by some factor (2-4 I'd say) to reduce the speed at which assemblers repair.
There's a build pic for the bad sector in Edit 7 (the edits are in Temporary Files, not Mods). I'd like to know what you consider not working properly about them.
Posted: 09 Mar 2007, 11:51
by Saktoth
I like the new edit. Its nice that you can counter my byte/assembler rush (I was winning quite consistantly with that tactic) with pointers. So the new pointers are good, i guess.
I dont know about the mines though- they still dont seem to go off predictably. Mines are very slow about exploding, and their kamikazi distance and LoS are still not great. Sometimes you can go right over the top of them and they wont even go off.
Have you considered making them a more powerful, paralysis attack? That way you can buff them to be effective without worrying about them murdering huge fields of bits.
As for the FX, square explosions are awesome. Not keen on the new bit laser though.... Im not even sure what its meant to be...
Posted: 09 Mar 2007, 12:20
by KDR_11k
The explosion on mines is instant, the graphical effect isn't.
Posted: 09 Mar 2007, 21:03
by Boirunner
Saktoth wrote:As for the FX, square explosions are awesome. Not keen on the new bit laser though.... Im not even sure what its meant to be...
I tend to agree, I really love the beam lasers. But they have the disadvantage that you cant get them to shoot through other units, so KDR replaced them with normal lasers. Tbh I'm not sure if that is even necessarily a good thing. I'll do some more testing, but since the KDR edits are great generally we'll see.
Posted: 09 Mar 2007, 21:25
by Guessmyname
I think the beamlasers and friendly fire issue is fixed in the next Spring version
Posted: 09 Mar 2007, 21:31
by Pxtl
What? KP is switching to a "shoot-through-friendlies" game? Rats - I really like the current approach - keeping your units from shooting through each other is just about the only way to get a tactical advantage right now in a bits-vs-bits battle.
Still, I think the biggest issue is the start-facing. I know there's a workaround for players, but that's very tedious. Rotating teh build platforms still sounds like the best solution to my mind, as that's the only way it's fair. Starting with your units facing the wrong way (unless you do the waypoint-workaround) means that every single unit must turn the correct way before moving off the build platform, which is a significant impact on your total output. Better that the facing be random, so every player will pay roughly the same cost in that time.
Posted: 09 Mar 2007, 21:40
by zwzsg
Posted: 10 Mar 2007, 07:08
by Dragon45
Anf remove the bumpmap from kernel panic's map, or at least modify it to be smooth.
Posted: 10 Mar 2007, 08:35
by KDR_11k
Why don't the building ground decals show up for anyone here?
Dragon: I did that in edit 6. The detail texture is apparently mod defined.
Posted: 10 Mar 2007, 11:18
by Guessmyname
Spot the messed up laser texture... (I get that too, unfortunately)
Posted: 10 Mar 2007, 18:41
by zwzsg
KDR_11k wrote:Why don't the building ground decals show up for anyone here?
Because by default the slider is set on off in Spring's settings.exe, I moved it up and now I have the building ground decals.
The detail texture is apparently mod defined.
It is map-defined, however the mod can change the default texture.
0.62b1 changelog wrote:-Added tag "MAP\\DetailTex" to smd file to specifiy map specific detail texture, default is bitmap\detailtex2.bmp, map specific textures should be placed in maps directory.
So for instance inside Marble_Madness_Map.smd you would add the line: DetailTex=SmoothPixel.bmp; and the you'd add a /maps/SmoothPixel.bmp inside the sd7.
Posted: 18 Mar 2007, 14:51
by TradeMark
Is there an official version of this mod?
I just see some "kdr edit" mods at UF.
Maek one official mod pls!!
Added to modit:
http://modinfo.unknown-files.net/modit/ ... kdr_edit_8
Dunno is that the official version or not, meh.
Posted: 18 Mar 2007, 15:06
by KDR_11k
Posted: 05 Apr 2007, 11:43
by zwzsg
I consider having large health for sockets and kernel very good. Kernel Panic has no defense turrets (and for very good reasons), so it is the socket and kernel only protection that they takes some times to be killed.
Basically, if factories health were lowered, then you couldn't leave them alone, you'd be forced to always leave some units behind for defense, you couldn't go all out offensive, and gameplay dynamic would suffer.
Currently, you can send all your bits to attack, because you know if a couple enemy bits reach your sockets, no worry, you'll have enough time to react.
Also, large health factories make up for very interesting dilemna when assaulting a crowded base: Should I focus on wiping the bits and bytes first, and only sockets later, so that the enemy units die before firing on my units, but at the risk of spending so much time firing at enemy units I end up losing all my force before the socket is destroyed, or should I focus on killing the socket first, which mean for a long time the enemy will be firing on me with unreduced numbers?
In OTA you hadn't to think twice about it, factories were very expensive, very valuable AND weakly armored. But with KP reinforced factories, it becomes a tough choice between reducing enemy current forces, or enemy later forces.
Posted: 08 Apr 2007, 09:04
by zwzsg
The regular smoke really doesn't fit at all the general look of this mod and that map.
So I made a new smoke:
I tried to make it map specific, but then it was ignored. So now it's mod specific. Should I upload my Kernel_Panic_KDR8-Z1.sd7 ? Should I privately contact Boirunner? KDR_11k? Has he already started to make a better smoke?
Posted: 08 Apr 2007, 12:19
by pintle
that smoke looks fantastic, make a zwzsg edit if you have to

Posted: 08 Apr 2007, 19:51
by KDR_11k
Looks cool, I tried changing the smoke but I couldn't make it work. Feel free to call it anything you want. I don't think Boyrunner still cares about KP.
Posted: 15 Apr 2007, 21:40
by zwzsg
Kernel Panic KDR8-Z1 uploaded!
Kernel Panic [KDR EDIT 8] [ZWZSG EDIT 1]
Concept : Boirunner
About everything: KDR_11k
Sounds: Noruas
Couple sfx textures: zwzsg
Since KDR edit 8:
- New smoke!
- New water texture!
- New pointer shot trail!
- New icons for all!
- All units amphibious.
- Halved arty pointer shell speed.
- Reduced its reload time by 33%.
- +28% hp for bytes.
- Second side identical to first so scripts hard coded into Spring.exe work.
Now I would like KDR_11k and Boirunner to check that this version is ok, and then Boirunner to make this the one and only offical Kernel Panic version.
Get
Kernel Panic KDR8-Z1 here!
Edit: Now changed into official Kernel Panic 1.0!