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Posted: 30 Sep 2006, 19:26
by Caydr
I don't think there's a tag for "let the weapon hit friendlies but don't make it do damage"

Posted: 30 Sep 2006, 19:31
by Machiosabre
I was thinking about one of the tags that allows weapons to go through friendlies, there were three different ones, one of which was: try and avoid hitting enemies but if it happens anyway, like it often does it passes through friendly units.

I figured you wouldn't really notice it because flames already go through everything.

edit: just read it in the other thread, it be 'collidefriendly'.

Posted: 30 Sep 2006, 21:13
by esteroth12
el_matarife wrote:I didn't even see the pilot light or the smoke from it on the pyro but it's possible I was zoomed out too far. The new pyro flame seems a lot longer in length. Did the weapon's effective range change at all? It might be a tad less damage since it didn't totally tear through stuff, but I didn't totally obsessively micro them like I usually do. Anyone else tried them on bases?
you can now set how long a flame wil continue after it reaches the point where it stops doing damage, and it defaults to 1.2, or 120% (so the flame got a 20% range increase, but the damage length is the same)

Posted: 30 Sep 2006, 23:46
by Caydr
I overrode the default of that to 0.95, so it is actually very slightly shorter-ranged than it ought to be. However, it might seem like it's longer ranged because probably before I never had it configured "just right" so that the flames would actually reach their maximum potential range.

Submarine friendly fire:

I was thinking, sub friendly fire has been an issue in Spring since its earliest days. For some reason, subs just aren't as careful in their aiming as normal units. I want to fix this. How do you think it should be done:

1) weapon passes through friendlies
2) weapon passes through friendlies and will shoot regardless of friendlies would be hit (so, they always fire even if there's a boat in the way, but the boat won't be possibly be hit. Least realistic, but I don't think anyone actually cares)
3) leave it as-is

Posted: 01 Oct 2006, 01:08
by j5mello
#2 makes teh most sense as the subs would manuver to different depths to avoid hitting friendly forces (be they boats or other subs), that and it makes it much easier to use em.

Posted: 01 Oct 2006, 03:44
by Caydr
~~~~

Expect 4 brand-new, never-before-seen units in the next release.

Posted: 01 Oct 2006, 04:34
by Ishach
  • - Juggenaughts have been given VTOL aircraft capibilities and are built from the T1 air lab. Build time increased by 30

Posted: 01 Oct 2006, 05:16
by Neddie
They better be AA Kbots and a pair of hovers.

Posted: 01 Oct 2006, 05:38
by Caydr
Image
Equipped with 3 missile launchers and a flak cannon, the Archangel-class anti-air kbot goes where flak tanks cannot. It specializes in air defense in rugged terrain. Its three missile launchers fire at a pace roughly equal to two jethros, while its flak cannon fires a third the speed of a mobile flak tank.

Image
With its 8 missile launchers and flak cannon, the Manticore-class heavy anti-air kbot is a cross between a Crasher and a Can. As is typical of Core designs it is somewhat lacking in speed, but this is made up for with its superb armor and damage potential. Its missile launchers fire rapidly and accurately, but with less firepower than most missiles. This is offset by the increased chance of a hit, especially against aircraft equipped with flares. Its flak cannon is similar to the Archangel's.

Image
Structure - Arm "Tracer"

Image
Structure - Core "Nemesis"

All were made by scratch by myself, excluding the walk animations, which were ripped off similar units.

Posted: 01 Oct 2006, 06:01
by esteroth12
yes! AA KBots!

but... what are the structures? geo-detectors? (or whatever it was called)

Posted: 01 Oct 2006, 06:44
by Das Bruce
They look like OTA engine units.

Posted: 01 Oct 2006, 07:27
by Archangel of Death
I feel sorta special...

And yah, I'm guessing those are seismic detectors too esteroth.

Posted: 01 Oct 2006, 07:49
by Maelstrom
Archangel of Death wrote:I feel sorta special...

And yah, I'm guessing those are seismic detectors too esteroth.
Theres a unit called the Maelstrom (See torpedo bomber or something for Core), I feel special to :wink:

Anyways, yay for the AA KBots, they are ownage.

Posted: 01 Oct 2006, 08:09
by Neuralize
Das Bruce wrote:They look like OTA engine units.
Just like every other AA unit :P

Posted: 01 Oct 2006, 09:31
by Neddie
I was half right.

Posted: 01 Oct 2006, 09:50
by Das Bruce
Neuralize wrote:
Das Bruce wrote:They look like OTA engine units.
Just like every other AA unit :P
They're all pretty ugly too. :P

Posted: 01 Oct 2006, 10:12
by danzel
What would a seismic detector do?
Is it like a radar that doesn't rely on LOS and only detects moving units?

Posted: 01 Oct 2006, 11:07
by rattle
Yeah. When an enemy unit is in range it displays red pings where the enemy unit is SUPPOSED to be, so it's not a 100% accurate but you'll get the idea. It's a neat little feature which most certainly will draw your attention. Combine the seismic detector with a null weapon which plays a sound everytime it fires and you've got yourself an early warning system.
No wait. Weapons need LOS. Forget that. :P

Posted: 01 Oct 2006, 16:34
by Egarwaen
I like those AA Kbots, especially the Manticore.

Posted: 01 Oct 2006, 17:00
by Foxomaniac
<3 AA Kbots.

I'm guessing the two new structures are replacing the Hyper radar? as a supar duuuuppar siesmec radar?