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Re: MicronWars!
Posted: 30 Apr 2011, 00:04
by Razorblade
GO
Re: MicronWars!
Posted: 30 Apr 2011, 00:34
by knorke
dont forget teh weapon
Re: MicronWars!
Posted: 30 Apr 2011, 20:13
by Razorblade
Re: MicronWars!
Posted: 01 May 2011, 08:24
by PicassoCT
Delivery Service! Knock, knock. Anybody home? Have on soldier here, textured, and ready to beat!
May i suggest a gun design competition, to expand your fanbase?
Re: MicronWars!
Posted: 01 May 2011, 08:49
by knorke
i whip my head back and forth i whip my head back and forth i whip my head back and forth i whip my head back and forth i whip my head back and forth i whip my head back and forth i whip my head back and fo-
oh snap i can't because you forgott to set piece origins so the parts don t know around which point to rotate.

pick up the head
also team color
Re: MicronWars!
Posted: 01 May 2011, 13:05
by Erik
Cool Tiberian dawn remixes, who made them?
Re: MicronWars!
Posted: 01 May 2011, 13:23
by PicassoCT
PeeWAT is fixed

Teamcolour added.
Knorke silenced.
One such critic a day, keeps the journeywar away :D
WTF, this is a first, i never re-released stuff, even the screwed stuff.
Screenshot of the soldier
Re: MicronWars!
Posted: 01 May 2011, 14:06
by Razorblade
wrong screenie Picasso
Re: MicronWars!
Posted: 01 May 2011, 18:19
by PicassoCT
UPS, sorry, here you go, need way moar coffee to get my brainz into working state..
wtf, guy is completely black.. not black like in coloured, that would be political incorrect, but textured in black... sorry, got to redo that guy, wait a sec.. no naziniggers from hellghastritis
Sorry again, i usually test what i make (i spawn all my created units, every testgame, on diffrent maps) and your soldier did not went through that process... i inserted him on a snowmap, with exessive light, so didnt notice the flaw- here is the fixxed version. Again, sorry

Re: MicronWars!
Posted: 02 May 2011, 22:03
by Razorblade
Here is v0.015
not much changed only i removed the soundtrack
I can upload the soundtrack if people want it.
http://springfiles.com/spring/games/micronwars
Re: MicronWars!
Posted: 02 May 2011, 22:24
by PicassoCT
Make it optional, (sound widget of gundam allowed change of volume) and update with rapid, thats should avoid the bandwithbats, vampires that are attracted by sound.
Re: MicronWars!
Posted: 03 May 2011, 08:34
by knorke
with dependencies you can make it so that the soundtrack is a seperate .sdz file.
Then all games version can use it without having to include it.
Have not used myself so not sure how it works in detail, but its something like this:
Basically you make a new mod with just the music in it. (and modinfo.lua i guess)
Then in your games modinfo you do
depend= {
"micronwars_soundtrack"
}
see here
http://springrts.com/wiki/Modinfo.lua
Re: MicronWars!
Posted: 04 May 2011, 20:28
by Godde
Some bugs.
Unit centers are set really low. It happens frequently that that units in small holes or behind small ridges can shoot at the enemy while the enemy can't shoot back. Applies to buildings aswell.
Refineries can't be turned off which is annoying if you are stalling on energy.
The weapon minigun01 has 50 tolerance. That means have to aim almost perfectly to fire. Mediummachinegun got 8000 tolerance... My suggestion when you use tolerance that you set it to atleast 300 if not 600. It think it have something to do about how much the aim can be off target and the weapon still fires.
Theres something weird with medium Machinegun turrets. They don't seem to fire at their target at all times.
Suggestion:
Mexes drain 20 energy. Maybe the command building should give like 10-20 or even up to 50 energy so that newbs doesn't stall on energy so badly if they make mexes before Power Plants.
Re: MicronWars!
Posted: 04 May 2011, 21:36
by PicassoCT
Thx for the help Godde, your bugreporteffort is greatly apreciated. Also, im one of those nubs that stalled at the start.
Re: MicronWars!
Posted: 04 May 2011, 21:48
by knorke
its only possible to stall at the start.
just make 1 con.
then 1 powerplant and while the powerplant is building do nothing else.
after that first minute it is like /cheat /nocost
/edit
add a game option for unit cost * metal production multiplicator.
then you can balance it easier.
Re: MicronWars!
Posted: 04 May 2011, 23:59
by Erik
Yea its quite spammy as of now. Basically you can have a Lot of factories pumping out units and killig off enemy mexes/plants isnt rewarding because they are dirt cheap and rebuilt in no time.
I am one of these people that think "less units = more strategy"
Also defenses should perhaps take a very small constant drain on energy, seriously i have seen people build walls with rocket towers.
Re: MicronWars!
Posted: 05 May 2011, 17:43
by Razorblade
Balanced the eco !!
did change the artillerytank to 3 outposts and reduced the damage
Mod is on springfiles
http://springfiles.com/spring/games/micronwars
Re: MicronWars!
Posted: 09 May 2011, 12:53
by Razorblade
New gameplay idea
what if i made the outposts buildable by the con and not spawnable
and the outposts are the only defensebuilders
what would be the outcome of this change ?
Re: MicronWars!
Posted: 09 May 2011, 15:09
by Erik
That would pretty much take the main strategical element out of the game. Everyone could just camp there and have a building that produces money, gives tech, is hard to kill and builds defenses.
there would be virtually nothing left that promotes map control.
Re: MicronWars!
Posted: 09 May 2011, 19:16
by PicassoCT
Except you have to built outposts out of the range of other outposts.. this could be done... You could make two or three outposts in your base, and then running out of space would have to advance. But i wouldnt make them the only defense structure with this idea.