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Posted: 20 Mar 2006, 16:57
by Andreask
Would someone please upload a replay where rooks and holders are put to good use? I dont get it quite right.
Posted: 20 Mar 2006, 19:55
by Drone_Fragger
And put versoin numbers on yuor maps, it causes dreadfull sync errors where popel all have the wrong version. One game, we had to change map becasue no one knew which version we were meant to be playing.
Also:
ny changes for the square rook:
Doublew its speed and armour(to 12000)
triple its fire rate (so three times the number fo shots)
Halve its range.
that would amke it worth using as an attack unit i think.
Posted: 20 Mar 2006, 19:57
by Min3mat
argh...all you have to do is give the knights say 200 more health and half the damage explosions do to each other. and make some MORE pretty models :>
lot easier than balancing .3 :/ that would take forever.
you'd still need knights for coms and raids
rooks would be beatable (probably not cost effectively) by knight swarms, mkaing rushing possible
coms build coms :>
if not new models could you please apply the changes i suggested (if not hte time-consuming models) and release it as .25 or something?
Posted: 20 Mar 2006, 20:39
by AF
Andreask, change your avatar immediately, people are thinking your posts where written by me!!!!!
The last thing i need is a hunt for a new avatar I simply haven't the time as it is...
Posted: 20 Mar 2006, 21:03
by FizWizz
wtf is your avatar anyway?
Min3Mat: Lords building lords is a horrible, bad, evil, sinister idea. Everytime you build a lord, god kills a kitten.
If chain-bombing Knights makes them more balanced, then it ought to be brought back.
Posted: 20 Mar 2006, 21:23
by AF
It's jack from lost
Posted: 20 Mar 2006, 21:36
by Drone_Fragger
it doesn;t make therm more balecned. It just meant you couldn't attack with more than one. They arre balenced as it is really, if you can't be assed to build spire rooks, meh.
Make spire rooks cost less to run. for the pricew of one spire rook you could have 4 knioghts! and as you have said, 1 spire rook cna only kill 1 knight if 2 attack :O
Posted: 21 Mar 2006, 05:47
by Argh
I am working on a new "balance release" tonight, which will address a lot of the basic issues. I will try to release it tonight, once I have looked over the Mantis log and seen if any of the bugs I need fixed are done yet.
Posted: 21 Mar 2006, 07:52
by SinbadEV
Dude... I finally manged to play a game of this... it's so funny... I love spamming sheep...
A Replay I've Entitled
"Lords are for building F'ing Sheep!!!!"
Posted: 21 Mar 2006, 09:59
by Argh
Released 0.31b. Less than half the original's size, much better performance overall, and gameplay improvements to address certain things. Please keep the feedback coming...
I am working on the Demon still, and it will probably take a few days to complete, so be patient. NanoArena, the "official map", is nearing completion. Das Bruce's model is also getting worked on, and will show up in the mod soon as well.
Posted: 21 Mar 2006, 10:22
by NOiZE
What is changed?
Posted: 21 Mar 2006, 10:31
by Argh
A few things, here and there. Made the SpireRook and Holder stronger, the SquareRook got a boost, minor changes to the Knight.
Oh, and I just about doubled performance and made it half the file size.
BTW, I'm on right now, if you really want to find out

Posted: 21 Mar 2006, 12:14
by Argh
Got the smoke-trails working for the Archer's missiles, and it appears that the trajectories are still intact. Coolness

Posted: 21 Mar 2006, 17:34
by krogothe
My opinions:
-The prettiness is offset by the lag, even with details way down and a pretty decent PC, i get really low FPS which kinda kills both the fun and visual.
-If the slow early game was put in place to counter AIs, think again, the game is mostly played by humans, and it was great being able to play a game in under 5 mins!
-The chain reactions were the single thing that put nanoblobs into the unique spots, and made it better than say, lilguys or whatever. It must be back (but not overdone)
-The overlord has too much range, it should have that powerful gun to defend itself and attack (risky) but making it impossible to rush your enemy is no fun.
otherwise, it has potential! the new archers are a great change too!
Posted: 21 Mar 2006, 20:11
by SinbadEV
There is no slow early game... just spam sheep for 120 seconds before doing anything else...
Posted: 21 Mar 2006, 20:18
by FizWizz
SinbadEV wrote:There is no slow early game... just spam sheep for 120 seconds before doing anything else...
120 seconds
was the early game in nanoblobs .2b. Seriously, I thought that it was awesome that when you fought against the AI, it was frenetically paced from the word "GO"
Posted: 21 Mar 2006, 20:20
by SinbadEV
and I though .3rc1 was a fast start
Posted: 21 Mar 2006, 23:14
by krogothe
its incredibly slow compared to v0.2
you could have 1000 units by the fourth minute in it!
Posted: 21 Mar 2006, 23:17
by Argh
Krogothe, you obviously haven't played 0.31b yet, I fixed most of the things you're mentioning here. Especially the performance.
However, I think that 0.31b went too far towards allowing porcing to work, and I will do some minor re-balancing to address that- mainly the Archer's damage ratio against the ROOK armor type will get raised, and I will do some very cautious work with the explosions to address people's wants in this direction. I'm not sure that there's a good compromise between people wanting chain-reactions and those who thought that sucked, but I will attempt to find one, which should be moderately interesting.
As for the pace- I do not think that it is too slow. It's just about right for people to play it, and the workertime requirements for each unit are a big part of balance- an area that was not well thought out in 0.2. If you don't think you have enough units after the first minute, then you're obviously not building enough AutoFacs, would be my opinion

Posted: 21 Mar 2006, 23:47
by Drone_Fragger
:/
Chain reactiosn will jsut turn it inot a game of "Spam this uit becuase its the only unit whihc doesn't kill everything else nearby" Which is what 0.2 was, Just spam rooks :/