Expand and Exterminate version 0.163 Released - Page 3

Expand and Exterminate version 0.163 Released

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Fanger
Expand & Exterminate Developer
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Post by Fanger »

Nevermind if you read this post it turns out it isnt a problem.. just remember to space out your cannons its probably better to only build 1 or 2 anyways instead of a bunch as that drain your resources..

BTW... I think will be just going through and completely tweaking the costs of all the units in the entire mod.. as I have been looking at them and well some of them screwball.. an example

Light missile tanks cost less metal than light cannon tanks but more energy and take less time to build.. they should flat out be more expensive across the board..

Also I think that I adjust down URC lvl 1 unit build times right now GD lvl 1 is roughly 18 seconds and URC is roughly 16.. this doesnt seem to be enough so that given a full economy URC can achieve numerical superiority which it needs.. My thought is to rebalance this slightly so GD varies between 18-20 seconds at lvl 1 and URC varies around 12-14
the costs will remain the same for the most part..
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Decimator
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Post by Decimator »

Alright, for reference:

I think the URC default mex should get the new shield so the URC has a fallback point.

URC lvl2 needs a boost.

GD and URC lvl2 and 3 units turn too fast for their turrets, I suggest lowering GD unit turn rate, but raising URC turret turn rate.
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FizWizz
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Post by FizWizz »

what if NI gets the new shields to use? What cool toys are they getting anyways? URC has stealth already
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Zoombie
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Post by Zoombie »

The NI are getting the most bitchen artillery in the damn univers. And sonic cannons! HOOO BOY!

PS: You can get the NI stuff by typing... .give 1 NICom or something like that.
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Decimator
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Post by Decimator »

Fang is planning on giving everyone the new shields, just different implementations.
raikitsune
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Post by raikitsune »

whats this about shields? :?
j5mello
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Post by j5mello »

The New Shield tags being released next spring version will become a big part of this mod.
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Aun
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Post by Aun »

j5mello wrote:The New Shield tags being released next spring version will become a big part of this mod.
Basically you can deflect other than plasma, change the visual effect and how the shield reflects etc.
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Drone_Fragger
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Post by Drone_Fragger »

I think its based around taht spring modificiation someone made with the crazy new types of shield.
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Das Bruce
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Post by Das Bruce »

Fang had a bit of a nerdgasm on TS and promised them to _everyone_ which I think might be a bit over the top.
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Drone_Fragger
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Post by Drone_Fragger »

Hahah.

I should of been On TS at the time.
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Forboding Angel
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Post by Forboding Angel »

Das Bruce wrote:Fang had a bit of a nerdgasm on TS and promised them to _everyone_ which I think might be a bit over the top.
Nope, not over the top, you just need to understand how it works. A particular nother game already did this to great effect...
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Zoombie
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Post by Zoombie »

I think the NI should reflect lasers, the GD Reflect bullets and the URC reflect plasma. GD should slow bullets and push them away untill they hit the ground. The NI should litteraly reflect lasers. The URC would just absorb the plasma shots, and it would cause the shild to ripple (Like in that game. You know...the star wars one!)
esteroth12
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Post by esteroth12 »

Zoombie wrote:I think the NI should reflect lasers, the GD Reflect bullets and the URC reflect plasma. GD should slow bullets and push them away untill they hit the ground. The NI should litteraly reflect lasers. The URC would just absorb the plasma shots, and it would cause the shild to ripple (Like in that game. You know...the star wars one!)
Empire at War or Star Wars Battlefornt II? cuz they both have shields that ripple

and those shields seem to specialized
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Fanger
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Post by Fanger »

Being that this mod is inspired by earth 2150.. I will most likely implment shields to block energy weapons, IE lasers, lightning, plasma, ion cannons, sonic weapons etc

I had 3 implemention schemes:

1. Lvl 2 + would all get shields period (personal ones)

2. Special Shield units would be added that would project a shield in a nearby radius for defensive purposes

3. all Assault units (direct fire) would recieve shields


Also I will more than likely boost the amount of dmg energy weapons do when I implement shields to balance the blocking...

Also I may make a superweapon shield for GD that blocks URC plasma shots which would allow me to give URC an anti nuke..
Andreask
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Post by Andreask »

PLEASE dont get too excited about the shields before NI is finished.

Shields are eye candy, considering that they are only a new type of, albeit recharging, armor.

NI is gamplay.

Although it wouuld be cool if GD had a shield generator as a uilding, adding to their defensive, URC had a mobile shield-projector mech, adding to their offensive, and NI had personal shields as their main armor, adding to their flexibility, scince all units can heal themselfs fast then.

Short:

GD = Defensive Shield Generator
URC = Mobile Offensive Shield Projector
NI = Personal Shields supplementing their weak armor

Of course all shields would only reflect the weapons of the opposing factions.

GD = Deflects Plasma and Energy
URC = Deflects Cannon and Energy
NI = Deflects Cannon and Plasma

Again, its a rather radical proposal, and you dont like these, but i like radical solutions for most exciting gameplay.

And finish NI!

If you need some typping monkey for repetitive scripting work, i ll offer my help.
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Aun
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Post by Aun »

Andreask wrote:PLEASE dont get too excited about the shields before NI is finished.
Of course all shields would only reflect the weapons of the opposing factions.

GD = Deflects Plasma and Energy
URC = Deflects Cannon and Energy
NI = Deflects Cannon and Plasma
Good for the storyline and realism, but not gameplay. =P

It's rare to see a GD vs URC game...
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Drone_Fragger
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Post by Drone_Fragger »

Indeed.
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Zoombie
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Post by Zoombie »

Will sheilds be a "Turn it on! THEY ARE ATTACKING!" thing or "We will be nice and safe, as long as the reactors are running" thing?

In slightly more clear tearms: Will the shilds be for short bursts, to turn the tide of battle, but suck an ungodly amount of E, or will they be less powerfull but be on all the time, with only a slight sucking of E?
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Fanger
Expand & Exterminate Developer
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Post by Fanger »

Luckily it appears from the what I have read of the new tags that I can specify a per unit energy amount to use for the shield which means that shields would be a always active thing that would have limited power depeneding on the unit projecting them..

Side note for those of you confused.. the following weapons would be classified as energy:

Plasma
Laser
Ion Cannon
Lightning
Sonic
Flame

The following weapons are kinetic:

Cannons
Rockets
Missiles
Photon
Bombs
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