Expand & Exterminate .155 Released! - Page 24

Expand & Exterminate .155 Released!

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Andreask
Posts: 282
Joined: 16 Dec 2005, 21:08

Post by Andreask »

Oh come on.

you have seen my play.

i am not a porcer.

Now that this is out of the way, i wonder when the next change lo roles in.
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Flint
Posts: 128
Joined: 17 Jan 2006, 08:57

Post by Flint »

krogothe wrote:on TCP or other more restrained maps its insanely easy to put a couple of turrets down, wall them and just sit back and relax while you get to lvl2 in under 10 mins
I have played probably more frequently than 90% of the players and I have never seen that strategy effectivly utilizied. Artillary always chews it up. The walls in this mod are just about perfect at the moment.
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Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

I've just played 4v4 on a map that has metal for 2 players in total.
Now the thing you get is, very carefull building. Anddeviding the metal.
Untill someone brilliant discovered that a lvl1 con (or any lvl con) provides 0.5 metal. The game took 40 min, ended in 3 vs me, and I had 260 lvl 1 cons with 160 metal. That was more the double all other players together had. (I lost anyway, becouse I was so cornoured I could get any combat unit outside, it was like nanoblobs!).

If you consider putting metal makers in, also consider the amound of res the con units give. You can porc on con units spam, but you won't win.
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Flint
Posts: 128
Joined: 17 Jan 2006, 08:57

Post by Flint »

New sound files will be added (Female Voice alerts player of units being attacked, commander being attacked and base being attacked) Credits to Claire for voice

The con bots giving metal will be changed next version

New loading screens will be added.

Next version will of course work with the new client.

Plus more to be added.
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Drone_Fragger
Posts: 1341
Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

Add some dqamn metal mkaers if you are going to nerf con units. At the moment, If you lose 2 or 3 mexxes, You are dead.
Andreask
Posts: 282
Joined: 16 Dec 2005, 21:08

Post by Andreask »

Drone_Fragger wrote:Add some dqamn metal mkaers if you are going to nerf con units. At the moment, If you lose 2 or 3 mexxes, You are dead.
Do you start to build MMs in every AA game once you lose a mex?

No you dont.

Why do you not have to have MMs ?

Because you move your commander and re-build the lost mexes.
Your commander also forces the enemy back in AA.

The E&E comm cant do this. Once it gets to the enemy while expanding, it has to retreat. The commander cant defend itself with turrets, scince every level one unit is better than the level 1 turrets.

The problem is not the missing lvl 1 MMs, its the missing ability to hold ground with anything else than units. But units are few during the first minutes, so every unit counts.

A possible solution to this, among these already mentioned, like stronger/more efficent mexes, is a cheaper level 1 factory, so initial fights will involve more units and faster backup.
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krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

drone, I had a 2v2 game on koth where my mexes were getting owned all over the show from 2 different directions, i couldnt reclaim much because my ally was drunk, got owned, fleed to my base, built a lvl1 factory and started spamming cons to reclaim my hard earned wrecks. He killed about 5 units the whole game and we manage to hold on just fine. I was losing 1-2 mexes EVERY MINUTE. At my lowest point i was cornered, having lost my lvl2 factory, all defenses, radar and with enemies all over my base. I had one factory 2 tanks, about 5 mexes and 4 cons, they had a huge chunk of the map. I managed to pull it back and win the game. You are talking out of your ass mate.

EDIT: well the lvl1 factory costs less than 3 units, we might as well give it away for free with bonus toys inside. I do agree turrets are slighly underpowered atm, since they are only really good for holding tight chokepoints, but its not too bad.
Andreask
Posts: 282
Joined: 16 Dec 2005, 21:08

Post by Andreask »

krogothe wrote:I had one factory 2 tanks, about 5 mexes and 4 cons, they had a huge chunk of the map. I managed to pull it back and win the game. You are talking out of your ass mate.
Well, they must have fallen asleep then.

You repeatedly state the E&E´s gameplay offers all the diversity, options for long and short games, and is out-right balanced.

How can you come to this conclusion, when you say that most games are under 10 minutes ?

The simple fact is, that E&E is promoting such an aggressive gameplay that the first fight decides the game, on most occassions, not all, but in most situations, on most maps, with most of the player constellations, E&E games will be extremely short.

I really dont know if E&E was meant to be a quicky.
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Drone_Fragger
Posts: 1341
Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

If you Pulled that bck, then you hack. I lost 2 mexxes, and got overrun by artillery, Tanks and other general nastyness, And i couldn't do jack shit, because that 4 metal/tick was actually mkaing me lose.

Give the caommnder a weapon, Add MMs and Make level 1 turrets better.
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

don't listen to fucking noobs, alantai can of course be excused as he spends loads of time designing his awesome AI.
AGRESSIVE GAMEPLAY? NOT WHAT YOU WANTED? READ THE TITLE!
expand AND exterminate
doesnt sound that agressive does it? i want metal makers and 60 foot high unreclaimable walls and a tech 1 unit that costs -80 metal so i can make it and it gives me metal even whilst making it. i want 30,000 tech levels of defense units and 1 underpowered shitty attack unit.
Andreask
Posts: 282
Joined: 16 Dec 2005, 21:08

Post by Andreask »

I want a game to last longer than 10 minutes.
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

Current change log for .152:

Code: Select all

           General Changes
-Increase arm of non-flying transports to ease un/loading
-New loading screens (check the lower left corner for gameplay tips/hints!)
-New sounds (when your com, base, or units come under attack a female voice   will alert you; courtesy of Claire)
-removed con's resource gen ability
           Side Specific Changes
-lvl 1 plasma bots accuracy decreased vs. moving targets
-URC plasma units now use more energy to fire
-URC energy storage building has increased storage capacity
This is purely WIP and is subject to change at Fang's discretion. Don't expect a release till some time late in the week.
Last edited by j5mello on 01 May 2006, 00:07, edited 1 time in total.
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

AF, if u really want a longer game reduce HP and wpn dmg by 90% or something. this is awesome fun atm, there are plenty of slow gameplay mods out there
skruw
Posts: 7
Joined: 08 Nov 2005, 06:48

licence

Post by skruw »

what licence is this under? gpl?
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

i believe its under the shitihopethattheydontfindus license lol
i think that the makers of 2150 would be pretty pissed :D
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Flint
Posts: 128
Joined: 17 Jan 2006, 08:57

Post by Flint »

New Loading Screens



Image

Image

Image



Image
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

... first off, the next person who declares me a "f'ing noob" can come play NanoBlobs with me, and get owned. Nobody gets to call me a noob, period.

That is quite enough, Minemat. You talk trash, but you can't back it up. Do I need to spend a week playing this mod online and beating the snot out've you guys, before you're going to listen to reason? I don't have time for this crap- I have mods to build.

If Fang doesn't recognize the basic truth here, which is that the mod is pretty well broken at a fundamental level, that's fine- I just won't play it, and I'll ignore it from here on out. It's his mod, not yours, and I have yet to read his comments.

And, to make my point clear- I was working on that texture project on the side, in great part to help this mod... and now I'm not, because of these rude comments. I won't help people who put up with this kind of fanboy nonsense.
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

Final change log for .152:

Code: Select all

           General Changes
-Increase arm of non-flying transports to ease un/loading
-New loading screens (check the lower left corner for gameplay tips/hints!)
-New sounds (when your com, base, or units come under attack a female voice will alert you; courtesy of Claire)
-removed con's resource gen ability
           Side Specific Changes
-lvl 1 plasma bots accuracy decreased vs. moving targets
-URC plasma units now use more energy to fire
-URC energy storage building has increased storage capacity
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Fanger
Expand & Exterminate Developer
Posts: 1509
Joined: 22 Nov 2005, 22:58

Post by Fanger »

Why are you getting all pissed off at me... I made absolutely no comments one way or the other about your posts/ideas/mod/ability as a player... so because some random guys who play my mod insulted you your now going to turn around and bite me in the ass when I have done absolutely nothing to you...?

I was not here all day, and did read your post and am considering how to change the mod to fix any problems, the views of other people are not necessarily mine.
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krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

Your mod is fine...
four little things though:
1-Its not AF, its another dude >:D
2-My amazing comeback game lasted 32 mins, and was incredibly intense, its just fun
3-Each person, including me only has a limited, biased view of the mod, and thus its bad to trust just one of them too much with the changes, and sometimes even the community as a whole can want something that will not benefit the mods gameplay and enjoyment factor (an easy example would be 90% of the requests for improved realism in mods).
4-mat rocks

Yes, battles are more decisive, but by no means the end of all, and hell its a lot more fun that way. I like the changes even if i think plasma is not that powerful!
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