Expand and Exterminate version 0.163 Released
Moderator: Moderators
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
guys will you please stop derailing the topic???
We are discussing normal EE here, not epic. I think there is an epic thread to post stuff in.
Atm we are discussing why ppl don't play GD.
Fang, could you and 1. 2. 3. in front of the faction names, to put GD first and with next release see how many people stick with them?
That would be a good test I think.
We are discussing normal EE here, not epic. I think there is an epic thread to post stuff in.
Atm we are discussing why ppl don't play GD.
Fang, could you and 1. 2. 3. in front of the faction names, to put GD first and with next release see how many people stick with them?
That would be a good test I think.
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
...unless it OMGWTFPWNSYOURMUMneddiedrow wrote:That should convert new players for their first game or so, given my earlier statement. The real issue comes when NI appears; GD is popular among a lot of the experienced players, but NI will not be perfectly balanced upon release, and getting a following will be delayed somewhat.
Version 0.161 Changelog:
-GD/URC lvl 2 air attack aircraft now utilize a missile weapon for increased accuracy...
-GD lvl 3 Heavy Rocket Tank added in..
-GD Light Energy Production Turbine added in for early game energy spamming
-Torpedo weapons rebalanced
-Submarine costs rebalanced
-Ship Laser weapon range reduced
-Aircraft plants are now only buildable by their lvl of builder, for example a lvl 1 builder now only builds a lvl 1 air factory..
-lvl 1 anti aircraft turret dmg reduced vs lvl 2/3 aircraft
-Commanders can now build shipyards
-URC now has a lvl 1 Stealth/Cloaked assault bot
-URC now has seperate factories for its lvl 2/3 Cloaked/Stealth units
-All stealth units have had their decloak radius reduced significantly
-All stealth units have had their cloak cost reduced somewhat
-GD lvl 3 Heavy cruiser turret turn speed increased
-URC lvl 3 Fortress turret health reduced to 6000, it now takes 65 seconds roughly to build and will cost you 50 metal and 1000 energy per tick to do so..
-GD/URC lvl 2 air attack aircraft now utilize a missile weapon for increased accuracy...
-GD lvl 3 Heavy Rocket Tank added in..
-GD Light Energy Production Turbine added in for early game energy spamming
-Torpedo weapons rebalanced
-Submarine costs rebalanced
-Ship Laser weapon range reduced
-Aircraft plants are now only buildable by their lvl of builder, for example a lvl 1 builder now only builds a lvl 1 air factory..
-lvl 1 anti aircraft turret dmg reduced vs lvl 2/3 aircraft
-Commanders can now build shipyards
-URC now has a lvl 1 Stealth/Cloaked assault bot
-URC now has seperate factories for its lvl 2/3 Cloaked/Stealth units
-All stealth units have had their decloak radius reduced significantly
-All stealth units have had their cloak cost reduced somewhat
-GD lvl 3 Heavy cruiser turret turn speed increased
-URC lvl 3 Fortress turret health reduced to 6000, it now takes 65 seconds roughly to build and will cost you 50 metal and 1000 energy per tick to do so..
hm, I dont know, doesnt this take away some tactic of what buildtree to chose?-Aircraft plants are now only buildable by their lvl of builder, for example a lvl 1 builder now only builds a lvl 1 air factory..
This way it might get too linear and it'll be harder to surprise the enemy with special buildorders he is not prepared for.
Knorke.. the reason for that change was that people seemed to be going to lvl 2 air asap.. especially on the URC side.. because of this most people had lvl 2 air before lvl 2 ground, meaning lvl 2 anti air turrets werent really available. I have noticed this occuring quite a bit.. because of this people wanted me to boost the anti air, this had the main effect of making the lvl 1 anti air a catch all defence weapon and basically relagating lvl 2/3 anti air to a curiosity. Essentially what I wanted to do was set it up so that you should feasibly be able to build lvl 2 anti air before lvl 2 air so you at least have that as an option to use against that air. This also allows me to reasonably tone down lvl 1 anti air turrets making air slightly more effective. lvl 2 air is to devistating in a lvl 1 enviroment to be so easily gotten to, I dont think this is becoming strategically limiting to remove the factory.
OK .. Im going to make another release tomorrow.. reason being that in my extensive testing with journier to make sure the ships werent borked after the torpedo rehaul we discovered that stealth units are nigh undetectable.. this was completely unintentional and Needs to be fixed immediately..
So basically quick vs .162 changlog is:
-Stealth units detect radius increased to be detectable
-Sub speed decreased
-LvL 3 URC interceptor adjusted some more
-1 GD floating building altored
So basically quick vs .162 changlog is:
-Stealth units detect radius increased to be detectable
-Sub speed decreased
-LvL 3 URC interceptor adjusted some more
-1 GD floating building altored
- Drone_Fragger
- Posts: 1341
- Joined: 04 Dec 2005, 15:49
I have released version 0.162 which should be good
Version 0.162 Changelog:
-GD/URC lvl 2 air attack aircraft now utilize a missile weapon for increased accuracy...
-GD lvl 3 Heavy Rocket Tank added in..
-GD Light Energy Production Turbine added in for early game energy spamming
-Torpedo weapons rebalanced
-Submarine costs rebalanced
-Ship Laser weapon range reduced
-Aircraft plants are now only buildable by their lvl of builder, for example a lvl 1 builder now only builds a lvl 1 air factory..
-lvl 1 anti aircraft turret dmg reduced vs lvl 2/3 aircraft
-Commanders can now build shipyards
-URC now has a lvl 1 Stealth/Cloaked assault bot
-URC now has seperate factories for its lvl 2/3 Cloaked/Stealth units
-All stealth units have had their decloak radius reduced significantly
-All stealth units have had their cloak cost reduced somewhat
-GD lvl 3 Heavy cruiser turret turn speed increased
-URC lvl 3 Fortress turret health reduced to 6000, it now takes 65 seconds roughly to build and will cost you 50 metal and 1000 energy per tick to do so
-Some minor graphical tweaks
-Stealth detection radius made good
-URC lvl 3 interceptor improved
-Sub speed reduced
Link: http://www.fileuniverse.com/?p=showitem&ID=3632
Version 0.162 Changelog:
-GD/URC lvl 2 air attack aircraft now utilize a missile weapon for increased accuracy...
-GD lvl 3 Heavy Rocket Tank added in..
-GD Light Energy Production Turbine added in for early game energy spamming
-Torpedo weapons rebalanced
-Submarine costs rebalanced
-Ship Laser weapon range reduced
-Aircraft plants are now only buildable by their lvl of builder, for example a lvl 1 builder now only builds a lvl 1 air factory..
-lvl 1 anti aircraft turret dmg reduced vs lvl 2/3 aircraft
-Commanders can now build shipyards
-URC now has a lvl 1 Stealth/Cloaked assault bot
-URC now has seperate factories for its lvl 2/3 Cloaked/Stealth units
-All stealth units have had their decloak radius reduced significantly
-All stealth units have had their cloak cost reduced somewhat
-GD lvl 3 Heavy cruiser turret turn speed increased
-URC lvl 3 Fortress turret health reduced to 6000, it now takes 65 seconds roughly to build and will cost you 50 metal and 1000 energy per tick to do so
-Some minor graphical tweaks
-Stealth detection radius made good
-URC lvl 3 interceptor improved
-Sub speed reduced
Link: http://www.fileuniverse.com/?p=showitem&ID=3632
- Drone_Fragger
- Posts: 1341
- Joined: 04 Dec 2005, 15:49
- Johns_Volition
- Posts: 134
- Joined: 05 Jul 2006, 21:17
Well the only problem with that is you have to find a way to NOT die when the S-02 swarms out of the immideate area.Decimator wrote:Zoombie, we all know you'd load up the asteroids with S-02, so don't try to deny it.
on topic: How did you get the N.I units? Also didn't we cover the simple fact that the NI WILL NOT GET A NAVY! at least fifty odd times?