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Posted: 06 Jul 2006, 22:50
by Aun
Forboding Angel wrote:
Drone_Fragger wrote:The error that Caydr isn't Fang? I bet they are, really. Its caydr, On a proxy, with a differant attitude. In an attempt to make his own mod unplayed.
Not possible I have talked to both of them on TS and they sound nothing alike.
QFT

I think the tidal gens look fine, but a footprint increase or a decrease in the size of the blades would probably fix it.

Posted: 07 Jul 2006, 03:00
by smoth
KlavoHunter wrote:I believe Caydr will have to release a patch or a new version of the mod, as the Level 1 URC mortar bot still fires on the move.
Wow, disrespect!

Posted: 07 Jul 2006, 03:01
by Zoombie
Wow. I can't belive I read that and DIDN'T notice that he called Fang Cyder.

Posted: 07 Jul 2006, 05:55
by KlavoHunter
Forboding Angel wrote:
Drone_Fragger wrote:The error that Caydr isn't Fang? I bet they are, really. Its caydr, On a proxy, with a differant attitude. In an attempt to make his own mod unplayed.
Not possible I have talked to both of them on TS and they sound nothing alike.

Klavo... In Normal EE mortor bots are supposed to fire while moving.
Oh. I thought he wanted to turn that off for Normal AND Epic.

Regardless, in Epic, the mortar bots fire on the move.
smoth wrote:Wow, disrespect!
Because if Fanger can't fix it on his first try, it's time to call in outside help. :lol:

Posted: 07 Jul 2006, 06:05
by esteroth12
KlavoHunter wrote:
smoth wrote:Wow, disrespect!
Because if Fanger can't fix it on his first try, it's time to call in outside help. :lol:
:lol:

also, just posting here something I said ingame: the smoke emitted from the flak cannons (GD) is rather large... maybe it should be toned down a bit? (not too much) and definately for EE Epic, but this isnt that thread ;)

Posted: 07 Jul 2006, 07:52
by Zoombie
I actually like huge clouds of flack. I think its mostly a taste issue, unless it gets to a 'game stopping' point. And in that case you either need a new computer, or less flack cannons.

Posted: 07 Jul 2006, 08:08
by Dragon45
Yeah, Caydr really needs to buff up URC mortar bot!


:roll:

Posted: 07 Jul 2006, 09:04
by KlavoHunter
Dragon45 wrote:Yeah, Caydr really needs to buff up URC mortar bot!


:roll:
Damn straight! :lol:

Posted: 07 Jul 2006, 09:12
by smoth
KlavoHunter wrote:Because if Fanger can't fix it on his first try, it's time to call in outside help. :lol:
Image

Posted: 07 Jul 2006, 11:42
by BvDorp
jcnossen and me have played this mod a lot the last few days. It rocks! The gameplay is much faster, and the tech tree is much clearer than any other mod. Congrats!

Posted: 07 Jul 2006, 11:44
by Drone_Fragger
heh, Epic is the best.

Posted: 07 Jul 2006, 18:21
by Decimator
Epic is for the people who like slower, more strategic gameplay, while normal is good for the people that just want their explosiony goodness. :)

Posted: 07 Jul 2006, 18:30
by Forboding Angel
The only thing in epic that bugs the living crap outta me is the unit speeds. I know it's relative, but's it's a bit too slow imo.

Posted: 07 Jul 2006, 18:36
by Decimator
Well, the problem with Epic is that the game slows way down if you let the wrong person in your game. At full game speed the units aren't terribly slow, but at half game speed....

We should stop hijacking the normal E&E thread. :P

Posted: 07 Jul 2006, 20:24
by Zpock
A blatant attempt to go on topic:

I have recently started to believe that E&E features the most perfect resource system ever. What I have realised is that the moho metal extractors in EE are actually metal makers in disguise, since they cost a lot of energy to run. This is the most brilliant thing since it lets you have something in between a metal maker economy and one that is withouth, essentially one were you can build metal makers, but limited by the amount of metal patches. I always thought that not having metal makers is a really great idea, but this does make it even better.

The result is that the economy levels out and stabilizes on both sides and large epic battles happen.

Posted: 07 Jul 2006, 21:32
by Johns_Volition
Zpock wrote:A blatant attempt to go on topic:

....What I have realised is that the moho metal extractors in EE are actually metal makers in disguise....
You are talking about AA here right? Because there is no moho metal maker (or any metal maker) in EE afaik.

Posted: 07 Jul 2006, 21:41
by Aun
Johns_Volition wrote:
Zpock wrote:A blatant attempt to go on topic:

....What I have realised is that the moho metal extractors in EE are actually metal makers in disguise....
You are talking about AA here right? Because there is no moho metal maker (or any metal maker) in EE afaik.
He means the lvl2 mexes are like metal makers because they take a massive amount of energy to run, but are limited by the number of metal patches.

Other mods have done this before, go check the OTA Moho mexes.

Posted: 07 Jul 2006, 22:01
by Fanger
I think you mean the XTA mohos Aun, reg OTA CC mohos gave about 3x the output for not very much more energy consumption of reg mexs

Posted: 07 Jul 2006, 22:12
by Drone_Fragger
indeed. EE mexxes just maxe your energy bar bounce around like crazy for no good reason.

Posted: 07 Jul 2006, 22:27
by Fanger
Then dont build em.. Im not forcing you to..