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Posted: 23 Dec 2006, 10:19
by KDR_11k
Tower buildings? You're probably thinking of 2160, there were no base building quirks in 2150. Though with the remodeling EE looks more like 2160 than 2150 in some parts.
Posted: 23 Dec 2006, 12:59
by Relative
I've noticed something over the past few matches that might be a bug. When I'm expanding I usually set my cons in teams of two to build mexes. Sometimes, when the builder arrives at the site he starts and then is unable to build. The assist then comes up and starts spraying nano crap, but is not building anything either. In the end I have to cancel their build queue and start it over, which wastes a lot of time.
Here is a pic of what I'm trying to explain.
The one closest to the 0/400 mex is the builder, but he isn't doing anything. The assist is the one spraying crap. It seems to happen every game, but only once. Those two would just sit there the entire match if I left them.
Posted: 23 Dec 2006, 14:32
by KDR_11k
Maybe it has something to do with flattening the terrain?
Posted: 23 Dec 2006, 14:42
by Relative
KDR_11k wrote:Maybe it has something to do with flattening the terrain?
Only problem with that is there is no flattening going on. Also, once I cancel the order I can re-order them to build there, and it will work.
Posted: 23 Dec 2006, 16:50
by rattle
That is no E&E bug. I've seen that happen in about every other mod on a lot of maps. Think it's got to do with flattening the terrain like KDR mentioned.
Posted: 23 Dec 2006, 17:02
by MadRat
rattle is right. The issue was cited in previous posts within General Discussion. The levelling of the terrain is insanely long to complete. The sad thing is it happens instantly as far as the map is concerned yet the unit doesn't seem to recognize the fact its complete. Like was said, stop the action then re-order the command and it initiates the build instantly.
Posted: 23 Dec 2006, 18:48
by Hannes
WOW! EE 0.717 look and plays great! Keep up the good work Fang.

Posted: 24 Dec 2006, 01:14
by TradeMark
Quote from:
http://modinfo.unknown-files.net/modit/ ... te_v_0.171
Corpses which gives more or equal metal than unit costs (3):
gdewdt2 (5) -> 8
gdnsdt2 (5) -> 8
urcfortress2 (3250) -> 13500
Heaps which gives more or equal metal than unit costs or wreck gives (2):
gdhtankairpad2 (2575) -> 1030 -> 5150
gdhtanktacn2 (2975) -> 1830 -> 9150
Posted: 24 Dec 2006, 02:33
by Fanger
Was that with the latest version or with the version on the modweb because that also has the GD commander listed as a URC unit..
Posted: 24 Dec 2006, 10:11
by tombom
Fanger wrote:Was that with the latest version or with the version on the modweb because that also has the GD commander listed as a URC unit..
It's going by the data in the Side=<x> tag in the fbis. The GD commander has Side=URC in its fbi. That is the latest version.
Posted: 24 Dec 2006, 13:15
by TradeMark
Fanger wrote:Was that with the latest version or with the version on the modweb because that also has the GD commander listed as a URC unit..
Is 0.171 latest version? Then it still has the sides fuckd up. If its not, where to download latest...
Posted: 24 Dec 2006, 15:58
by Decimator
.171 is the latest version
Posted: 26 Dec 2006, 08:42
by Peet
Bug - GD nuke silos can't be built. The control centre's buildradius isn't big enough.
edit: nevermind, I was at the unit limit ^_^
Posted: 28 Dec 2006, 02:21
by Fanger
nice try but I didnt change the size of the silos from .163 where they worked fine..
Are then any ACTUAL bugs aside from those typos in the corpse files.. and some other misc typos that dont actually affect gameplay.. cause Im getting nothing..
I suppose without my constant presence in the lobby no one actually plays this mod..
Posted: 28 Dec 2006, 06:25
by Zoombie
I manage to wrange plenty of games, but here's the cold, hard truth, Fang...
It's pretty much perfect. Fun, complex...I haven't seen many problems and I love playing it every time.
Posted: 28 Dec 2006, 14:14
by CautionToTheWind
Hi, i've looked at this mod and find it very interesting. I couldn't find anyone to play but i played alone with .nocost cheat and looked at what was available. The unit choices and mechanics (like fuel) make for very interesting strategic situations. The sides are very diferentiated, a whole type of gameplay i had kinda forgotten since Warcraft 3 and that i hope i'll get back from playing this. Because, to be honest, arm and core are not significantly different.
Because i played alone, i dont understand the economy flow very well in this mod. Are lvl 3 stuff like lvl 3 bombers as hard to get as Kroggies and bantas? Are there 2 levels of mexes? (always hated that)
My only criticism so far is to the models. They are very good and detailed, but i find it very hard to distinguish between different units from the same factory. All medium bots look too similar, all stealth bots look too similar... I understand the great task of making so many units unique but in a theme, but maybe you can make their weapons more obvious or something, because many times i couldn't understand what the unit did until it fired. Planes are also very similar, which is even trickier because you generally cant mouse-over a flying plane to read its name on the info box.
When there are many smoke trails at once the effect is ugly, with that dark grey mist filling the screen. Maybe the trails could be made more transparent or of a lighter colour?
All in all, great job and great gift to the community.
Posted: 28 Dec 2006, 15:59
by Zoombie
Glad to see you like it, but the units being simmaler looking is something you get used to pretty quick. They look different enough for me, and it's easy as cntr Z + cntr 1,2,3,4,5,6,7,8,9 or 0

Posted: 28 Dec 2006, 16:15
by Andreask
You need to add NI. A third race would give more incentive to play the mod, as it becomes even more distinct from AA,BA,XTA.
You would not even need to worry about imbalance issues with NI, as popularity cant get worse and NEW toys are always the best argument to try something NEW.
A race mainly based on hovers is something that would seperate EE from the established mods. Just keep in mind that we have Bots and Tanks in AA too, which is what probably lessens the attractiveness of EE. NI would give EE its unique feature, justifing its existance.
Posted: 28 Dec 2006, 19:31
by CautionToTheWind
How far along is that 3rd race?
Posted: 28 Dec 2006, 21:06
by Fanger
They are not very far along and unfortunately may be set back a bit by the fact that my computer has fuzzled out.. I dont know If I will be able to retreive all the info and modeling I had done on it so I may have to start over again which I would find annoying..
As far as the similiarity, yes I admit the units are hard to tell apart I think this is more of a problem due to the lack of a decent GUI than anything else. I meant the units too look very similiar as I wanted them to look like the same chassis but with a different weapon mount and some slight variation to account for this. I have noticed that people complain about this for the first few games but its just a lack of familiarity, as you play the units will start to look different from eachother most of the longer time players can recognize most units..
As for the economy, yes there are 2 levels of Mex but the 2nd level is not a willy nilly slap down, lvl 2 mexs are expensive to build and maintain and require large amounts of energy and are only helpful to use when you have exhausted all expansion points but still need to boost your enconomy. Tech 3 is hard to get to, not quite as hard as a krogoth but near enough, it can be done, but once lvl 3 hits the scene the game is going to end soon. Level 3 units are devistating but they are not invinicible and can be taken out easily if not reinforced and supported, you should always have lvl 2 and 1 units around they are at least good for cannon fodder to pave the way for lvl 3 units.
Other than that Im glad you enjoy the mod I would be working on NI but my computer is down.. Hopefully I will be able to get them done in a timely manner..