EE version 0.173 Final (no more stuffs) - Page 31

EE version 0.173 Final (no more stuffs)

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knorke
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Post by knorke »

name is cool and does not disturb the look at all i think.
having to look at the tooltip is a bit like playing memory if you dont know the units.
is this over there the e storage? nah, wrong one. but here. hm no. ahh ok got it.
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Zoombie
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Post by Zoombie »

smoth wrote: also, fang can do it with lua and not have it permanently on the image.
If that can be done (And you've yet to lie to me on these things) then I'd be all for it.
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smoth
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Post by smoth »

more then that can be done but there are other more pressing things to do.
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Scikar
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Post by Scikar »

Of course, I'm not saying it should be a priority or that it's a must-have, just throwing ideas around.
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smoth
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Post by smoth »

it is cool. you just have to remember that fang has to stop working on E&E to get those thing implemented.
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Scikar
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Post by Scikar »

I know, smoth. This has been in response to this:
what was the consensus on build pictures.. TA style landscape ingame backgrounds.. or keep trying with the unit on stuff..
I.e., if Fang is working on the buildpics anyway then it's a good time to make suggestions, right? It's not like we're talking about the hubs and I ask for some new units. :P

Besides, I'd be more than happy to make a set myself if it would save Fang some time to spend on more important stuff.
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smoth
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Post by smoth »

black label with white text looks like shit. You are also forgetting that the BPs get stretched at different aspect ratios. In my opinion it makes the pics look too busy.

fang was going to add a 1/2/3 onto the bp to help with levels.
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Scikar
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Post by Scikar »

To be honest, I'd rather have busy BPs where I can find what I want at a glance, than pretty ones which take several mouseovers to identify the one I want to build. I realise that's personal taste though. I think multiple sets with a way to choose between them is the best way, though I don't know how much work would have to be done by Fang for that to work.

As for levels, as I mentioned, apart from with certain widgets, in most cases the level is already clear because you know from the factory you clicked on. It's role differentiation I struggle with most - I keep building radar (and to a lesser extent, artillery) tanks when I want battle tanks, and laser tanks when I want missile tanks.
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smoth
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Post by smoth »

Scikar wrote:As for levels, as I mentioned, apart from with certain widgets, in most cases the level is already clear because you know from the factory you clicked on. It's role differentiation I struggle with most - I keep building radar (and to a lesser extent, artillery) tanks when I want battle tanks, and laser tanks when I want missile tanks.
The level numbers are more for hubs etc... also laser tanks are obvious. battle tanks have 2 barrels.

I think what could help would be to brighten the unit in the picture a bit but that would take a lot of work.

fang, could you fire me a zip some time so I can play a bit with the brightness of units in their bp.
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Scikar
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Post by Scikar »

Yeah, I know what you mean. Actually the laser I have problems with is the T2 one:
Image It looks like the old missile tank to me so I keep building it by accident (likewise the new missile tank makes me think of the old ion tank for some reason).

I'm not really complaining because the build pics do look great, but I do often find myself building the wrong one ingame. I don't mind playing more to figure them out (I'm already hooked on the mod anyway) but it could make the mod less accessible to new players.
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smoth
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Post by smoth »

I think what makes them hard to read is that the unit does not stand out. They are a bit dark. Then again, if you look at them in game it is not so bad. some brightness would help though.
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BrainDamage
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Post by BrainDamage »

hi, i'm a bit new to this mod, i have a question:

what is the pourpose of the static artillery? (urc punisher mortar & gd pamir artillery)

i can't find myself an use for it. (the analys i provide it's not meant to be a critic, it's just the line of thinking i followed when trying to figure out a possible role in a battle)

as defensive turret, it's too slow to hit moving targets (unless blocked by units/walls/chokepoints) and with a very small micro-menagement targets can avoid the hits pretty well, a mobile artillery can do the same job (almost same damage & fire rate & range) with less cost wit the advantage of not using energy to shoot

using it as "anti artillery" defence cannot work either, even if it achives a range bonus (quite small in fact), the projectile time_to_flight gives enought margin to the attacking player to repostionate it's mobile artillery before the shot from the static would reach them

it's cost, health, damage power are almost identical (worst for the cost) to it's mobile counterpart, it only has a very small range advantage, but it's being nulled by being static

i think it's unsuitable to use as front-line bombing turret (a mobile unit has the same effect, costs less and can be repositioned without being reclaimed, with also a time saving factor) & the rage "bonus" is not that high to justify the need to be "static"

oh just another question: i played TA-based mods & there i am able to relaim units & buildings that are unfinished (yes i'm new & i commit erros & sometimes i need to canced the building of few things) where here i can't find how, is this intentional, or is it a bug?
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Neddie
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Post by Neddie »

I believe you can still reclaim them, you just need to force it.

As for stationary artillery, I haven't used them much at T1 or T2 since I started playing... they do have a role for URC, but not at the moment for GD. If they also had some shields, or a second role... hurm.
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smoth
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Post by smoth »

I always used them as deterents. People cannot ignore them but they also make great decoys because I like using artillery tanks.
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Fanger
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Post by Fanger »

The static artillery turrets are almost an offensive turret, they can be built along the front lines if one does not have access to arty units, and they outrange and outdamage their mobile counterparts enough that in a straight up fight they can be more dangerous... especially because they can never be clustered to tightly unlike the mobile arty.. they are useful.. in certain situations.. its a matter of preference..
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Pxtl
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Post by Pxtl »

Fanger wrote:The static artillery turrets are almost an offensive turret, they can be built along the front lines if one does not have access to arty units, and they outrange and outdamage their mobile counterparts enough that in a straight up fight they can be more dangerous... especially because they can never be clustered to tightly unlike the mobile arty.. they are useful.. in certain situations.. its a matter of preference..
I do that all the time as URC, partly a bad habit I picked up from playing kbots in AA (no mobile arty, use guardians).... but it does work well if your supply-line is too long - it's often faster to build an arty turret right there rather than wait for a mobile.
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Decimator
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Post by Decimator »

oh just another question: i played TA-based mods & there i am able to relaim units & buildings that are unfinished (yes i'm new & i commit erros & sometimes i need to canced the building of few things) where here i can't find how, is this intentional, or is it a bug?
The only unreclaimable things would be the factory hubs and the nuke hubs, if I remember correctly. This is to prevent a rather obvious exploit.
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BrainDamage
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Post by BrainDamage »

thanks for the answers :-), i'll test a bit more with mobile vs static

btw good mod ;)
pintle
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Post by pintle »

its very hard to build anything within range of static artillery. Obviously this is asumin a lack of radar jammage etc
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

static is used for either enforcing your frontline to compete with enemy artillery, or building within range of enemy frontlines to weaken it.
they are not a "defence", they are an offensive structure. once the battle has gone past them, you should reclaim them and build them further foward.
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