EE version 0.173 Final (no more stuffs)
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I know, smoth. This has been in response to this:

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.
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.what was the consensus on build pictures.. TA style landscape ingame backgrounds.. or keep trying with the unit on stuff..

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.
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.
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.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.
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.
Yeah, I know what you mean. Actually the laser I have problems with is the T2 one:
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.

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.
- BrainDamage
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- Joined: 25 Sep 2006, 13:56
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?
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?
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.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..
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.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?
- BrainDamage
- Lobby Developer
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- Joined: 25 Sep 2006, 13:56
- 1v0ry_k1ng
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- Joined: 10 Mar 2006, 10:24