The speed of rotation can be defined by the scripter...Forboding Angel wrote:THat's horrible though, cause then it takes forever to turn on normal metal patches. I absolutely hate the AA exploiters.FizWizz wrote:^or make it like the UH/AA exploiter, where the turret rotation speed is bound to the metal extraction rate.
Expand and Exterminate version 0.163 Released
Moderator: Moderators
Expand and Exterminate version 0.163 is out now changes are as follows..
Version 0.163 Changelog:
-AA weapons slowed down to a less laggy attack rate
-AA weapons range increased slightly to compensate for rate of fire loss
-lvl 1 flak turret decreased in cost
-lvl 2 SAM turret increased in HP and damage
-lvl 2 GD air attack helicopter increased in HP
-lvl 1 GD "scout" helicopter damage increased
-URC Flamethrower range increased
-URC Cannon mech rate of fire increased
-lvl 2/3 cannon mech HP increased
-Minelayer cost halved, stealth added, speed increased, buildspeed increased
-scout spider mine replaced with a less powerful mine
-GD light tank dps increased slightly
-GD scout tank dps increased slightly
-GD command tank and light tank build cost equalized
-ship torpedoes target all amphibious units and submarines
-submarines speed reduced
-recon pole added to all sides for detecting stealth/cloaked units
-Construction units halved in cost across the board
-URC stealth unit detect radius increased slightly
Check it out at Smoth's FTP, (dont overtax it you bastards) link:
http://cs.selu.edu/~ssmith/BB/files/Exp ... v0.163.sd7
Version 0.163 Changelog:
-AA weapons slowed down to a less laggy attack rate
-AA weapons range increased slightly to compensate for rate of fire loss
-lvl 1 flak turret decreased in cost
-lvl 2 SAM turret increased in HP and damage
-lvl 2 GD air attack helicopter increased in HP
-lvl 1 GD "scout" helicopter damage increased
-URC Flamethrower range increased
-URC Cannon mech rate of fire increased
-lvl 2/3 cannon mech HP increased
-Minelayer cost halved, stealth added, speed increased, buildspeed increased
-scout spider mine replaced with a less powerful mine
-GD light tank dps increased slightly
-GD scout tank dps increased slightly
-GD command tank and light tank build cost equalized
-ship torpedoes target all amphibious units and submarines
-submarines speed reduced
-recon pole added to all sides for detecting stealth/cloaked units
-Construction units halved in cost across the board
-URC stealth unit detect radius increased slightly
Check it out at Smoth's FTP, (dont overtax it you bastards) link:
http://cs.selu.edu/~ssmith/BB/files/Exp ... v0.163.sd7
Last edited by Fanger on 02 Aug 2006, 04:46, edited 1 time in total.
You still need to get near Stealth units to detect them, right?
I mean the recon-pole doesn't have a better decloak radius, it is just cheap and fast to set up, right? That might be very usefull.
When build on steep hills it seems a little strange that the ground is deformed so much just to put some stick there:

(Maybe the engine just needs some dontdeformground=1 thingy)
On the left is something else I noted: Since when can you attack your own units?
Its even stranger that not everything will shoot at everything, a scouttank ordered to shoot at a lvl1 laservehicle will just follow, but the same tank will shoot at your commander.
I mean the recon-pole doesn't have a better decloak radius, it is just cheap and fast to set up, right? That might be very usefull.
When build on steep hills it seems a little strange that the ground is deformed so much just to put some stick there:

(Maybe the engine just needs some dontdeformground=1 thingy)
On the left is something else I noted: Since when can you attack your own units?
Its even stranger that not everything will shoot at everything, a scouttank ordered to shoot at a lvl1 laservehicle will just follow, but the same tank will shoot at your commander.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
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- Posts: 241
- Joined: 09 Aug 2005, 15:41
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Recon pole
Nice. Now we just need to get weapons that can spawn units on impact and we can have the Recon Pole launcher from "Metal Fatigue". Sexy.
Alternately, I was just having a fun idea: since this mod is so much about adding different loadouts to a single chassis, how about an alternate loadout for the L1 URC spy mech chassis - a saboteur instead of the recon/miner constructor? Just give the thing a weak point-blank flamethrower. Just so the URC can get a little offensive stealth action at L1.
Just a thought, it may be insane/stupid.
Alternately, I was just having a fun idea: since this mod is so much about adding different loadouts to a single chassis, how about an alternate loadout for the L1 URC spy mech chassis - a saboteur instead of the recon/miner constructor? Just give the thing a weak point-blank flamethrower. Just so the URC can get a little offensive stealth action at L1.
Just a thought, it may be insane/stupid.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
can we please please please have it in the next version as the main chassis?
I want the fnutank so bad
Also, fang, when you feel like it... Could we get a higher poly lv1 urc chassis? That would kick ass. I have always wished they were higher poly.
I want the fnutank so bad

Also, fang, when you feel like it... Could we get a higher poly lv1 urc chassis? That would kick ass. I have always wished they were higher poly.
Last edited by Forboding Angel on 03 Aug 2006, 22:42, edited 1 time in total.