Expand and Exterminate version 0.163 Released - Page 35

Expand and Exterminate version 0.163 Released

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FireCrack
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Post by FireCrack »

Forboding Angel wrote:
FizWizz wrote:^or make it like the UH/AA exploiter, where the turret rotation speed is bound to the metal extraction rate.
THat's horrible though, cause then it takes forever to turn on normal metal patches. I absolutely hate the AA exploiters.
The speed of rotation can be defined by the scripter...
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FizWizz
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Post by FizWizz »

j5mello wrote:i thought he change that?
He did change that, quite some time ago actually.
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Fanger
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Post by Fanger »

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
Last edited by Fanger on 02 Aug 2006, 04:46, edited 1 time in total.
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Zoombie
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Post by Zoombie »

Slick.
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knorke
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Post by knorke »

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:
Image
(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.
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Forboding Angel
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Post by Forboding Angel »

that part of the spring engire code is a bit dodgy unless I'm mistaken.
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LOrDo
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Post by LOrDo »

-recon pole added to all sides for detecting stealth/cloaked units
Oh god. This Better not make URC useless. Stealthy cloakables is practicly all it has!
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Neddie
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Post by Neddie »

LOrDo wrote:
-recon pole added to all sides for detecting stealth/cloaked units
Oh god. This Better not make URC useless. Stealthy cloakables is practicly all it has!
That and the mines which are getting nerfed! :wink:
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smoth
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Post by smoth »

knorke wrote: (Maybe the engine just needs some dontdeformground=1 thingy)
levelground=0;
raikitsune
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Post by raikitsune »

smoth wrote:
knorke wrote: (Maybe the engine just needs some dontdeformground=1 thingy)
levelground=0;
all knowing smoth strikes again!


Thanks for the new release looking forward to playing it.
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Forboding Angel
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Post by Forboding Angel »

LOrDo wrote:
-recon pole added to all sides for detecting stealth/cloaked units
Oh god. This Better not make URC useless. Stealthy cloakables is practicly all it has!
I was afraid of the same thing,but it is not an issue.
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Neddie
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Post by Neddie »

Forboding Angel wrote:
LOrDo wrote:
-recon pole added to all sides for detecting stealth/cloaked units
Oh god. This Better not make URC useless. Stealthy cloakables is practicly all it has!
I was afraid of the same thing,but it is not an issue.
Yeah, that was a lucky bullet to dodge.
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Pxtl
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Recon pole

Post by Pxtl »

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.
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Forboding Angel
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Post by Forboding Angel »

there is a stealth/cloaked plasma unit at lv1 ya know... :lol:

*me listens to fang groaning*
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Fanger
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Post by Fanger »

*Groans.....

and now for something completely different!

Image
raikitsune
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Post by raikitsune »

oh snaps! very nice! :-) GD for the win!
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Zoombie
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Post by Zoombie »

Is that a new tank I hear!
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Forboding Angel
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Post by Forboding Angel »

Fanger wrote:*Groans.....

and now for something completely different!
Oh fark me! THat looks kick ass! I assume that is a wings model?
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Fanger
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Post by Fanger »

That is a wings model, done from scratch by me.. and is a remake of the light GD battle tank.. which is based on an M1 abrams so I looked at some pics of that for detail..
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Forboding Angel
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Post by Forboding Angel »

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.
Last edited by Forboding Angel on 03 Aug 2006, 22:42, edited 1 time in total.
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