Page 35 of 62
Posted: 02 Aug 2006, 00:25
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...
Posted: 02 Aug 2006, 02:52
by FizWizz
j5mello wrote:i thought he change that?
He did change that, quite some time ago actually.
Posted: 02 Aug 2006, 04:16
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
Posted: 02 Aug 2006, 04:19
by Zoombie
Slick.
Posted: 02 Aug 2006, 07:08
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:

(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.
Posted: 02 Aug 2006, 07:17
by Forboding Angel
that part of the spring engire code is a bit dodgy unless I'm mistaken.
Posted: 02 Aug 2006, 10:25
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!
Posted: 02 Aug 2006, 10:34
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!

Posted: 02 Aug 2006, 10:37
by smoth
knorke wrote:
(Maybe the engine just needs some dontdeformground=1 thingy)
levelground=0;
Posted: 02 Aug 2006, 10:44
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.
Posted: 02 Aug 2006, 23:10
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.
Posted: 03 Aug 2006, 06:54
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.
Recon pole
Posted: 03 Aug 2006, 19:42
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.
Posted: 03 Aug 2006, 19:50
by Forboding Angel
there is a stealth/cloaked plasma unit at lv1 ya know...
*me listens to fang groaning*
Posted: 03 Aug 2006, 22:06
by Fanger
*Groans.....
and now for something completely different!

Posted: 03 Aug 2006, 22:14
by raikitsune
oh snaps! very nice!

GD for the win!
Posted: 03 Aug 2006, 22:22
by Zoombie
Is that a new tank I hear!
Posted: 03 Aug 2006, 22:32
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?
Posted: 03 Aug 2006, 22:36
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..
Posted: 03 Aug 2006, 22:40
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.