Page 5 of 16

Posted: 05 Dec 2007, 18:02
by NOiZE
el_matarife wrote:What's the toggle for displaying JK's health bars? A few of us playing have managed to toggle it off and not managed to turn it back on.

EDIT: No wonder I can't turn it on, I found this in my info log
Failed to load: unit_healthbars.lua (Include() could not load 'LuaUI/Headers/billboard.lua') Is the health bars widget busted?
Whoops... fixed next vsn which will be 5.91

Posted: 05 Dec 2007, 18:17
by MightySheep
NOiZE wrote:
el_matarife wrote:What's the toggle for displaying JK's health bars? A few of us playing have managed to toggle it off and not managed to turn it back on.

EDIT: No wonder I can't turn it on, I found this in my info log
Failed to load: unit_healthbars.lua (Include() could not load 'LuaUI/Headers/billboard.lua') Is the health bars widget busted?
Whoops... fixed next vsn which will be 5.91

:evil: i hate downloading the same mod twice with a tiny amendment!

Posted: 05 Dec 2007, 18:37
by [Krogoth86]
You also missed the nuke and paralyzed icons for the healthbar widget. Though I just downloaded and replaced mine with the most recent version and cannot get it to work anymore...

Strange... :?

EDIT:
Ah no - my bad. When a unit has 100% health the bar blends out in the recent version. Didn't know that... :wink:

Posted: 05 Dec 2007, 20:20
by NOiZE
Sorry for the quick update guys :{
changelog wrote:5.9 --> 5.91

Fixed Corssub corpse metalvalue
Added missing files for the Healthbars and the defense range widget.
Removed unneeded tags for the VTOL_SABOT and the VTOL_ROCKET weapons
Buffed Arm Zipper's HP and DPS
Plane Trails disabled for now, Spring doesnt displays it properly IMO, at least not with lups.
Increased LoS of Flea and of AK, so they can be used as LLT spotter for Storm/Rocko
Added the V for the version again :P
Added the latest Defenserange widget

Image

Posted: 05 Dec 2007, 20:25
by Pxtl
Buffed Arm Zipper's HP and DPS
Increased LoS of Flea and of AK, so they can be used as LLT spotter for Storm/Rocko
a) FINALLY!
b) Nice, especially for the Flea, since they get kind of abandoned after the first minute or so of play... but it could be nasty, since an early-LLT is a popular anti-flea defense, and if you can avoid that LLT with the flea, it might make them freaking deadly rushers. I'm anticipating a nerf back into the "takes 10 shots to blow up a mex" flea as a result of this.

Posted: 05 Dec 2007, 21:07
by LordMatt
+1 Great changes noize especially for flea. I always hated losing them because I couldn't see the llt before they died.

Posted: 05 Dec 2007, 21:22
by lurker
NOiZE wrote:LUPS BA:last updated: 30 Oct. 2007

LUPS CA: last updated: 4 Dec. 2007
Fixed.

Your lups is out of date and you had a perfect chance to fix it, but you ignored me. Time to resort to huge text:

BA has an old version of LUPS that does not work on Intel graphics

Posted: 05 Dec 2007, 21:26
by AF
lups?

Posted: 05 Dec 2007, 21:35
by NOiZE
lurker wrote:
NOiZE wrote:LUPS BA:last updated: 30 Oct. 2007

LUPS CA: last updated: 4 Dec. 2007
Fixed.

Your lups is out of date and you had a perfect chance to fix it, but you ignored me. Time to resort to huge text:

BA has an old version of LUPS that does not work on Intel graphics
I did not ignore you, i went looking for the new lups so i opend r-1044 and the lups.lua still said 30 okt. so I thought it wasn't updated...

So intel graphic users need to disable LUPS for now, will update next vsn.

Posted: 05 Dec 2007, 22:02
by BrainDamage
AF wrote:lups?
jk's LUa Particle System (ie the core of the new CA effects)

Posted: 05 Dec 2007, 22:23
by MR.D
IMO, Pewee and AK (and possibly other fast units) could still use an improvement in lock-on speed during initial combat.

Here is an example

1 peewee and 1 AK run at each other head on, before either of them start firing, they've both passed each other and are almost out of weapon range before they start firing at each other.

I think all that is needed is an adjustment on the script to speed it up.

This would improve their combat abilty just enough to actually hit an enemy they're running into before they pass them (and die), or when raiding an LLT.

Less chain exploding would be nice too.

Posted: 05 Dec 2007, 22:38
by Pxtl
Brain Damage wrote:
AF wrote:lups?
jk's LUa Particle System (ie the core of the new CA effects)
I can't help but notice one thing: Spring has this hugely complicated, impressive explosion generator for special effects... and CA devs say "screw it, we'll roll our own in Lua". Am I getting this straight?

Funny how things seem to work out that way so often now.

Posted: 05 Dec 2007, 22:41
by Zpock
It's actually pretty pathetic and limited compared to what you can do with LUA instead.

Posted: 05 Dec 2007, 22:42
by lurker
Hao does CEG no wut Santa hat is?

Posted: 05 Dec 2007, 22:57
by Klopper
NOiZE wrote:
changelog wrote:5.9 --> 5.91

Removed unneeded tags for the VTOL_SABOT and the VTOL_ROCKET weapons
So, are Rapier's and Blade's rockets buffed now or not? Gotta try out...
Also, regarding concerns about buffed flea LOS: Buggies already have a sight range bigger than LLT range and that didn't really make them OP, but fits their role as scouts. Only strange thing is, i always thought flea already could LOS-outrange LLTs...oh well :?
Oh and all nice changes so far btw :-)

Posted: 05 Dec 2007, 23:16
by Sleksa
MR.D wrote:IMO, Pewee and AK (and possibly other fast units) could still use an improvement in lock-on speed during initial combat.

Here is an example

1 peewee and 1 AK run at each other head on, before either of them start firing, they've both passed each other and are almost out of weapon range before they start firing at each other.

I think all that is needed is an adjustment on the script to speed it up.

This would improve their combat abilty just enough to actually hit an enemy they're running into before they pass them (and die), or when raiding an LLT.

Less chain exploding would be nice too.

The chain exploding is one of the few things that actually make this unit unusable in the long term. Unless ofcourse you want to make every other kbot useless.

also im not sure about the lock on speed, for aks it seems pretty fast, but for peewee im not so sure, if you want to provide us with better peewee scripts, nobody is stopping you ;)

Posted: 05 Dec 2007, 23:27
by [Krogoth86]
Klopper wrote:So, are Rapier's and Blade's rockets buffed now or not? Gotta try out...
They needed an increase in their turnrate value. Noize now went ahead and added a new line with the new turnrate although there already was such an entry a bit higher with the old value (which gets replaced by the new lower one so it did work). He now just has removed that one - a bit of cosmetic work... :wink:
NOiZE wrote:Buffed Arm Zipper's HP and DPS
Well I don't want to sound rude but he still sucks... :mrgreen:
It's not that the Zipper needed to be a bit better - he needed to be reasonable at all. Peewees still have about 73% more HP for the costs and each one has a 67% higher dps. Just give the EMGX weapon a flash uses to the Zipper and play with the costs until the Zipper has the better per m efficency...

Another unit you might want to have a look at is the Advanced Torpedo Launcher (can't remember if I have mentioned it in this thread already). Its HP is "a bit" low for the costs and the dps also isn't the best compared to the heavy sub...

Posted: 06 Dec 2007, 01:29
by DZHIBRISH
why do you keep adjusting units to fit a 8x8 map?
seriously..its just natural for some units to become useless fast on certain sizes of maps..

**edited**

this is about the flea comment.

Posted: 06 Dec 2007, 01:33
by DZHIBRISH
its not like that...zippers have other qualities.. they are faster......means they get hit less and are more effective on large maps..

Posted: 06 Dec 2007, 01:44
by [Krogoth86]
DZHIBRISH wrote:its not like that...zippers have other qualities.. they are faster......means they get hit less and are more effective on large maps..
Their speed won't help much at T2 when facing things like Sumo, Doomsday Machine, Fatboy or Maverick. I also wouldn't say Peewees are slow... :wink: