Page 5 of 177

Posted: 18 Jun 2006, 09:04
by Ishach
Ban all maps except Greenhaven and mars IMO

Posted: 18 Jun 2006, 09:17
by Min3mat
lol even i'm not that extreme. play whatever you like. but balance the mod to maps like greenhaven, mars, small supreme commander battlefields etc.

Posted: 18 Jun 2006, 12:43
by Deathblane
Personally I've removed the worst choke-point offenders from my map folder but it couldn't hurt to have a buldozer unit. If all it does is cursh wreckage and have a bit of armour sticking it in isn't going to unballence the mod with respect to maps like Comet Catcher.

Posted: 18 Jun 2006, 12:44
by Acidd_UK
Get Well Soon Cadyr!

Edit: Am loving the ground decals on the factories and the sexy yellow ground pulses for the emp weapons!

Posted: 18 Jun 2006, 14:51
by Drone_Fragger
Fidoes need fixing. now. They are so uber it isn't even funny.

Posted: 18 Jun 2006, 15:04
by Caydr
Yeah I'll get right on that. Oh wait, gotta puke. I'll do it after the puking, mmkay?

Posted: 18 Jun 2006, 15:05
by Bhaal
But please DON T OVERFIX fidos!

maybe sumos should get a range boost ?

Posted: 18 Jun 2006, 15:08
by Rayden
I'll do it after the puking, mmkay?
That's Caydr like we like him. Working even if ill.

Posted: 18 Jun 2006, 15:55
by Deathblane
Where the hell did he find the time to be ill????

Posted: 18 Jun 2006, 17:05
by Egarwaen
Pxtl wrote:Look, when the choices in games starting are chokepoint maps and speedmetal, what do you suggest I play?
Host your own bloody game, because you know that any match on those maps is going to be shit.

Posted: 18 Jun 2006, 23:51
by Caydr
Am I seriously to get the impression that there's still only this handful of bugs found? It's been almost 48 hours! Shocking.
Custom team death messages fixed
Fido HP reduced by 125 (1275->1150), movement speed reduced by 0.11
(2.01->1.9), energy cost increased 1000 (5349->6349), range reduced
by 15 (595->580)
Minor shield weapon typo fixed (will have no effect at all ingame)
Unit death explosions are now brighter
Firestorm HP fixed
Shield generator wreckage metal value reduced to sensible levels
Shields buffed
Since fidos, firestorms, and shields are all so badly screwed up, maybe I'll post a new version soon and I'll be able to take a break to work on other mods for a bit.

Posted: 18 Jun 2006, 23:56
by Rayden
Any information on the shield buff?

Posted: 19 Jun 2006, 00:19
by el_matarife
Pyros still fire at air units. I'm pretty sure some of the other lightning/flame units do too.

Posted: 19 Jun 2006, 00:21
by Pxtl
Egarwaen wrote:
Pxtl wrote:Look, when the choices in games starting are chokepoint maps and speedmetal, what do you suggest I play?
Host your own bloody game, because you know that any match on those maps is going to be shit.
No can do - my pipe is too thin to host reliably, and I share it with an avid WoWer.

Posted: 19 Jun 2006, 00:22
by Pxtl
el_matarife wrote:Pyros still fire at air units. I'm pretty sure some of the other lightning/flame units do too.
I haven't done proper experiments but from what I've seen Dragon's Claws did some pretty good anti-gunship work. Not that I mind. Friggin' no-strategy gunship-swarmers.

Posted: 19 Jun 2006, 00:43
by Acidd_UK
quite a lot of the ground based turrets fire at aircraft actually, can't remember exactly which but if you put one of each down it's easy to see. I think the viper and/or the toaster do, and possible the core armed moho...

I was also really dubious about the support ships, but having just played a game with them, it's really nice as the other ships (destroyer,cruiser,battleship) fit their roles much better now I think.

Posted: 19 Jun 2006, 01:28
by Molloy
Suggestion: put Fusion Reactors and MMM's on the same page of the build menu. I tend to build fusion, mmm, fusion, mmm and it's annoying having to flick through 3 pages between both of them when OTA and XTA place them next to each other.

Posted: 19 Jun 2006, 02:23
by Eaglebird
Acidd_UK wrote:quite a lot of the ground based turrets fire at aircraft actually, can't remember exactly which but if you put one of each down it's easy to see. I think the viper and/or the toaster do, and possible the core armed moho...

I was also really dubious about the support ships, but having just played a game with them, it's really nice as the other ships (destroyer,cruiser,battleship) fit their roles much better now I think.
The core armed moho's are pretty good at taking out aircraft though. At least swarms.

Posted: 19 Jun 2006, 03:08
by Acidd_UK
Ok fair point, but there's a good number of plama-type cannons that I'm sure have fired at aircraft.

On a related note, is there a way to stop high-trajectory weapons firing alomst vertically so they hit themselves / nearby friendlies? Maybe would be a good project for a group ai?

Posted: 19 Jun 2006, 04:54
by Pxtl
Well, whether they fire isn't the issue - most units will fire at air. The question is whether they do damage. I'm always crestfallen when I see 5 LLTs fire at 1 brawler and it shrugs off all the damage. Most laser units do reduced damage to gunships, althought I'm not sure if the dragon's claw does because I saw some of them taking down gunships quite ably.