Expand & Exterminate .155 Released! - Page 41

Expand & Exterminate .155 Released!

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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

problem is flint made the original post, so fang can't update it.
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PauloMorfeo
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Post by PauloMorfeo »

Forboding Angel wrote:problem is flint made the original post, so fang can't update it.
Start a new thread. From what i understood, this mod was mostly made by Fanger. Am i right? Who worked on the mod? Why isn't he the owner of the discussion thread about the mod?
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Aun
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Post by Aun »

Forboding Angel wrote:
Aun wrote:
Forboding Angel wrote:yep, drone is right. That thing is a one shot kill on a lot of units.
It does in the new version... I'm sure it didn't in the last.... Fang?
I meant a 1 shot kill on lv1's

Lv2's take 3 shots from just that cannon to die I believe.

Aun, as far as I'm aware, they havn't been touched.
Wrong quote, actually. =P

I was referring to my previous post on whether or not the Fortress had a cannon.
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Forboding Angel
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Post by Forboding Angel »

ooo ok.

Same answer tho. Unless I'm horribly mistaken it has always had a cannon
j5mello
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Post by j5mello »

yes it has always had a cannon
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Fanger
Expand & Exterminate Developer
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Post by Fanger »

No problems, questions, imbalance issues.. anything?

Im sorta sitting on .157 as I dont want to release a bunch of times

so far I have 4 things:

-nerf GD armed mexs back to original .155 levels in terms of hp and firepower leaving increased cost

-Alter amphibious torpedo units to be able to fire torpedoes at any target in the water

-possible addition of the mass transport code to land/water transports to expidite landings

-alteration of GD Ion bolt graphic and URC bomb/superweapon graphic to use Smoths cool plasma projectiles



Anything else?
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Forboding Angel
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Post by Forboding Angel »

made me all kinds of happy :D

Mass transport... *evil laugh* so cool...
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Soulless1
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Post by Soulless1 »

sounds awesome :-)
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Aun
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Post by Aun »

Mmmmmm, mass transports =D
raikitsune
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Post by raikitsune »

Mass transport is exactly what i needed the other day! tried to land stuff on the beach of shore to shore quite early on but it spent ages trying to make sure it could put the units out (by the way is the unit limit in the GD ship transport 8?)
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Forboding Angel
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Post by Forboding Angel »

I'm not sure about the ship transport limit. I like to use amphibs whenever possible. I'm not a huge fan of ships.

Do you think it should be raised?
raikitsune
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Post by raikitsune »

Hrmm well no tis a good limit. i think the main bit was not being able to dump all the units down at once.
Last edited by raikitsune on 26 May 2006, 21:37, edited 1 time in total.
j5mello
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Post by j5mello »

yes the limit is eight units for ships anyway
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Zoombie
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Post by Zoombie »

Any new information here?

But I did just get to play a fun game of EE. It was a classic example of me being stuck between a rock and a gigatic spike.

Good EE player on my right, and incred-friken-takular player on my left, and they both attacked me at the exact same time. But we were in an FFA, witch made the entire thing rather odd.

Oh well.
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Aun
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Post by Aun »

I think air transports and interceptors should move faster, it takes ages to move units...
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Zoombie
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Post by Zoombie »

Air transports should also have guns.

Wait they DO have guns! What do you know?
raikitsune
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Post by raikitsune »

lol FFAs are always sticky situations because whoever attacks first (if you're all good players) gets taken out 2nd and whoever attacks the person who attacked 1st gets taken out 3rd. (i've only been in 1 game where this didn't apply managed to practically build Mexes where i had just destroyed their one seconds earlier was quite a crazy game!)
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Neddie
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Post by Neddie »

E&E is personally my preferred mod for ffa games.
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