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NanoBlobs 0.54b
Posted: 20 Aug 2006, 12:14
by Argh
Get it here.
This is an interim, gameplay release. Only really for purists- I cleaned up a number of gameplay issues and minor quibbles, optimized a bunch of things, and generally tweaked the game design. Among other things, here are some changes:
1. The TriRook has been slightly nerfed.
2. The MegaSheep now fires to its maximum range, like it should.
3. SpireRooks now defeat Holders on a 1:1 basis. How large is their defeat ratio? I dunno yet, honestly, and haven't bothered trying to compute it. It's not a huge margin, but it's better than it used to be.
4. Knights have been de-nerfed somewhat. Main area is speed.
5. Wolves are no longer hoverattack, but instead are true planes.
6. New weapon, explosion and other effects added.
7. Somewhat-optimized usage of scripting-time. Not perfect, but
much better than previous versions!
8. A few other minor odds and ends, like a Spawn file (which is hopefully correct- the numbers before the Unit names are incredibly mysterious).
Overall, the balance has been slightly shifted back to offense, whereas the previous releases were balanced slightly more towards defense than 0.4. I'm going to continue to improve this mod's code and clean it up, but I probably won't add any new units or radically change their roles again, until I've made up my mind about Xect vs. Mynn...
Posted: 20 Aug 2006, 18:11
by Min3mat
numbers before teh unit name are time in frames till the unit is spawned IIRC
make a submarine evil weapon crawley thing appear at 666 frames for a real challenge :D
Posted: 20 Aug 2006, 19:09
by esteroth12
Min3mat wrote:numbers before teh unit name are time in frames till the unit is spawned IIRC
make a submarine evil weapon crawley thing appear at 666 frames for a real challenge :D
and demons! we need a special devil unit that is spawn only, and it spawns with some demons as guards!

Posted: 20 Aug 2006, 22:37
by Argh
Hmm... so, that's time in seconds, eh... muhahaha... I could set it up to do a flood at about 60 seconds...
Posted: 21 Aug 2006, 13:47
by TradeMark
I found some error in the NULLGUN.TDF:
model=Nullpoint.s3o
At that line, there is no ; mark, there was also some damn nullbytes which also fucked up reading the file...
Posted: 21 Aug 2006, 13:52
by Tobi
Haha, the spawn.txt you included is even worse then my one
It gets at 2000 units in 2 minutes (NanoArenaV2, Random Enemies 2 [don't know if that was included already in 0.72]).
No problem tho, it's already nice to stress test things

Posted: 21 Aug 2006, 19:25
by Argh
Whoops! Sorry Trademark! Will fix immediately.
Posted: 22 Aug 2006, 14:27
by NOiZE
also one other minor issue.
The cursors! it needs some custom cursors!
Posted: 22 Aug 2006, 14:44
by Argh
Cursors? Okie doke... and loadscreens, of course, don't forget those... and, uh... oh yeah, I'm going to have something really innovative in the next release, but I'll wait until my next unit's done first, before putting up screenies...
Posted: 22 Aug 2006, 18:52
by Drone_Fragger
By innovative I hope you mean giant shelves you can fill with units and use like seige towers ¬__¬
Posted: 22 Aug 2006, 18:55
by FizWizz
Drone_Fragger wrote:By innovative I hope you mean giant shelves you can fill with units and use like seige towers ¬__¬
lmao, but it's off-the-wall and original enough to happen

Posted: 22 Aug 2006, 19:11
by KDR_11k
No, he shelved that idea.
Posted: 22 Aug 2006, 19:25
by Cabbage
<groans>

Posted: 22 Aug 2006, 20:57
by Argh
Lol... Dragon was the guy who tabled that one
It was tempting, but... naw.
Posted: 22 Aug 2006, 21:37
by Drone_Fragger
The Demon prince is half underground. I only tested this on one map.
Also, Make a nuke launcher, but no anti nuke.
Posted: 23 Aug 2006, 01:02
by Argh
The Demon is supposed to have its hitsphere half underground. It doesn't prevent it from taking damage, it just makes the hit-detection zone more closely match the unit. I know it looks weird, but it seems to work just fine...
As for the nuke... how's about a self-guiding, terrain-following cruise missile? Hmmm? Yes, that sounds good to me, too

Posted: 23 Aug 2006, 08:03
by Argh
Just a thought for one of the loadpictures...
Uh, and if anybody else has some they'd like to share, I'd love to see 'em. I'm working on a series of beauty enhancements to the explosions, too, just in case they weren't already gorgeous enough...
Posted: 23 Aug 2006, 12:30
by Drone_Fragger
No, i mean that that actual model is half underground. as if it was swimming.
Posted: 23 Aug 2006, 12:31
by Drone_Fragger
Also, The megasheep has a habit fo firing a burst of 3 then 1, instead of 2 and then 2.
Posted: 23 Aug 2006, 13:14
by Argh
Hrmm... which map?
The problem with the Demon is that basically, certain things in Spring don't work right. I used some pretty complicated scripting to get around it, but it's causing other problems. The Demon was already clipping through things a lot before, tbh, so I'm not sure what to tell you... except that I intend to make a new Demon at some point, that isn't so long and skinny, since Spring just doesn't handle such items well.
As for the MegaSheep... hrmm... ok, that's fixed. Don't like how I fixed it, but I doubt players will care or even notice it, tbh.