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Author Topic: New crazy mod  (Read 48903 times)
Elvish Pillager
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Re: New crazy mod
« Reply #15 on: February 20, 2007, 01:14:02 am »

Well, this has gone over far better than I expected. Smiley

Thank you everybody for your support, and thank you especially Edmund for providing the binary so everyone can play it. I really couldn't have asked for a better response from the community.

Maybe I can start playing people online soon. Cheesy

Meanwhile I'm off to bed.

(By the way, the Mycon is currently a little buggy. If you play it, the match might end early... I know what causes the bug, but I've been having some trouble working out a solution. Later, anyway.)
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Re: New crazy mod
« Reply #16 on: February 20, 2007, 04:20:39 pm »

I played a VUX vs VUX match, and look what happened:


We slowed down to the point where we just started crashing randomly into planets.  It's pretty funny.  I mean our stats on the right, you can barely see the ships. Cheesy
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Elvish Pillager
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Re: New crazy mod
« Reply #17 on: February 20, 2007, 07:09:31 pm »

Who have you played it against?
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Re: New crazy mod
« Reply #18 on: February 20, 2007, 07:17:30 pm »

Ah, the Avenger is good against the Pen too.
Nope, it seems that the Pen is the nightmare of slower ships. It's not SO unbalanced. Sorry. (Still, in this mod, there are many ships like that, because the Pen is rather good at gravity whipping, and with so many planets around...) I am not sure as to the little amount of points you gave to the Pen... Well, it's pretty much the Jugger of this mod.
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Elvish Pillager
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Re: New crazy mod
« Reply #19 on: February 20, 2007, 07:27:04 pm »

Ilwrath, Arilou, Mycon, Melnorme, Mmrnmhrm, and Earthling should be able to take it out. Of course, I haven't tested this...

It also is screwed if a Chenjesu's DOGI catches up to it, or if it gets within range of a high-damage ship.

It's particularly nasty if you're not that good at avoiding planets... I'll have to play some matches with it myself before deciding how powerful it really is.
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Elvish Pillager
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Re: New crazy mod
« Reply #20 on: February 22, 2007, 11:58:21 pm »

New version is out! Get the source code at http://eli.cedarswampstudios.org/1.1.0-src.tar.gz (or of course, wait for Edmund to post a binary)

Because there've been some general gameplay changes, not just bugfixes and cost changes, it's advanced a more major version number.

Changes to 1.1.0:
- The number of planets has been reduced from 16 to 14
- Ships now take extra damage from planets if they're going too fast
- Asteroids now randomly start homing in on one of the players
Ship-specific changes:
- The Utwig shield now blocks damage from planets, like the Yehat one
- Orz marines' HP has gone back to 3 from 7; the Orz ship also now fires two shots at a time
- The Supox shots are now a little more invincible, and don't die to asteroids
- Kohr-Ah disks are now powerfully homing, and the limit is much greater; the ship now costs more
- The Melnorme ship's primary now costs twice as much energy
- In Mycon vs. Mycon, both ships die instantly (to prevent a stalemate)
- The bug with Mycon has been fixed (there are now no known bugs, yay Tongue)
- The Chmmr Avatar's point cost is down to 30 again (it really isn't that much better than the classic Avatar)
« Last Edit: February 23, 2007, 07:57:30 pm by Elvish Pillager » Logged

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Re: New crazy mod
« Reply #21 on: February 23, 2007, 10:39:07 am »

http://homepages.paradise.net.nz/~ejrh/temp/uqm-ep-1.1.0.zip
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Elvish Pillager
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Re: New crazy mod
« Reply #22 on: March 03, 2007, 07:13:55 pm »

Mod version 1.2.0 released!

I have reason to believe it will be somewhat unbalanced, due to awesome new changes. Wink

http://eli.cedarswampstudios.org/1.2.0-src.tar.gz

Changes:

Planets are now destructible. They have 42 HP.
There are now some built-in random team selections at the top of the team selection list.
A bug (sort of) that limited the number of shots in the arena was fixed.
Ships no longer become stationary when blowing up (purely graphical change)

The Slylandro Probe is now a real ship:
 Primary: near-unlimited range, low damage lightning
 Secondary: restore 4 crew (costs 42 energy)
 Thrust key: fire missiles
 The ship now has 42 energy max
 Destroys any asteroid that comes near it for 28 energy
 Reverses instantly whenever it hits a planet
 Is a bit slower than before, and costs 33 points.
 (It can no longer use the thrust key to reverse its direction.)

The Shofixti Scout has been utterly remade. I now call it the Shofixti Carrier.
 Primary: lots of short range shots, in forward and spread positions
 Secondary: Launches a Shofixti Scout (sort of). Hold the secondary key to fire, release to detonate.
 Whenever the secondary shot hits a planet, it blows up the planet.
 The secondary costs 6 crew, or less if you have less than 8 in your ship (spending less crew also gives the shot less hitpoints.)
 The secondary cannot be fired if you have 2 or fewer crew.
 The ship also regenerates crew at a rate approximately proportional to the number of crew in the ship - Shofixti reproduce very fast!
 The ship also looks like the Flagship. It is not very maneuverable.
 It costs 25 points.

The Androsynth Guardian has been remade somewhat.
 Normal form:
 Primary: double laser (about the same as before)
 Secondary: change to comet form
 Thrust: normal effect
 Comet form:
 Primary: do nothing
 Secondary: change to normal form
 Thrust: automatically home in on the enemy (overrides Left and Right keys)
 (That's right - NO BUBBLES!)
 It now costs 18 points.

The Spathi primary shots were a little buggy. They are no longer. Also, they have 3 hitpoints instead of 1.
The Spathi secondary shot is now smarter, faster, and more powerful. You can't fire it as often though.
The Pkunk secondary now "fires" every frame.
The Ur-Quan Fusion Blasts now, after traveling their normal distance, turn around and return the the ship, restoring the energy of firing.
The VUX Intruder, instead of always starting near the enemy, now always starts far from the enemy.
The VUX Intruder's laser now has nearly unlimited range.
The Kohr-Ah Marauder now costs 47.
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Re: New crazy mod
« Reply #23 on: March 04, 2007, 04:23:34 am »

Hopefully this works:

http://homepages.paradise.net.nz/~ejrh/temp/uqm-ep-1.2.0.zip
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Megagun
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Re: New crazy mod
« Reply #24 on: March 04, 2007, 02:00:47 pm »

Nice mod. The new Shofixti rocks. Smiley

But can you PLEASE PLEASE PLEASE add an option to remove the 999 planets?
They're nifty at first, and can be quite fun, but for any remotely serious gaming (read: trying to hit your enemy) they suck very badly and make the game pretty impossible. Try Shofixti vs Shofixti.. >_<

The excessive ammount of planets make the strategy in using the planet in regular SC2 totally nonexistant! Now it's just hoping you'd come at the right place (thrusing usually never works because of the 999 gravity wells), instead of strategically using the environment.. >_<
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Elvish Pillager
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Re: New crazy mod
« Reply #25 on: March 04, 2007, 02:14:06 pm »

http://eli.cedarswampstudios.org/1.2.1-src.tar.gz

Version 1.2.1, unfortunately. 1.2.0 was broken in netplay.

Changes:
The netplay bug is fixed, but at the cost of:
The number of shots in the arena is now limited again, although the limit is around 255 rather than 100.

Also, the Shofixti's regeneration is no longer proportional to the amount of crew, and is generally slower.

-----

Megagun: I thought about your post for a while, but it's too exaggerated for me to come up with a sane response to it...

I'm also not sure how I would make an option at all.
« Last Edit: March 04, 2007, 02:16:21 pm by Elvish Pillager » Logged

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Re: New crazy mod
« Reply #26 on: March 04, 2007, 11:00:44 pm »

Yet another dodgy Windows binary:

http://homepages.paradise.net.nz/~ejrh/temp/uqm-ep-1.2.1.zip
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Elvish Pillager
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Re: New crazy mod
« Reply #27 on: March 05, 2007, 10:51:24 am »

But what about smarter Ur-Quan fighters which shoot anything dangerous?
Oh yeah, I forgot to mention - the Ur-Quan Dreadnought now costs 42 anyway, due to being very powerful already.
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Elvish Pillager
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Re: New crazy mod
« Reply #28 on: March 09, 2007, 10:57:38 pm »

I see it's so powerful, but overpowered is the key word of EP-Mod!
Not really. The ships are necessarily overpowered in terms of regular UQM, but I have no intention of making overpowered ships in the mod which would be able to beat most of the other mod ships fairly easily.

Anyway, I don't think making the Ur-Quan fighters shoot other stuff would be very interesting. Their weapons are quite wimpy.

Also, I experimented with making there only be one planet, but it does screw up the balance. A bunch of ships would need to be reworked.
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Re: New crazy mod
« Reply #29 on: March 10, 2007, 02:07:51 am »

I don't think 1 planet would be that interesting lol, I think 6-8 planets would be the best.
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