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Topic: New crazy mod (Read 55421 times)
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Valaggar
Guest
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The "smarter" fighters won't be so smart actually, since they would also shoot Kohr-Ah disks for example, this being a significant slowdown in their advance. Plus, their speed remaining the same, many ships would be able to take them down. And they would still be affected by asteroids and won't dodge projectiles... the only addition would be that they shoot anything but friendly things and planets on their way. And to really keep from overpowering the Dreadnought, you can simply double the amount of damage it takes from everything.
There are always solutions for keeping the balance.
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Elvish Pillager
Enlightened
Offline
Posts: 625
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Version 1.3.0!
source: http://eli.cedarswampstudios.org/1.3.0-src.tar.gz
changes: You can now pick up to 30 ships per team Planets no longer re-appear painfully close to ships If many planets are destroyed at about the same time, they now come back slowly instead of all at once
Syreen remade. 42 HP primary: homing laser secondary: compel the enemy to thrust and turn towards you has a Zap-Sat has an awesome mace
Slylandro remade. 25 HP regenerates energy, has inertia primary: sheaf of missiles secondary: nothing 27 points
Arilou remade. now is the "Arilou Wizard." 16 HP has inertia primary + thrust: confusion ray primary + right: auto-aiming magic missile primary + left: fireball secondary + thrust: safer teleport secondary + left: summon demon secondary + right: invisibility (both players can see you, but weapons can't track you, energy regens half as fast while invis) costs 28
Orz changed up back to 16 HP has one invincible marine, automatically launched less acceleration auto-aiming turret shots double speed, double damage, double range, 10 HP each new secondary: wing lasers
Pkunk rebalanced, auto-regenerating, and with less regen rate than in 1.2.1 Zap-Sats now always have 10 mass_points again (almost all shots will die when hitting one) Zap-Sats now shoot down asteroids Chmmr now has three lasers, cost is up to 34 again VUX has higher regen rate, firing limpet stalls regen improved the Pkunk, Ilwrath, and Mmrnmhrm AI Ur-Quan cost 42 now Chenjesu shots now always start out moving straight forwards (instead of homing immediately) Many homing shots no longer chase cloaked enemies (this was a bug)
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« Last Edit: March 14, 2007, 05:10:17 pm by Elvish Pillager »
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My team of four Androsynth and three Chmmr is the most unfair team ever! My mod
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Valaggar
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I was too lazy to mail Edmund as I did every time until 1.3.0, so I just compiled myself the mod for Windows. Unfortunately, I had to host it on SaveFile: http://www.savefile.com/files/559782
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Galactus
Zebranky food
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Gender:
Posts: 22
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Great work EP! It's a refreshing twist on Super Melee. However, I was wondering....could you include some sort of config file with this, so players could modify some of the game elements themselves? Like when a planet is destoyed, setting it not to reappear, or being able to increase/decrease the time interval of the planet reappearing, or setting the number of planets and asteroids. Things like that...
If not, would you be able to make a very simple mod that just eliminated all of the planets, and maybe added a bunch more asteroids instead?
Actually, it would be great to see some sort of planet tracking icon (maybe something at the edge of the screen) that helped you track where the planet was when it goes off screen, or at least in which direction it was, in normal Super Melee. It's kind of annoying that you can't tell where it is until it's too late sometimes.
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Elvish Pillager
Enlightened
Offline
Posts: 625
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I've run into maces like this in a bunch of games (usually top-scrolling shooters, though) and always liked the idea. The particular movement/combat scheme in UQM is actually not that good for the mace, as they go. It took a good deal of work to make it a sensible weapon at all.
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1.3.3, the first release without _any_ global changes (only ones to specific ships)
http://eli.cedarswampstudios.org/1.3.3-src.tar.gz
Changes:
- the Thraddash have been redesigned (the old design, I disliked and turned out to actually be a little buggy, though I could easily have fixed that.) Energy regeneration is a bit faster. The Afterburner is back, but not on the ship itself - on its shots! Primary: same as before, but starts at zero velocity and accelerates using the afterburner, leaving a trail. Secondary: same as primary, but costs more, causes more of a delay, is homing, and has more fuel.
- the VUX have been redesigned (the old design, it had @#$%^&* limpets in it.) They now regenerate 1 energy per 3 frames (instead of having to wait a whole second without using an attack to get back 8 energy) Also, they turn and accelerate somewhat faster. Primary: same as before. Secondary: Repel shots from the ship, because the VUX are so repulsive, har! har! har! (it costs 5 energy for a half-second of repulsion; holding down the key to repel continually works)
- the OOS when playing the Arilou ship _should_ finally be solved. - the Arilou AI no longer flees constantly, which was annoying. - the Shofixti, again, can't regenerate if it only has one crew in it. - the Slylandro shots have been reduced to 1 HP (from 10), but: - the Slylandro are now immune to Syreen song, Confusion rays, limpets, and the Orz marine. - speaking of Orz, the bug where they release the marine before actually appearing is fixed. - the Pkunk now slow down the simulation. Whenever there's a Pkunk in the arena, it goes at 12 fps. - also, the Pkunk now accelerate 3/4 as fast, so that they're easier to control. - the Zoq-Fot primary has been changed somewhat and made much more powerful. It costs 16 now.
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My team of four Androsynth and three Chmmr is the most unfair team ever! My mod
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Valaggar
Guest
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Great work, Elvish! Though the Pkunk slowdown needs to be worked on a bit. I mean, instead of decreasing the frame rate, it would be better to decrease the speed of everything, because it's annoying to see the game running like it were Supreme Commander on a Pentium. Windows executable here: http://www.savefile.com/files/594845
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