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lol, nice. Can't wait to see what you do with this.
I was testing to see how well the AI could build if they were all in the same place.
"If you stack more than 4 AI players in 1 spawn zone, the game will not spawn the rest of the players and the game cannot be completed. Now, when you try to abort mission, the game doesn't abort, it starts a new game with a random amount of AI players with randomized colors. It will continue to do this for eternity until you ctrl+alt+del and close the game via Task Manager. I even had to close the TI Client because it still said a game was in progress and doesn't go away, plus I had to go into my processes and terminate the game that continued to run in the background even after both programs were closed. If I try to set a 2nd cluster of 3 AI while a cluster of 3 is present elsewhere, only one of the AI of that second cluster will spawn into the game. And then the shenanigans explained above happens."
Should have made a separate account for gaming connections, that's what I did.
I really hope you fixed that issue with the AI placement in maps, that bug was reallly bad.
Take your time, the more bugs like that you crush the smoother testing it will be.
Does it happen at random or after a certain time period? Cus I know they tend to make the game crash frequently after 15-20 min of play.
Awesome, gonna check this out when able!
I look forward to it as always!
Kodiaks? Pffft, those motherships are my primary concern.
Me and a few friends of mine were having trouble fighting against the EF in that latest version you put out. If we let them live to long, they cause the game to lock up. Also, EF have a major problem dealing with infantry, especially Nod's infantry. Once they get into a certain range of the mobile suits, some mobile suits will use the head vulcans but they take forever to kill the infantry. Using infantry to back up the mobile suits is nearly pointless against Nod because they get alpha-targeted by the enemy and are killed instantly. In conclusion, head vulcans need to deal more damage vs cyborgs. Those are 60mm guns in those heads, it should deal quite a bit of damage to a cyborg.
Han shot first. lol
I had a look at the changes, they look good. Foehn's changes look a lil iffy, but we'll see how they play out later on.
"Hell, it's about time!"
Nuke'm from orbit, it's the only way to be sure. lol
A Sherman with wheels? lol
Spot on, how big is it in-game?
34 levels? Goddamn, that's gonna take a while to beat. lol
Good luck on winning that prize.
Agreed, can't wait to see the final product!
The file uploaded here is now out of date. The author has made a moddb account to post the new version, you can view it here:
Gholas are a type of clone of lifeforms, not spliced DNA of other lifeforms.
Good luck sneaking passed these guys. It would be literally impossible. lol
Ohhh man, Painkeep. This takes me way back, I was disgustingly good at this MOD back in the day. lol
I like the bottom right factory the best. It still resembles the old TS model in a way while looking much better with it's dark decor.
It would be better if you upload those on YouTube after the broadcast because these sites don't seem to work right where I am. Plus one of them is constantly harassing me for subscriptions.
Looks like a cross between a Harkonnen and Sardaukar armors.
Will 0.9 be out soon?
Wow, I didn't even know subscriptions were an option, I may look into that. If you guy can get a lid on those intrusive ads, I may turn my adblocker off here. But I left it on before because I got sick and tired of audio/video ads playing and causing issues with page loading and interrupting downloads.