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I gave him a revamped monster spawn list that is much more balanced. The Gargoyles will be changed if he goes with it.
Great work fellas. Keep those updates rolling!
You could just make the ammo regenerate over time, and also make it stun-lock smaller enemies.
Need to fix that half-second delay on the firing sound.
Darth Vader's helmet? O.o
The AI always goes for the Tallgeese simply because its prerequisite building is 50% cheaper than the rest. If all buildings were the same price and it had a randomizer, then it would be a different story.
As for game state release, I'm good with whatever the community decides.
Sent you a PM.
I just tried it. For some reason all of the wall textures are black with tons of white dots everywhere. Everything else seems to work fine though. :-/
Silly question, but would you consider a gameplay addon for Doom maps in the future? I know there is a couple already out there, but they are unfinished.
Holy crap this looks awesome, can't wait to see it!
Save/Load is definitely the biggest highlight for me, can't wait to play!
A better approach to this would be to make this an AU style MOD. That way you can make things make sense. For example this could take place right before Half-Life 2, and instead of the Military coming to silence the facility, they are instead there to evacuate it because they have no prayer of covering up a screw up of that magnitude. And due to the massive amounts of alien portals opening all over the planet, 2 major alien factions would be fighting what's left of the human race and each other for control of the planet. So for factions you could have:
1. Human Resistance (GDI) - Consists of what's left of the military and Black Mesa scientists.
2. Combine (Nod) - Consists of everything seen in Half-Life 2 within their faction.
3. Xen (Scrin) - Consists of all major alien enemies including Race-X from Opposing Force and maybe Half-Life 2 enemies.
Teleports huh? Interesting.
Awesome, look forward to it!
Welcome back, keep those updates going!
He didn't steal anything and that's been the majority of the problem. All of the code he has put in that is supposedly "stolen" is common knowledge, but the people who first discovered it like 15 years or so ago want credit when really it isn't credible. It's the equivalent of the authors of ACS scripting to demand credit because everyone uses it, it's stupid.
With the constant crap most of that community spews for things he didn't do wrong, they're lucky to even get that subtle of a response.
Awesome, gonna check this out! And enjoy your vacation!
Grats on #1 Sarge, all that hard work has finally paid off!
Ah OK, thanks for clearing that up.
Is the Forsaken a playable faction or are they just campaign only for the new version? When I read the news I assumed it was a new playable faction. I DL and installed 0.7.0, and I still have only GDI and Nod in Skirmish. Did I miss something?
Awesome news, can't wait to finally play it!
Found a few things:
1. In a 1v1 match, Naval AI will not attack you until you build a Naval Yard. Which is pretty much and instant win because you can sit there and build like 10 Con-yards and whatever else and the the enemy will just sit there and wait for your naval yard to be built.
2. Naval AI often do not build War Factories. Which is a problem because they greatly limit themselves in base defense, as well as not being able to replace destroyed Con-yards.
3. The Soviet drone carrier does little to no damage against anything you attack. In order to really put out damage, you would have to build at least 10 of these things. Which is absurd because I am better off building Missile Subs for a lesser price for better results.
Awesome! Been hoping for a new version to drops, and here it comes!
Other than the dozers needing to be within the build radius to function properly, is there anything else we need to know about that may seem like a bug or glitch?
This did the trick, thanks for that. I have mine set to 3 and works like before.
One small thing that has been bugging me lately, is the scroll speed. I have my resolution set to 800x600 using TS-DDRAW, and even though I have it set to the lowest possible speed, the screen flies at 800 MPH when I just slightly mouse over. Adjusting the speed higher to see if it would go any faster didn't seem to change, so maybe this is locked on the highest setting?
I wouldn't mind a beta release without Scrin. But that's totally up to you though.
There's a problem with the new SSM Launcher on Enhanced. The cluster missile you gave it at max rank causes this unit to kill itself and everything around it when the target it fires at is already dead. This is due to the projectile detonating right above it's head if it's target dies. This was happening with the Sea Shadow in the previous patch, but the projectile wasn't causing the unit to kill itself and everything around it. This should be removed because the cluster bomb makes the unit no longer reliable due to the inferior damage it puts out compared to it's second rocket.
Sooo, how goes the Scrin rework?