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Doug has pointed out some serious bugs that need to be fixed before the closed beta goes out, i should be sending out something by the end of this week to every one who requested entry into it. I swear its coming!
Due to a computer issue (tstorm came thru and popped my psu) the mod release is being pushed back. Should have the pc back up on friday.
External play testing should begin next week, expect info on it around Wednesday.
We have received all the feedback needed from the primary internal playtest, should have something for any of you guys that want to play test for us by next week, just send me a pm and i will get it to you when its available.
Tuesday Updates are back!
Things are moving forward again. EF vs GDI AI games are going pretty well, I am quite happy to see the custom EF AI will not only properly expand (most the time) it will use EVERYTHING it has access to when building a force INCLUDING Mobile Armors! This was a challenge getting the AI to use the mobile armors properly. Given enough time the EF AI will start building them in numbers, you won't like an EF force with 3 Destroy Gundams walking up to your front door. Well, you may not, as the AI coder I am very happy to see them do that LOL.
I am now starting to work on the GDI descriptions so I can put something out for the closed beta testers to try and let us know their feedback soon.
Should be a real update coming soon guys!
Just fyi for everyone work should restart on the mod on monday. :)
Oh, game doesn't crash anymore from the ai. But i cant get the ai to expand like its supposed to so its easy to defeat. Gdi ai is on top of stuff like no tomorrow.
No update tonight to speak of. I have to take a break, the ai is causing trouble and so sometimes the fix comes after you stop looking for it.
So i didnt post last night because after working on the mod for 4 hours i was tired so i went to bed. Things are coming along well, last night i spent my time working on the ai. The ai can use the new system easily enough but it seems to not want to expand as fast as gdi (or sometimes at all) and in the end it pulls in 1/3rd the income gdi does and loses. So its definitely an income issue for ef. Trying to find a solution in the ai code takes time though.
So far it has done a terrific job of it. This system is easier to manipulate than the old ones we have used and things seem to make sense. It also allows for some mixed shinanigans like putting base leos mixed in with gm customs. If your opponent uses nothing but heavy weapons they are overkill vs leos and the leo sacrifice is enough to get the gm customs in range to use their assault beam rifles.
Tuesday Update Time!
Earth Federation is getting better and better, I just finished implementing the 'Tech Advancement' system for them. The system we are going to try and go with is not one that is that far fetched for the Earth Federation, in fact we have tried it before in earlier builds of the mod but it never 'felt' right.
Well thanks to EF's HUGE selection of mobile suits this system now actually feels very VERY smooth in practice as well as looking good. The system is 'Previous Tech Build'. That means if you want to build something big and awesome thats far down the line in a build que you have to build every unit that comes before it AND that unit has to be somewhere on the map in good condition. In practice it works very well. It gives your opponent a way to try to cripple you in a unique way that doesn't necessarily always work.
For Example : You want to build yourself some GM Sniper 2 K9's. Well, first build a GM Kai, then a GM Custom, then a GM Sniper 2, then a Power GM. Now, as long as that Power GM is on the map somewhere in healthy condition (it can have some damage but not have been moved to one of its alternate forms) you can build as many K9's as you want. Your opponent see's the GM Custom and attacks, blowing the only one you had up. That means if you wanted to build more GM Sniper 2's you would have to build another GM Custom but that doesn't slow down your production of GM Sniper 2 K9's.
Also the description system is done, I will post a picture up in a few minutes showing it off. Unfortunately I could not find room for flavor text on the unit, there is just so much information that is needed for the new system that I had to make a choice - either give you the player as much technical info on the units so you can make informed choices or give you a bunch of flavor that while telling a brief history of the unit it doesn't tell you how to use it or what to expect from the unit.
Hopefully we will be able to start doing some videos in the near future.
I have been working hard on the mod over the last few days, fixing the daggers and windams and mobile armors. Hopefully by next tuesday i will have a video done up showing off some of the changes to the game and the new balance system. As of right now there are 2 more mobile armors to fix and some powers to adjust, but things are looking really good.
Merry Christmas everyone! There will not be any updates this week, family holidays and all that.
Working on mobile armors tonight. Each mobile armor has to imbue the player with the feel of a monstrous, powerful option that can fight off many units as long as their weakness isnt exploited.
To that end for example the gells ghe is the fastest of the 3 MA's. Its also got the most forms inbetween deaths and fastest fire rate with weapons designed to kill lower end forces with ease. Not something you would want to use vs say a mammoth mk 4 or kodiak, its instead the one you would want to take head on vs predators, orcas, or even other mobile suits like power gms. Its weak point? The ghells ghe takes more damage if attacked from behind, by a considerable amount. You really need to hit this thing from behind....
Most if not all EF discriptions are now in. We got the ef ships fixing ef mobile suits now if they are damaged properly as well, as well as added quite a few needed upgrades in to make certain mobile suits a real option if a player wants to invest in them.
Work is coming along!
I am going to start trying to do an update every Monday/Tuesday on the status of the mod. EF has most of its descriptions fixed and is currently being tested for serious bugs (making sure every unit can at least move / fire like they are supposed to). Once this is done we will have 1 more run through with GDI to make sure their descriptions and units fire / hit more or less like they are supposed to and then we should be set for some sort of release.
To give people an idea of how releases are going to go going forward....
We are sticking to our story for the game. This means each release will only add in the relevant factions to that part of the timeline. This next release will only have GDI and EF in it (sorry NOD / Scrin fans). This is because our story starts with the EF forming and breaking away from GDI, causing a civil war of sorts. At this point in the timeline NOD has all but gone underground after the 2nd tiberium war and the Firestorm Conflict (currently NOD is a shadow government running Australia and as such has no interest in GDI or EF beyond wanting to make sure their work in Australia isn't noticed). So this next release will be just EF and GDI. Next will be NOD and Zeon as after EF is successful (sorry, spoilers if you hadn't realized EF wins and separates from GDI) with the Earth Fed going after NOD on Australia (they kind of want the location for their own purposes) and sending the 'poor people that can't afford to move to a green zone in the Earth Fed' into space as a labor force for building Colonies. They promised these people after the Colonies would be built that those that helped build them would have a guaranteed home there. After the 1st colony is brought fully online (Side 3) it became obvious that the true purpose of the Colonies was for the Rich and Powerful of the EF to escape to from Earth. This causes those were still working on the other Colonies to rise up against the EF and thus ZEON was born.
So thats where we are and what we are looking at getting done at the moment. After that we are expecting to do Robotech and Scrin (as while all this is happening the Robotech force on Mars discovers the SDF-1, yes we are changing its location from earth to Mars for the story, but thats needed) and the activation of it brings about the interest of both the Scrin and the Invid who are in different parts of the galaxy fighting their own war. The Scrin already knew of Tiberium on Earth (they did seed earth basically anyways) the detection of Protocultre near one of their seed planets upsets them. They believe that the Invid have found their planet and were attempting to destroy it before the planet can become a Scrin Resource but when they get to our system they find that the indigenous life of the planet have not been wiped out by Tiberium but where using both Tiberium AND protoculture to advance themselves and launch an attack.
Finally the Invid show up at the end causing everything to come to a head because... its the Invid and they don't care. Protocultre must be protected. Tiberium must be destroyed. Its as simple as that to them.
Actually got some work done today on the mod, working on getting just enough done with the descriptions so that the testers can understand whats going on, and some bugs fixed, then we are going to start on Zeon once this gets all sorted out. I can answer some of those questions now though.
1. Zeon is going to be next. Unfortunatly, aquatic isn't doable in cnc3, so while we will put a few in they will be suits that also have valid use on the ground.
2. Probably not, but it is not a flat no. It depends on how the design works out.
3. Its funny, because even though they loved their super expensive weapons zeon didn't really have that much... income. So they will have some nice big toys, like the Neue Zeil and Big Zam will probably be in.
4. Their ships won't probably be used. Zeon's design is going to be very gorilla, not really big base people, more 'steal others bases and stuff' kind of people. So while they will have a base of sorts because the game demands certain parts, Zeon will be most effective stealing other peoples bases.
5. Probably not.
Real life has kept me from working on the mod the last few weeks, but we are still plugging along.
Thanks. I just wish i could move faster on it. Seems things have slowed down a lot even though we are getting somewhere with it.
Coding upgrades is takeing a lot longer than anticipated to get done. It would help if the game didnt crash over stupid crap. (I have used that same upgrade weapon code since the beginning, what do you mean now it crashes the game?) Bah.....
Mod wont be going out tonight, too much still needs to be done. Trying to get descriptions and all ef upgrades in.
Work is coming along well, almost ready to send out to alpha testers for more feedback. Probably a week out.
So i put the power / advancment code in and found it felt like an artificial "ball and chain" holding the player back from advancing due to a manditory time limit. This wasnt the intention. So i need to re-evaluate how to move ef through tech unlocks. I may break down and make them simple upgrades you can do at the tech centers. :(
Basically yes. Though its going to be more geneal than what i said, it wont be "kill x target" it may be more like "pick mission a and get bonus a to all uc units, pick mission b and get bonus b" thats the part i am not set on yet. Or even "pick mission a and your working on gundam development, pick mission b and your working on generic mobile suit development". Or maybe take missions out all together. I dont know yet.
Long time no Update! Well, thats hopefully going to change soon! I finished updating EF to the new balance system today, only thing left is to implement the GUAAS, or Generals Upgrade and Advance System. For EF this is going to mean when you complete a mission that you pick with one of the ships a power will unlock on the side for you to pick from. These powers can be anything from "All UC units increase in level by 1" to "drop artillery on this location". What this really means is as you complete missions there will be an obvious visual notification that allows you to move the available units to more advanced options.
So lets say you are using the Pegasus and have picked one of the missions (Missions will now simply be force dependent, no longer will they be unit specific, so all UC units can complete a mission) that involves killing enemy refineries. You succeed and grant a level. Now you can put a point into UC Gundam Development Unlocking base GP01-Murdock-EZ8 or you can put the point into general mobile suit development which unlocks Power GM-Sniper 2K9- Quel. You go and put the point into Gundam Development. Next time you complete the mission if you put a point into Gundam Development you will unlock GP01 FV - FA Murdock - EZ8 High Mobility Custom. And so on and so forth until you finish on a level.
Thoughts on this system? Good idea or too complex?
Ef is almost done converting. Once thats done i will. And while you guys test ef vs gdi i will get to work on nod converting over for the main release. Thats the current plan.
Good news everyone, i am finally getting real internet at my home! Cable was just installed. It should make it easier for me to upload new updates and stuff.
They are not going back to wolverines / titans at this time.
I can do that.... at some point lol. I have so much going on right now that very little free time i have is going towards getting the mod ready.