The long awaited version 0.8 is finally on the horizon.
With nearly 2 years and over 1000 changelog lines since the last release, it's nearly here.
- Around 200 units to play with.
- New game modes.
- Over 20 sub-mods.
- Supports most custom AI.
- Supported by LOUD.
- Also coming to FAF.
BrewLAN 0.8 — 08|08|18 => Yeeeeeees! I can not wait for it!
Ich freu mich schon sehr darauf.
MFG Arlenor
Hi, I posted this previously, but not in the right place I suspect. As you're getting close to release, I thought I'd re-post here. I made these observations on the 10th of July, so perhaps you've already addressed them. Cheers.
Hey Balthassar, hope you're keeping well?
I just had a quick play with the latest Experimental build and noticed a couple of odd things...
1) The Spy Satellite seems to be using fuel - it only has about 50 seconds worth - running out of fuel only appears to affect its speed, it doesn't crash or anything
2) More seriously, it doesn't really work any more. You still get the terrain revealed underneath it in a circle as before. However, no units are actually revealed.
Basically the spy satellite doesn't visually show units within the revealed terrain circle. It just shows markers, like when units are detected by radar, but still outside visual range. I did have a T3 Radar up, so perhaps without it nothing at all would be shown.
Oh, I also noticed that I can queue up additional spy satellites, even when the original one is still active.
Other than that, BrewLAN continues to look and play well.
Cheers,
Scoob.
I never noticed your post. I don't get notifications for comments unless they @ mention me, and I only check recent things for comments.
Most of those are intentional.
The Fuel thing is to simulate the speed whilst a rocket is getting it into position vs re-positioning with thrusters. It was to make it more useful quicker, but without being able to scout everything.
The vision thing however I will look into, assuming the enemy didn't have a cloak field from some other mod, that is a bug. Possibly related to the new elevation.
The ability to queue up additional satellites is intended. I separated the parent-child relationship between satellites and the launch facility. You only need one launch facility. You now have a separate "pop cap" for satellites. You will note some units now have 'Satellite Uplink' as an ability; most of those increase the satellite population cap. When you control no units with the ability the satellites all die.
The launch site can support 2, tech 3 radars can support 1 each, the dedicated omni from the R&D sub-mod can support 3, the Archimedes can support 0 (but counts for keeping them alive), and the Panopticon can support 9001.
It also is a nice aesthetic; having a bunch of antennae and dishes and a single launch site, rather than a bunch of launch sites.
Thanks, I did wonder if the fuel thing - and the associate speed boost - was to get the Satellite deployed on target more quickly. Great idea :)
The vision issue was odd. Like I said, I could see the radar blips, terrain was revealed but I couldn't actually see any units. My T3 Radar my well have been what was causing the blips to be visible, not the Satellite.
Btw: as you mentioned LOUD in your notes, I actually looked into it...can't wait for BrewLAN to be fully implemented there. I ran a test game on a 40x40 (larger Setons Clutch) map with seven AI's and me, and it was still running perfectly well at the four hour mark! That's an amazing improvement.
Scoob.
FAF yes !!!!!
Only 2 days left :-)
Only 1 day left. I can't wait for it.
Today is the day - BrewLAN 0.8 :-)
one Question are you Satanist or you worshiping satan or why make this 666 beast mod ???
No, and because that was what the revision number was.