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Progress Countdown for next release


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#1 Pendaelose

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Posted 21 July 2011 - 05:56 PM

As I achieve goals in this list I will mark them out. I will release a 0.9 version this weekend (July 23-24) with as much work included as I can deliver. The rest of this list is aimed toward the 1.0 release.

Primary Goals... These are primary goals that will definitely be done

1. AirF Gen T2/3 defenses.

2. Infa Gen Minefield defense and unit.

3. Chem Gen canister artillery unit for toxin tree.

4. Laser Gen Add team color to laser general light units, fix skins.

5. Laser Gen T1 *basic* artillery unit.

6. Laser Gen Add heavy defenses for Particle and Satellite techs.

7. Laser General finish Ion Cannon


BUGS to fix... These are bugs that are identified and fixable.

1. H-Bomb leaves no scorch

2. Drone Controller and Drones don't receive rank and camo upgrades.

3. Fix occasional attack problem with Long Arm sites.


Balance Changes...

1. Balance changes to Micro Gen Drone Controllers

2. Balance changes to AirF Gen Cobra heli

3. T0 AA for all factions re-balanced.

4. Friendly Fire removed from AA weapons.



Possible additional additions... These are long term goals, many will not be int he next version, but a few may. They are a lower priority than the goals mentioned above.


1. Special *unique* units delivered from capturable Reinforcement pads.

2. Self repair upgrade for AirF helis

3. Micro-General Mini-Super

4. AirF Gen Angel Squadron

5. Infa Gen Super-Lotus

6. Micro Gen Crusader tow missiles

7. Micro Gen Heavy VTOL pad with Carry-All unit.

8. Tank Gen T0 ECM defense

9. Chem Gen Zeppelin pin

10. Infa Gen Super Battle Fortress

11. Aslt Gen Oil Tech tree

12. Aslt Gen Siege Tech tree

13. Aslt Gen China imports Tech tree

14. Laser Gen Laser Tech lab with upgrades

15. Laser Gen Microwave Superweapon

16. Code changes for Auto-Deposit behavior.

17. Aslt Gen Karkidan tank as hero unit.

18. Flam Gen Modular Thermite Shiatan

Edited by Pendaelose, 21 July 2011 - 09:07 PM.

Posted Image
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#2 Pendaelose

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Posted 21 July 2011 - 09:08 PM

the first 2 marks are already scratched out.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#3 Madin

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Posted 22 July 2011 - 02:22 AM

That possible additions list is tasty!
:sleep:

#4 Pendaelose

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Posted 22 July 2011 - 05:22 PM

That possible additions list is tasty!
:sleep:


They are all things I REALLY want to add, but the game isn't broken without them. I've put them at the bottom of the list so I can get the essential changes out of the way first.
Posted Image
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#5 Guest_SryCauldon_*

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Posted 23 July 2011 - 05:01 AM

Wonderful to hear of this, and I have to say I really hope you implement the Micro Gen additions, I often thought their number of available units was rather skimpy in comparison to the Macro Gen, especially at Tier 3 Technology.

#6 Jeno

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Posted 23 July 2011 - 02:40 PM

what is the micro and macro general :s?
also, you are not planning more AI ?

#7 Pendaelose

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Posted 24 July 2011 - 04:48 PM

what is the micro and macro general :s?
also, you are not planning more AI ?


Micro and Macro are the two splits in Robot General.

I will definitely add AI, but it won't be in the .9 release.
Posted Image
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#8 Guest_K1LL3R_*

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Posted 01 October 2011 - 12:15 PM

I'm guessing your probably not working on this too much anymore Pendaelose? I'm trying to to fix all the AI now and was wondering if you knew any easy ways of getting the Power names/building names etc. I'm rather new to this but really want to get the AI all working :)

#9 Guest_Jono_*

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Posted 01 October 2011 - 12:45 PM

I'm guessing your probably not working on this too much anymore Pendaelose? I'm trying to to fix all the AI now and was wondering if you knew any easy ways of getting the Power names/building names etc. I'm rather new to this but really want to get the AI all working :)


I did not notice you are still working on this :).. If I can help in anyways I'd be happy to try it :D

#10 Pendaelose

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Posted 03 October 2011 - 04:01 PM

I'm guessing your probably not working on this too much anymore Pendaelose? I'm trying to to fix all the AI now and was wondering if you knew any easy ways of getting the Power names/building names etc. I'm rather new to this but really want to get the AI all working :)


You're very welcome to work on it, and if you post any progress you make here on the forums it would be appreciated. If you can try and clone the style of the AI I used it will save me a lot of work in the future.

WorldBuilder will show you the names, but without knowing what those names tie to it's of limited use.

Also, I do a fair bit of ini editing to give the AI all the "tools" it needs to be able to build. For example, the AI can't correctly use an advanced dozer, so I put AI-only buttons on the standard dozers to build the advanced buildings.

Eventually I'll get back to working on Remix, but I've had a high drama lifestyle the last 3 months.

Edited by Pendaelose, 03 October 2011 - 04:03 PM.

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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#11 alcatrazhun

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Posted 05 October 2011 - 12:06 PM

hello

the AI why cant build war factory and other buildings?
it1s only build a barrack and 1 or 2 supply center and finish no more:( this is sucks!i cant play this idiot AI.
I have hamachi if someone wanna playing against me Lan
Hamachi network name:Jhon0109
pass:Jhon0109

#12 Guest_Jono_*

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Posted 05 October 2011 - 04:11 PM

hello

the AI why cant build war factory and other buildings?
it1s only build a barrack and 1 or 2 supply center and finish no more:( this is sucks!i cant play this idiot AI.
I have hamachi if someone wanna playing against me Lan
Hamachi network name:Jhon0109
pass:Jhon0109


Some maps seem to be muck the AI up.. Not sure what this is but maybe try a different map.. And remember that the AI are currently a work in progress (Only 3 AI are actually working)

#13 Jono

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Posted 05 October 2011 - 04:19 PM

You're very welcome to work on it, and if you post any progress you make here on the forums it would be appreciated. If you can try and clone the style of the AI I used it will save me a lot of work in the future.

WorldBuilder will show you the names, but without knowing what those names tie to it's of limited use.

Also, I do a fair bit of ini editing to give the AI all the "tools" it needs to be able to build. For example, the AI can't correctly use an advanced dozer, so I put AI-only buttons on the standard dozers to build the advanced buildings.

Eventually I'll get back to working on Remix, but I've had a high drama lifestyle the last 3 months.


I shall see what I can do. And I have got a program to open the .big files in which case I should be able to work them out. Was just wondering if you knew any easier ways.

As for working on it, I shall try and see how much I can get done. It's understandable that you have had high drama for the last 3 months, I just think this is a amazing mod and want to see if I can help out :)

I may have a play around with it to see if I can help out on more then just the AI scripting in the long run, but atm I don't want to put myself up to too much (Have to keep some kind of balance to life :p)

#14 alcatrazhun

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Posted 06 October 2011 - 08:44 AM

well if the AI is "worki in progress" how can i enjoy the mod without challenge? um wanna big and hard battles.no one wanna playing in LAN?

#15 Pendaelose

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Posted 06 October 2011 - 06:29 PM

well if the AI is "worki in progress" how can i enjoy the mod without challenge? um wanna big and hard battles.no one wanna playing in LAN?



Robot, Tank, AirF and Demo have full working AI. It's being refined, but it's a full working AI capable of building superweapons and massive armies. If you don't have this behavior for these armies you need to fix the install. there is a topic for helping with broken installs.
Posted Image
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.





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