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Universe at War Expanded Edition Official Discussion Thread


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#41 lycan

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Posted 14 May 2008 - 09:28 PM

Changes

Military Riflemen squad expanded 5 ->6
Humvees Pop cap is now 5
Jet's are now 6
Tanks are now 8.

#42 ImperialGaurd

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Posted 15 May 2008 - 01:00 PM

I think that tank's pop cap is little bit too high. Maybe you can increase the firepower of the tank instead....

#43 Christanil

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Posted 15 May 2008 - 01:16 PM

Just checked on the new mod :). The guest pretty much covered out the major "flaws" that i have experienced so far. However i find the apaches missle capability a bit "The range of the apache is a bit to great"?. Unless the mod was planned like this...

The apache can easily take out a enemy hiearchy Gravational turret using the "special".
Also the science upgrade allowing the novus faction to build the Black Hole generator is not working.
So far thats the only odd thing i can find other than for the obvious, pop cap's 6 for infantry, 1 per tank etc; And the capture flag ability unable to be used, aswell as the FA-22 ability, which you have clearly fixed now.

More info coming up soon :)

And yay another test tommorow :)

Edited by Christanil, 15 May 2008 - 01:27 PM.


#44 Guest_Sidra_*

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Posted 15 May 2008 - 02:35 PM

I'm also wondering, will the riflemen grenade thing be like the grunt plasma grenades, auto-triggered by attacking vehicles, or activated, like colonel moore's?
Also, will it be a thrown grenade, or like under-rifle grenade launcher things?
Just curious, and hoping that this makes marines ... not suck so much.

#45 lycan

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Posted 15 May 2008 - 05:19 PM

the grenade will be like moore it will just expload after timed.

just dont mind the novus black hole it's going for good.

#46 Christanil

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Posted 16 May 2008 - 10:29 AM

:S after a few tries i still cant get the reflector to fire/attack any hiearchy units.

Edited by Christanil, 16 May 2008 - 01:46 PM.


#47 lycan

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Posted 16 May 2008 - 05:35 PM

reflector isn't suppose to it reflects them which im working on.

#48 Christanil

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Posted 17 May 2008 - 07:36 AM

Apaches-cant directly attack units under them,need to sometimes move them away, then re-attack.
Also i was playing the hiearchy against the military, when the novus built a military building(human one), it didnt show up on screen until it was destroyed?

P.S: How strong/Area of damage is the nuke?

Edited by Christanil, 17 May 2008 - 07:37 AM.


#49 lycan

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Posted 17 May 2008 - 11:31 AM

Same as Novus nuke thing.

#50 Christanil

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Posted 17 May 2008 - 12:54 PM

Okay cool, also found in a few skirmiches apc's go around in circles trying to take down a hiearchy Saucer if the saucer is placed directly above it.

#51 lycan

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Posted 17 May 2008 - 01:10 PM

Um ok...


I might be putting Medic's in groups of 3 into the mod i am still wondering if i want this to take place.

#52 Guest_Sidra_*

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Posted 19 May 2008 - 08:47 AM

Do medics only heal infantry, or can they replace dead infantry in a squad?
I mean, the rate that marines simply get disintegrated is quite fast.

Please,please,please make tanks stronger. If hummvees can take down a building faster than a tank can, there's little reason to build tanks.

Also, will novus be available in the next version of the mod?
http://www.petroglyp...php?showuser=54 - It seems like some guy managed to enable humans as a seperate faction...

#53 lycan

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Posted 19 May 2008 - 08:36 PM

Novus won't become a seperate faction i done to much in coding there a subfaction now sorry.

Tanks will become stronger than humvees

Medics only heal injured.


The public beta i released was infact suppose to be the last private beta so that is why there are so many inbalances.

#54 lycan

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Posted 21 May 2008 - 07:03 PM

New Changes

Riflemen are much stronger against the Grunt's although it takes a few squads to take one down easily (about 3 maybe 2).

Tanks are stronger and have more health.

Hummers have been tonned down every aspect.

Defilers have been debuffed.

There some more changes.

#55 ImperialGaurd

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Posted 24 May 2008 - 02:21 PM

Well, as I played military against military, I found some problems.

Military turret, (that was based on the redirection turret) still redirects sometimes, making it extremely hard to destroy it. (I don't know why but it really takes bunch of tanks and missile launchers to destroy it, while I lost several tanks. It seems that even the bullet of rifleman squad can be redirected, it just spread to the back of turret.)

Military AI doesn't uses any military's infantry unit. I fought against novus infantry combined with military vehicle. Acutally, this isn't a problem. The real problem is that the AI builds a "invisible" infantry barrack. I just noticed that there was a barrack because my units attacked at something invisible.

Thinking about a medic you mentioned at Moddb, Military surely needs one. As the battle continues, the member of squad falls, which reduce the firepower but still occupying pop caps. I know you'll give the medic only the ability to heal the wounded, it will increase the infantry's surviving time much longer.

One minor problems : As I mentioned before, the icons of Motor pool and Infantry Barrack has been reversed. This might be due to the original game was wrong. (It functions just well, but it's picture is... reversed, motor pool has infantry barracks picture and vice versa.) I just checked the originals military mission and found that icon was reversed in the original too. Maybe you can fix it for somewhat perfect mod.

I really enjoy your mod. Keep up the good work!

Edited by ImperialGaurd, 24 May 2008 - 02:38 PM.


#56 lycan

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Posted 24 May 2008 - 07:09 PM

I will fix these issues tonight whilst watching eurovision.

Thank you very much for writing detailed.


Military have no AI.

#57 lycan

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Posted 24 May 2008 - 07:17 PM

Changes

Military Riflemen are stronger and also are much more effective against the hierarchy specifically the grunts
Military Medics can heal there allies in a specific area.
Hummers are so much more weaker there damage has been reduced by 48%
Tanks are good against structures but can struggle against the grunt grenade.

I think it is much more balanced out now.

#58 Guest_sidra_*

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Posted 25 May 2008 - 06:11 AM

Sorry, but just to mention - since hummvees are taking a big nerf (perhaps rightly), are they going to be given any other abilities so that they don't become utterly useless?
Sure they're fast, but a fast unit that isn't effective in combat and dies to everything else would basically be useless.
I'm thinking, can they maybe carry 1 or 2 infantry squads into battle? As a sort of 'rapid transport', rather than an APC's armored kind of transport.
Or maybe something to that effect.

#59 lycan

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Posted 25 May 2008 - 10:51 AM

Well you have a good point.

Hummves are going to be able to transport 1 squad.

They are fast (to scout) and can do hit and runs.

That is what hummers are for :p

#60 lycan

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Posted 26 May 2008 - 01:58 PM

Changes
Military Turret no longer does anything with redirection.




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