Remix Escalation Suggestion
#5141 Guest_Tomeister_*
Posted 12 May 2012 - 03:20 PM
#5142
Posted 13 May 2012 - 04:13 AM
Demo general, even with buffs to the bomb truck, is still pretty incapable at countering heavy tanks. The main problem is Efreets (heavy dragon tanks for flame) because they can do enough damage that bomb trucks don't get near enough. So, any ideas for a unit demo could build that counters heavy tanks? I'm thinking something like a heavy cockroach, but I don't want to make it good against buildings and units. However, it could be that such a unit doesn't get the dirty bomb upgrade, and has a really small AOE. That way bomb trucks stay capable at countering groups, while this suicide tank does more direct damage. I'm thinking of buffing the truck nuke too, since it is just so pitiful. But for 2500 it may be okay where it is.
#5143 Guest_Tomeister_*
Posted 15 May 2012 - 10:10 PM
#5144
Posted 15 May 2012 - 10:15 PM
I think the nuke truck could use a health increase actually. I'm thinking to make it relatively tough, so it can be used as a line breaker. Nuke trucks should be terrifying, and rather than just make them do massive damage, making them reliable I feel is a better move. It's at least more unique than "explosion does massive damage to everything!" since everything else Demo has already does that.
As an update, I'm planning on getting started on Superweapons' tech choices (defense and offense). Annoying, before I do that I have a LOT of ini code to rework. Basically to free up research slots and such. After that, I'm going to work on the rail weapons, specifically the modeling portion.
#5145
Posted 18 May 2012 - 09:45 PM
#5146
Posted 24 May 2012 - 02:27 PM
#5147 Guest_Tomeister_*
Posted 02 June 2012 - 03:05 PM
#5148
Posted 13 June 2012 - 02:32 PM
#5149 Guest_Tomeister_*
Posted 20 June 2012 - 06:35 AM
#5150
Posted 20 June 2012 - 12:42 PM
After that, and with my new computer, I can get started on new content again.
- Tomeister likes this
#5151
Posted 24 June 2012 - 01:03 AM
As one form of condensation, I'm thinking of removing the drone upgrade button with a single upgrade that gives units a sort of "drone controller" add on. Then, either the object would spawn a drone (or drones) based on the target, like Skynet does at the moment, or I could see if I can make the player switch between drones. The latter I'm not sure is possible though since I'd have to deal with a living drone, and then make a new one, etc, so it could be an issue for units. Non combat units such as point defense drones and scout drones would need something clever so they'd be used with such an object.
Edited by ApOcOlYpS, 24 June 2012 - 01:08 AM.
#5152 Guest_Tomeister_*
Posted 29 June 2012 - 07:15 PM
How's your progress going on the supw gen?
#5153
Posted 29 June 2012 - 07:17 PM
#5154
Posted 29 June 2012 - 07:22 PM
I'm still working on upgrades. I'm close to getting them set, but talking to Creator about it too. Then I'll get to work on Superweapons. I'm hoping I'll have upgrades done by....Monday since I plan to play some warhammer this weekend.
Edit: Also, I got my new computer up and running!
Edited by ApOcOlYpS, 29 June 2012 - 11:56 PM.
#5155
Posted 03 August 2012 - 12:15 AM
whats about pend btw ?
#5156
Posted 03 August 2012 - 12:45 AM
Still working. Renaming is being more of a chore than I expected, and then I have to hope I didn't break the game. Should be okay though.
#5157
Posted 17 August 2012 - 05:32 PM
any online players?
#5158
Posted 17 August 2012 - 05:52 PM
Anyway. I belive I've finished renaming everything. Right now I'm using Creator's ini error tool and going through all the main errors (things in challenges, campaigns or other small errors are being ignored for now) until I can get the game to launch again. With that, I need to run through a round of testing every unit, upgrade and weapon to make sure they still do what they're supposed to (I have a group of friends I can recruit for this I hope). With that, it'll be on to semi-new content. I'm starting with giving tank and airforce tech tree upgrades. Basically just take the promotions they can get (like fighters 1, 2, 3 and 4, or the three lighning promotions for tanks) and turn them into upgrades. There'll be some slight changes to them (which I'll mention in a minute as I could use some help with them). With those two tech treees for those generals, I'll be adding new stuff to Superweapons general. I'll start by giving her a tech specialization when the game starts (like micro and macro for robots). It'll be less far reaching then micro and macro though. You'll either specialize in defensive warfare or offensive warfare. Defensive will give you more advanced defenses, repair powers and such things, as well as the mobile defenses units, which I know sounds contradictory but it's necessary. The super unit/building is the SDI cannon, being an ultimate defense, and the shield generator. Offensive will not have the SDI cannon or shield generator, but instead will have an ultimate superweapon (I need ideas for this too. I don't really want to do another "storm" weapon). Also each will have a power decrease of their chosen things. Offensive's superweapons will take less power, and Defensive's defenses will take less. Also bear in mind offensive will still have a lot of powerful defenses like superweapons does now, it's just defensive will have more and better ones.
Right, that was a confusing paragraph.
Anyway, I have a bit of a problem with Tank General at the moment. I'm thinking of doing 4 tech trees: Conventional warfare, lightning, ECM and Missiles, each with three ranks. Um...here's a short list I made.
Battlemaster (Standard)
Sniper Tank (Standard
Gattling Tank (Standard)
Dragon Tank (Remove)
Lightning Tank (Lightning 1)
SRM Tank (Missiles 1)
ECM Tank (ECM 1)
Mag Artillery (ECM 3)
Command Tank (Standard)
Emperor (Conventional 1)
Earthshaker (Conventional 2)
Manticore (Conventional 1)
Heavy SRM (Missiles 2)
Heavy LRM (Missiles 2)
Hive (Missiles 2)
Banshee (ECM 2)
Heavy Lightning (Lightning 2)
Tien Mu (Lightning 3)
Unlimited Arty (Conventional 2)
HE MIRV Arty (Missiles 3)
Chimeras (Conventional 3)
Heavy Command (Standard)
The thing in parentheses is what upgrade is required for a unit. As you can see, emperors are no longer standard, but that shouldn't be a problem since you start making tech tree choices at the same time they'd be unlocked. I'm a bit worried that conventional 1 would basically be a requirement to get emperors out to combat other generals' heavy stuff, but I'll deal with that later in a balancing stage. Also, I'm thinking of limiting tank general to 4 tech upgrades (so you could get conventional 3 and ecm 1, allowing you to build standard ECM tanks supporting the chimeras for example). The main reason for all of this is tank general has too many units that you can unlock at once. You can have all the above tanks unlocked short of the mag artillery, but usually you only need a fraction (emperors, manticores, battlemasters and earthshakers). So with the tech trees, the number of unlocked tanks will go down, but you can still unlock whichever you like. I also want to remove at least 2 vehicles from the second list (heavy war factory) because I'd rather just build the chimera variants rather than build them and then upgrade (easier to manage, doesn't waste upgrades), so any ideas of what doesn't belong would be great (could move heavy command to the command center for starters).
If anyone has ideas for different tech trees for tank general (or indeed ideas for any general at all) I'm happy to read them. Also, I love being prompted for news. Writing these hellps me organize my thoughts a bit.
I'm not sure about online players. I honestly haven't played a game of generals all summer, but that's mainly because I've been with friends or working on fixing things.
#5159
Posted 17 August 2012 - 06:08 PM
i think 5 will be better,so you can have one max,2 min,or one max, and 1 mis upgrade,and so on,i think 4 is very limmetingI'm thinking of limiting tank general to 4 tech upgrades
i wanna play with a friend today,thats why i am asking,because the more the merrier .I'm not sure about online players.
anyway i will try to think about a tank gen tech tree and suggest it,after i play today i think it will be clearer
Edited by Thats me!, 17 August 2012 - 06:09 PM.
#5160
Posted 17 August 2012 - 06:16 PM
As a side note, I was thinking of having 12 techs for airforce (4 trees of 3, fighters, bombers, choppers and vtol) and giving him 6 choices, but maybe I'll limit him to 4 too. Another thing I'm playing with is having things with multiple requirements. For example the heavy lightning tank could require 2 levels in the lightning tree and 1 level in a heavy tank tree or something. Also as a side note, laser general can at most get 4 techs out of his 8, but that's with an upgrade. Also many of his techs don't actually unlock new units, and rather just upgrade ones you have. The tech tree upgrades for airforce and tanks on the other hand would be unlocking new units.
If you play some games, let me know any balance issues you find. I've probably already dealt with them, but any issues you notice I'd like to know about. Also I'm hoping that just by virtue of having less stuff, mismatches will be less common in the next version (not less unit wise, but there's less invisible background stuff for the game to deal with).
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