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#45
Posted 24 December 2008 - 07:25 PM
#46
Posted 24 December 2008 - 07:37 PM
#47
Posted 24 December 2008 - 07:38 PM
#49
Posted 24 December 2008 - 08:06 PM
Land is very rough... it's using almost pure canon stats without any consideration to gameplay, but I had to start somewhere. To be honest, I wasn't originally planning on messing with it for this release, but that's a long story. At any rate, it's the first step in the road to Land.On a side note, the ground unit firing ranges and stats appear to be rather....random. Anti-vehicle turrets are practically able to fire from one corner of the map to the other. AT-ST's can move almost as fast as speeder bikes as well.
I spent most of my time in Skirmish, so it got a lot more attention than the first release, when it was almost an afterthought. I'm sure you saw how many upgrades were revisited in order to make units unique. The same content is all there in GC, we just obviously need to fix a few things first before it can be used. At any rate, the next version won't be in another year.But on a positive note, I thoroughly enjoy skirmish mode -- the sides are surprisingly well balanced as well.
I haven't had any problems with Skirmish at all in my testing, so if you could note what you were doing, that would help.I am sorry to say that this has more bugs then 1.0, it is now crashing regually on skrimish! really this is just annoying.
#51
Posted 24 December 2008 - 09:11 PM
If you want to keep current ratio, all the ranges will have to be rescalled - I'm thinking about factor of .1 For now, I'll try with <Land_FOW_Reveal_Range> tied to <Targeting_Max_Attack_Distance>
#52
Posted 24 December 2008 - 09:13 PM
haven't had any problems with Skirmish at all in my testing, so if you could note what you were doing, that would help.
I was in skrimish and was the rebels, I was fighting the CSA and Empire with a comp rebel on my team. I think this has to do with the Valent Cruiser because it always happens when I build it. I am looking at the XML now to see if it has any problems but so far no luck.
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#54
Posted 24 December 2008 - 09:40 PM
Which is still very laggey
so i guess the huge amount of pirates are the main problem
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#56
Posted 24 December 2008 - 10:08 PM
I really don't understand why having many units would cause lag, I can understand a bigger load on the cpu and ram but not that much as to cause that annoying lag. When v1.0 was released I personally added units to the pirates and it didn't cause any lag. The only thing I can think of causing the lag in v1.1 GCs is the multitude of starbases on each planet.
#58
Posted 24 December 2008 - 10:41 PM
Speed - all vehicles speeds halved
Firing Range adjusted:
HP <Fire_Range_Distance> >5.000 -> 500
HP <Fire_Range_Distance> 4.999-2.500 -> amount divided by 10 (500-250)
HP <Fire_Range_Distance> 2.499-1.000 -> 225
HP <Fire_Range_Distance> 999-250 - amount divided by 5 (200-50)
HP <Fire_Range_Distance> <250 - 50
(I've made a mistake here, as I got exception during playtesting, while on the same map previously no exception)
I'll have to adjust HPs, and the mod should be ready for release
Great job, guys
Ok, gotta go to work
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