<!--quoteo(post=1874980:date=Sep 16 2011, 03:39 PM:name=vizionz)--><div class='quotetop'>QUOTE (vizionz @ Sep 16 2011, 03:39 PM) <a href="index.php?act=findpost&pid=1874980"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Another great and unique update for PT MOD! What do you plan for the next edition Schimmel?<!--QuoteEnd--></div><!--QuoteEEnd-->
He's not planning about some new features. He's so fast that he already implemented it! :D
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
<!--quoteo(post=1874951:date=Sep 16 2011, 09:09 AM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Sep 16 2011, 09:09 AM) <a href="index.php?act=findpost&pid=1874951"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->no, but I'm planning something similar :)<!--QuoteEnd--></div><!--QuoteEEnd--> The Shift should work like that imo :P
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
edited September 2011
I'm working on flamethrower "v 3.0" currently. looks good so far. In my mod you will be able to set walls / floors etc. on fire and I think I will remove the increased energy cost stuff. Instead I already made stacking up fire damage, I think that's enough
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
edited September 2011
I'm now more or less done with the "Flamethrower v. 3.0":
- removed all energy regeneration decreasing or energy cost increasing effects when you are burning - I made the "heating up" concept more meaningful instead - marines can put any surface on fire. those flames will deal damage to the attacker and all alien units (to team mates as well if FF is turned on) - changed damage calculation to be more like in vanilla ns2, but without the shooting through walls bug (instead of "flame projectiles"). It's pretty consistent/real so far
<!--coloro:#808080--><span style="color:#808080"><!--/coloro-->(delete previous installations to prevent troubles)<!--colorc--></span><!--/colorc--> <!--coloro:#98FB98--><span style="color:#98FB98"><!--/coloro-->updated version, client side patch<!--colorc--></span><!--/colorc--> <a href="http://www.mediafire.com/?as5dg4aa8r182s5" target="_blank">Prototyping Mod 5.2</a>
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
edited September 2011
The new Crag ability looks visually amaazing! Too bad it doesn't do anything. :(
The new flamethrower effects are fantastic! The burn animation could use more polish later on (clipping issues). Hives appear to take too little damage from flamethrower, possibly due to their suspended nature (far from any surfaces).
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
edited September 2011
hives have just too much health, they take damage like any other structure. the crag vertebra ability works! I just expluded some units from the effect (morpher, drifter)
edit: I updated version 5.1 and improved the impact cinematics a bit.It's compatible with the previous 5.1, but i would recommend to download this one, since it looks much better now :)
here a video of the updated version, first person:
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
edited September 2011
never heard about that error, sry :(
I had a new idea today, related to infestation: I would like to add an upgrade, that increases speed bonus, health regen, energy regen etc. for all units on infestation slightly once researched, and also unlocks a new structure: Splice. The splice is basically the movement chamber from NS1. you can place 1 splice per hive, anywhere on infestation, which will allow you instant traveling to one specific (the host) hive. There will also be 4? seconds cool down for travelling, to make it less flexible than the phase gates.
yesterday I noticed that marines always built the defense station (instead of sensor), so I'm not sure how useful the sensor really is. Maybe it was because we were only playing 4 vs. 4, and beacon made no sense. But I will decrease the damage of the defense station now (it was little bit too high anyway). I will also increase the energy cost of all alien chambers (I never ran out of energy yesterday as alien com). Maybe I add an auto scan to the sensor station (no cloaking in marine base) to give it an additional purpose
<!--quoteo(post=1875495:date=Sep 19 2011, 06:33 AM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Sep 19 2011, 06:33 AM) <a href="index.php?act=findpost&pid=1875495"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I had a new idea today, related to infestation: I would like to add an upgrade, that increases speed bonus, health regen, energy regen etc. for all units on infestation slightly once researched, and also unlocks a new structure: Splice. The splice is basically the movement chamber from NS1. you can place 1 splice per hive, anywhere on infestation, which will allow you instant traveling to one specific (the host) hive. There will also be 4? seconds cool down for travelling, to make it less flexible than the phase gates.<!--QuoteEnd--></div><!--QuoteEEnd--> <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114905" target="_blank">Great idea!</a>
Splice idea is good. The implementation as a structure is also nice, I suggest you can only transport to another 'splice' structure if there is infestation connecting the two.
Without structures, keep the infestation requirement, but it can just be an upgradeable feature of a hive. 40 Res?
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
currently the splice is not a chamber, it's like the whip or cysts, you can always build it.
it cost 50 hive energy, and you can only build 1 per hive. and it always brings you to the hive which built it. since you can only place it on infestation, there is no need to make and additional check if there is an infestation path leading to the hive. that just blows up the implementation and i would like to keep it simple
<!--quoteo(post=1875600:date=Sep 19 2011, 03:30 PM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Sep 19 2011, 03:30 PM) <a href="index.php?act=findpost&pid=1875600"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->currently the splice is not a chamber, it's like the whip or cysts, you can always build it.
it cost 50 hive energy, and you can only build 1 per hive. and it always brings you to the hive which built it. since you can only place it on infestation, there is no need to make and additional check if there is an infestation path leading to the hive. that just blows up the implementation and i would like to keep it simple<!--QuoteEnd--></div><!--QuoteEEnd-->
If it only brings you to the hive that built it, it will generally be used only for crossing the map, rather then for getting to a hive under attack. In that case, it won't be used that much from a game point of view :(
As for the infestation approach, I believe it should be connected (just from a Kharaa and game balance point of view), but if it's too much work I totally understand (I might check later and locate the hive to cyst power LUA script and see how that works).
As for the infestation ideas, I'm totally with you, as I had outlined originally in my linked suggestion.
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
<!--quoteo(post=1875602:date=Sep 19 2011, 02:38 PM:name=Kalabalana)--><div class='quotetop'>QUOTE (Kalabalana @ Sep 19 2011, 02:38 PM) <a href="index.php?act=findpost&pid=1875602"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If it only brings you to the hive that built it, it will generally be used only for crossing the map, rather then for getting to a hive under attack. In that case, it won't be used that much from a game point of view :( ...<!--QuoteEnd--></div><!--QuoteEEnd-->
actually I bet it will be used, especially to get to hives under attack. the infestation upgrade costs 20 resources, so it would be a smart decision to drop the hive only when you have that upgrade already: When you drop a hive, it has 80 initial energy. The splice costs 50, that means you can build a splice leading from your main hive to the one under construction (hives can build splices when they are still being constructed, unlike drifters or cysts)
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
only when you delay the first hive. usually you have some build order: either instant drop the hive (50 start res) or build whip + swarm + 1 RT and then when you have 50 res drop it (something like that). To create a hive (especially the first drop) and make it easier defendable, you have to spend another 20 res (for the infestation upgrade) + wait for the research to be completed. so i would say splices support "come backs" (after 2nd hive has been destroyed) or third/fourth hive drops.
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
i was thinking about increasing the research costs to 30. then it will be for sure something that a) delays the first hive if you want it available, or b) simply a mid game tech. And if I raise it to 30 res, I can better justify the passive on infestation bonuses.
Do you think it would be possible to mess around a bit with hydras? I've had this idea for a long time:
<!--quoteo(post=1872997:date=Sep 4 2011, 01:43 AM:name=subshadow)--><div class='quotetop'>QUOTE (subshadow @ Sep 4 2011, 01:43 AM) <a href="index.php?act=findpost&pid=1872997"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I always tought hydras were supposed to launch all their spikes, in waves, in a sphere around them. So if they spot a marine, all marines in range get damaged. Can be logical, the hydras can detect enemies but can't aim like a turret.
Another good mechanism would be if the 3 marines the closest to the hydra get hit each wave. Since it has 3 heads wich can all aim at a marine.<!--QuoteEnd--></div><!--QuoteEEnd--> This would make hydras respond the same as always to single marines, but more resilient to larger attacks that are lacking a flamethrower or grenade launcher
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1876111:date=Sep 21 2011, 07:04 AM:name=subshadow)--><div class='quotetop'>QUOTE (subshadow @ Sep 21 2011, 07:04 AM) <a href="index.php?act=findpost&pid=1876111"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Do you think it would be possible to mess around a bit with hydras? I've had this idea for a long time:
This would make hydras respond the same as always to single marines, but more resilient to larger attacks that are lacking a flamethrower or grenade launcher<!--QuoteEnd--></div><!--QuoteEEnd--> I'm afraid that would make Hydras overpowered.
Hydras cost PRes, so they're not suppose to scale with team sizes. Whip attacks hit all enemies in its AOE, but they cost TRes.
Hydras are suppose to be minor nuisance on their own. But nearby Crags and Whips can boost their effectiveness.
I'd prefer if Hydra spikes were more accurate at medium range (~10).
Comments
He's not planning about some new features. He's so fast that he already implemented it! :D
The Shift should work like that imo :P
I love it how the gorge seems to mind his own business, and how the skulk leaps at your face!
It works brilliantly.
- removed all energy regeneration decreasing or energy cost increasing effects when you are burning
- I made the "heating up" concept more meaningful instead
- marines can put any surface on fire. those flames will deal damage to the attacker and all alien units (to team mates as well if FF is turned on)
- changed damage calculation to be more like in vanilla ns2, but without the shooting through walls bug (instead of "flame projectiles"). It's pretty consistent/real so far
<!--coloro:#808080--><span style="color:#808080"><!--/coloro-->(delete previous installations to prevent troubles)<!--colorc--></span><!--/colorc-->
<!--coloro:#98FB98--><span style="color:#98FB98"><!--/coloro-->updated version, client side patch<!--colorc--></span><!--/colorc-->
<a href="http://www.mediafire.com/?as5dg4aa8r182s5" target="_blank">Prototyping Mod 5.2</a>
edit:
short video of the new FT:
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/t6P0DuwF9FQ"></param><embed src="http://www.youtube.com/v/t6P0DuwF9FQ" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
The new flamethrower effects are fantastic! The burn animation could use more polish later on (clipping issues). Hives appear to take too little damage from flamethrower, possibly due to their suspended nature (far from any surfaces).
edit: I updated version 5.1 and improved the impact cinematics a bit.It's compatible with the previous 5.1, but i would recommend to download this one, since it looks much better now :)
here a video of the updated version, first person:
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/aw_s7Ybf0p8"></param><embed src="http://www.youtube.com/v/aw_s7Ybf0p8" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
<a href="http://www.mediafire.com/?y122my62ocl2yfk" target="_blank">Prototyping Mod 5.3</a>
I had a new idea today, related to infestation: I would like to add an upgrade, that increases speed bonus, health regen, energy regen etc. for all units on infestation slightly once researched, and also unlocks a new structure: Splice. The splice is basically the movement chamber from NS1. you can place 1 splice per hive, anywhere on infestation, which will allow you instant traveling to one specific (the host) hive. There will also be 4? seconds cool down for travelling, to make it less flexible than the phase gates.
yesterday I noticed that marines always built the defense station (instead of sensor), so I'm not sure how useful the sensor really is. Maybe it was because we were only playing 4 vs. 4, and beacon made no sense. But I will decrease the damage of the defense station now (it was little bit too high anyway). I will also increase the energy cost of all alien chambers (I never ran out of energy yesterday as alien com). Maybe I add an auto scan to the sensor station (no cloaking in marine base) to give it an additional purpose
update: the basics are already working:
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/Sljohh36SFQ"></param><embed src="http://www.youtube.com/v/Sljohh36SFQ" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114905" target="_blank">Great idea!</a>
Splice idea is good. The implementation as a structure is also nice, I suggest you can only transport to another 'splice' structure if there is infestation connecting the two.
Without structures, keep the infestation requirement, but it can just be an upgradeable feature of a hive. 40 Res?
it cost 50 hive energy, and you can only build 1 per hive. and it always brings you to the hive which built it. since you can only place it on infestation, there is no need to make and additional check if there is an infestation path leading to the hive. that just blows up the implementation and i would like to keep it simple
it cost 50 hive energy, and you can only build 1 per hive. and it always brings you to the hive which built it. since you can only place it on infestation, there is no need to make and additional check if there is an infestation path leading to the hive. that just blows up the implementation and i would like to keep it simple<!--QuoteEnd--></div><!--QuoteEEnd-->
If it only brings you to the hive that built it, it will generally be used only for crossing the map, rather then for getting to a hive under attack. In that case, it won't be used that much from a game point of view :(
As for the infestation approach, I believe it should be connected (just from a Kharaa and game balance point of view), but if it's too much work I totally understand (I might check later and locate the hive to cyst power LUA script and see how that works).
As for the infestation ideas, I'm totally with you, as I had outlined originally in my linked suggestion.
...<!--QuoteEnd--></div><!--QuoteEEnd-->
actually I bet it will be used, especially to get to hives under attack. the infestation upgrade costs 20 resources, so it would be a smart decision to drop the hive only when you have that upgrade already: When you drop a hive, it has 80 initial energy. The splice costs 50, that means you can build a splice leading from your main hive to the one under construction (hives can build splices when they are still being constructed, unlike drifters or cysts)
In a multiple hive game what I said will ring true.
You're buffing aliens first hive expansion...
Besides that, I have a lot of respect for the work you are doing, great work!
Just make sure it is a pre-midgame tech and not an "early game"-tech.
So it can help with comebacks but not with the initial, first hive.
Making it researchable is an excellent idea.
I've had this idea for a long time:
<!--quoteo(post=1872997:date=Sep 4 2011, 01:43 AM:name=subshadow)--><div class='quotetop'>QUOTE (subshadow @ Sep 4 2011, 01:43 AM) <a href="index.php?act=findpost&pid=1872997"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I always tought hydras were supposed to launch all their spikes, in waves, in a sphere around them.
So if they spot a marine, all marines in range get damaged.
Can be logical, the hydras can detect enemies but can't aim like a turret.
Another good mechanism would be if the 3 marines the closest to the hydra get hit each wave. Since it has 3 heads wich can all aim at a marine.<!--QuoteEnd--></div><!--QuoteEEnd-->
This would make hydras respond the same as always to single marines, but more resilient to larger attacks that are lacking a flamethrower or grenade launcher
I've had this idea for a long time:
This would make hydras respond the same as always to single marines, but more resilient to larger attacks that are lacking a flamethrower or grenade launcher<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm afraid that would make Hydras overpowered.
Hydras cost PRes, so they're not suppose to scale with team sizes. Whip attacks hit all enemies in its AOE, but they cost TRes.
Hydras are suppose to be minor nuisance on their own. But nearby Crags and Whips can boost their effectiveness.
I'd prefer if Hydra spikes were more accurate at medium range (~10).