I haven't seen the build yet so can't comment on how it will run, but my guess is that with so many structural changes something will break. It's usually relatively simple to fix these things though.
The tricky part for us is that both of the guys who are coders are away this week, so it might take a few days to get a fix out, not until Monday 1st July at the earliest.
Been waiting for this one to appear, combat is good but it doesn't feel complete without these as an option for servers.
So it's been a long time since we heard about this and the new combat that even uwe posted news of asking for community videos, is this still being worked on as it's gone kind of quiet for some time now, i hope all the focus hasn't shifted to xenoswarm?
Ok, it looks like build 250 caused a lot of issues. I've fixed the obvious ones in ExtraEntitiesMod and I'm working on Combat now - thanks for the bug reports guys!
PelargirJoin Date: 2013-07-02Member: 185857Members, Forum Moderators, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, WC 2013 - Silver, Forum staff
In fact, because of Build 250, Biomass changes every Aliens upgrades, and there is only one hive in your mod, so we can't play or train on this mod. Maybe something to increase Biomass level ?
In fact, because of Build 250, Biomass changes every Aliens upgrades, and there is only one hive in your mod, so we can't play or train on this mod. Maybe something to increase Biomass level ?
I suggest granting one Biomass level per Combat level, up to 12 of course.
Also, somehow make the alien upgrades scale as they do according to the number of shells/veils/spurs. Maybe tie them to the combat level too, like this:
- Levels 1-5: 1 chamber
- Levels 6-9: 2 chambers
- Levels 10-13: 3 chambers
AFAIK if you have 0 chambers the upgrades have no effect.
We've updated Combat Mod to fix some bugs that started occurring after NS2 build 250.
Here's the changelog:
- Various bug fixes where changes between b249 and b250 broke stuff in Combat
- Devour moved to slot 3 - it's now available at tier 2
- Hide the biomass bar - we won't be integrating biomass 'for real' yet.
- Silence and Camouflage are now merged into the Phantom upgrade
- Updated the embedded EEM to the latest version
Server ops, please update to the latest version by stopping and starting your servers!
Thanks for the update... but balance is still kinda broken. Flamethrowers+EMP being the major culprit there.
There's a pretty annoying bug with the aliens: tier 2 and 3 abilities are lost forever once you die, and not even re-evolving can restore them.
You should really think about using the biomass upgrade system "for real", as the extra HP was meant to offset the marine weapon upgrades.
Also, 2 chambers for each upgrade means you're nerfing some of the upgrades for aliens. Skulks with carapace now have 70/23, for example.
Yea there needs to be just 3 chamber with the upgrades. The multiple chambers existed in ns1 as well yet in combat mod in ns1 it was always 3 chanbers worth of the upgrade.
This is important b/c the numbers of chambers has to do with team resources and is something that has no place in combat mod.
For the biomas you should just gain it as you level as basically that is the way it is intended to work in the actual game. The reasons for bio mass health was to make it so that you could get onos faster in the game but it would have a lot less health until late game. Therefore not having max biomas onos is broken against leveled marines.
Comments
hade a test run on my server and it worked
forgot to check the log
Been waiting for this one to appear, combat is good but it doesn't feel complete without these as an option for servers.
As far as I know, this is the only current major issue with Combat and build 250.
So it's been a long time since we heard about this and the new combat that even uwe posted news of asking for community videos, is this still being worked on as it's gone kind of quiet for some time now, i hope all the focus hasn't shifted to xenoswarm?
I suggest granting one Biomass level per Combat level, up to 12 of course.
Also, somehow make the alien upgrades scale as they do according to the number of shells/veils/spurs. Maybe tie them to the combat level too, like this:
- Levels 1-5: 1 chamber
- Levels 6-9: 2 chambers
- Levels 10-13: 3 chambers
AFAIK if you have 0 chambers the upgrades have no effect.
We've updated Combat Mod to fix some bugs that started occurring after NS2 build 250.
Here's the changelog:
- Various bug fixes where changes between b249 and b250 broke stuff in Combat
- Devour moved to slot 3 - it's now available at tier 2
- Hide the biomass bar - we won't be integrating biomass 'for real' yet.
- Silence and Camouflage are now merged into the Phantom upgrade
- Updated the embedded EEM to the latest version
Server ops, please update to the latest version by stopping and starting your servers!
There's a pretty annoying bug with the aliens: tier 2 and 3 abilities are lost forever once you die, and not even re-evolving can restore them.
You should really think about using the biomass upgrade system "for real", as the extra HP was meant to offset the marine weapon upgrades.
Also, 2 chambers for each upgrade means you're nerfing some of the upgrades for aliens. Skulks with carapace now have 70/23, for example.
This is important b/c the numbers of chambers has to do with team resources and is something that has no place in combat mod.
For the biomas you should just gain it as you level as basically that is the way it is intended to work in the actual game. The reasons for bio mass health was to make it so that you could get onos faster in the game but it would have a lot less health until late game. Therefore not having max biomas onos is broken against leveled marines.
Shadowstep works for 1 life
I'll make it so biomass scales with the player level, we can see how that works. I'll also make it so you get all 3 chambers.