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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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[WIP][b23-24]Triclon Empire V1.20 Testers needed
If someone would care to test this WIP and give me some feedback it would be much appreciated. Here's a picture: Thanks to MaximDude for the rifle and pistol sprites. Thanks to Major for the actor sprites.Attachment:
File comment: | _New sprites by Major _Anti Infantry Grenade added: A standard HE grenade with directionnal blast and altitude optimizer. _Short range teleporter added to the defender used to teleport grenades from your base to the soldier: the closer you are from your brain the quicker you will get grenades, however it is not powerful enough to transport the soldier. The maximum load is set to 18Kg: 2 grenades if equipped with the rifle and the pistol or 9 grenades if equipped with nothing but the armor. _The Defender is now equipped with 2 Anti Infantry Grenades.
Triclon EmpireV1.20.7z [12.75 KiB]
Downloaded 189 times
Succesfully tested with B23 and B24, not tested with other versions. Changelog:V1.20: _New sprites by Major _Anti Infantry Grenade added: A standard HE grenade with directionnal blast and altitude optimizer. _Short range teleporter added to the defender used to teleport grenades from your base to the soldier: the closer you are from your brain the quicker you will get grenades, however it is not powerful enough to transport the soldier. The maximum load is set to 18Kg: 2 grenades if equipped with the rifle and the pistol or 9 grenades if equipped with nothing but the armor. _The Defender is now equipped with 2 Anti Infantry Grenades. V1.12(not released, included in V1.20): _the pistol range is now randomly increased or decreased for each shot V1.11: _The defender is more expensive _Pistol range is now fixed _Custom jetpack added _Regeneration rate increased _Pistol RoF increased V1.10: _Pistol added V1.01: _The rifle is now less powerful. _The rifle bullets won't explode anymore when shot while moving fast. _The rifle won't break so easily. _The defender will engage the enemy from a longer range. V1.00:First Version
Last edited by Mehman on Mon Jan 10, 2011 3:25 pm, edited 13 times in total.
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Thu Dec 09, 2010 3:46 pm |
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killionaire
Joined: Thu Dec 09, 2010 5:22 am Posts: 82
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Re: [WIP] Testers needed, spriter needed
Here's what I've got so far.
Tested walkpaths. They seem fine. The guy can even climb up ladders fairly well.
Tested the gun.. The bullets hit like missiles. One shot is enough to take a standard guy down.. 3 for heavy infantry.. Even the tanks (like the crobo and the dummytank) I used took only three hits before dying.
Heavier armor like armored mecha take like seven hits.. This thing is wayyyy overpowered.
The actor.. Used the coalition assault rifle for this test.
On average takes 1 damage per hit on a bodyshot and 5 on a headshot. Remember though that the assault rifle has pretty lousy armor penetration compared to other weapons.
Auto shotgun tends to do better against him.. Two shots brought him down to 10 health.. However, there seem to be some segments that are coded to draw blood when hit. I presume these are unarmored.
Sonic shockwave blows up heads. If not those, it blows up legs. Vanilla stuff drops even at maximum range. Tougher stuff tends to require you to be closer. Either way, it produces massive knockback.
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Thu Dec 09, 2010 8:03 pm |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: [WIP] Testers needed, spriter needed
killionaire wrote: This thing is wayyyy overpowered. Well it is meant to be very powerful, however maybe not that powerful, I'll see what I can do. killionaire wrote: However, there seem to be some segments that are coded to draw blood when hit. An entry wound causes low damage and no blood draw, an exit wound causes heavy damage and blood draw. The front plate is very hard to penetrate. killionaire wrote: Sonic shockwave blows up heads. If not those, it blows up legs. Vanilla stuff drops even at maximum range. Tougher stuff tends to require you to be closer. Either way, it produces massive knockback. Great, that's exactly what it's supposed to do. Thanks for your comment. Edit: Updated, now there's a pistol too, what do you think of it?
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Thu Dec 09, 2010 8:33 pm |
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killionaire
Joined: Thu Dec 09, 2010 5:22 am Posts: 82
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Re: [WIP]V1.10 Testers needed, spriter needed
Rifle still kills most stuff in a single hit, although big actors tend to take twice as many hits now.
Pistol is okay. It's a knockback pistol. Anything human-sized gets hurt at medium range somewhat badly. Headshots kill.
Actually, at maximum range it can potentially kill in one hit too.. Could be a bit of a problem.
Don't see why it needs infinite ammo. Pistols tend to reload in this game fast enough.
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Fri Dec 10, 2010 5:02 am |
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Olothontor
Joined: Tue Dec 07, 2010 11:36 pm Posts: 2
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Re: [WIP]V1.10 Testers needed, spriter needed
I won't be able to start for another couple of days, but if you're willing to wait, I'll see what I can do about the actor sprites for you. I need to start getting in the habit of doing actor sprites anyway, and of using Graphics Gale (I just recently discovered that, without jumping over a bunch of hurdles, the program I previously used to sprite doesn't support indexing).
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Fri Dec 10, 2010 12:04 pm |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: [WIP]V1.10 Testers needed, spriter needed
killionaire wrote: Actually, at maximum range it can potentially kill in one hit too.. Could be a bit of a problem. It is due to a small error in the lua code I used, now it is corrected(not released yet). killionaire wrote: Don't see why it needs infinite ammo. Pistols tend to reload in this game fast enough. I want the pistol to be something you can always rely on when your main weapon is empty, broken or blown out of your hands, that's why I gave it infinite ammo. Updated to V1.11: _The defender is more expensive _Pistol range is now fixed _Custom jetpack added _Regeneration rate increased _Pistol RoF increased Olothontor wrote: I won't be able to start for another couple of days, but if you're willing to wait, I'll see what I can do about the actor sprites for you. I need to start getting in the habit of doing actor sprites anyway, and of using Graphics Gale (I just recently discovered that, without jumping over a bunch of hurdles, the program I previously used to sprite doesn't support indexing). Major accepted to sprite this actor, but I will make others and other guns you could sprite.
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Fri Dec 10, 2010 1:11 pm |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: [WIP]V1.11 Testers needed
11 people downladed it, why don't you comment?, I need feedback in order to make it better
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Sat Dec 11, 2010 11:41 pm |
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killionaire
Joined: Thu Dec 09, 2010 5:22 am Posts: 82
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Re: [WIP]V1.11 Testers needed
Pistol tested.
Still kills pretty easily at long range.. Not instant, but it does enough damage to explode the head in two or three shots at max range. With the improved rof, long range kills are still possible.
His regeneration rate is PERFECT as it stands. Durability-wise, he'll die from too many hits eventually, but for 325 and the innate ability, I think taking one assault rifle clip (with a good amount hitting the head) before dying is fine.
Sorry for the delayed feedback, but it seems that I'm the only one who's even spending his time to do this.
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Mon Dec 13, 2010 7:04 am |
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walid0303
Joined: Fri Jul 30, 2010 12:11 am Posts: 66
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Re: [WIP]V1.11 Testers needed
it is pretty cool but if you make a sniper like that weapon that will be great and some greanades and more actors
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Mon Dec 13, 2010 8:43 am |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: [WIP]V1.11 Testers needed
Thanks for your feedback, walid0303 wrote: a sniper like that weapon You mean with exploding bullets? check this: viewtopic.php?f=61&t=20263
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Mon Dec 13, 2010 2:20 pm |
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walid0303
Joined: Fri Jul 30, 2010 12:11 am Posts: 66
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Re: [WIP]V1.11 Testers needed
nice exacly what i needed to kill from far distence.
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Mon Dec 13, 2010 2:36 pm |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: [WIP][b23-24]V1.20 Testers needed
Updated to V1.20:
_New sprites by Major _Anti Infantry Grenade added: A standard HE grenade with directionnal blast and altitude optimizer. _Short range teleporter added to the defender used to teleport grenades from your base to the soldier: the closer you are from your brain the quicker you will get grenades, however it is not powerful enough to transport the soldier. The maximum load is set to 18Kg: 2 grenades if equipped with the rifle and the pistol or 9 grenades if equipped with nothing but the armor. _The Defender is now equipped with 2 Anti Infantry Grenades.
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Fri Jan 07, 2011 6:40 pm |
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walid0303
Joined: Fri Jul 30, 2010 12:11 am Posts: 66
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Re: [WIP][b23-24]Triclon Empire V1.20 Testers needed
nice updates and the spirite is pretty good
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Thu Jan 20, 2011 6:51 pm |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: [WIP][b23-24]Triclon Empire V1.20 Testers needed
A new version of this mod is now available here: viewtopic.php?f=61&t=21236&p=397315#p397315I won't update this topic anymore, please post your comments on the new one.
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Sun Jan 23, 2011 4:59 pm |
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