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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: The Triclon Empire V1.76 + mission + better AI (04/02/11)
Updated to V1.76:
No more random crashes in the mission
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Fri Feb 04, 2011 12:12 am |
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David Rodrigov
Joined: Mon Jan 25, 2010 11:35 pm Posts: 675
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Re: The Triclon Empire V1.76 + mission + better AI (04/02/11)
Thanks for the BR!
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Fri Feb 04, 2011 12:21 am |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: The Triclon Empire V1.76 + mission + better AI (04/02/11)
You're welcome.
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Fri Feb 04, 2011 5:03 pm |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: The Triclon Empire V1.77 + mission + better AI (05/02/11)
Updated to V1.77:
Flatened the roof of the player's bunker in the mission in oirder to make landings easier. Added a few mines Mines are now easier to destroy(made of metal instead of Triclon metal) Added a small tunnel from the main bunker to the weapons stash Difficulty will now affect your starting founds Increased the AI range of the Defenders on the towers
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Sat Feb 05, 2011 3:49 pm |
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Skillkill107
Joined: Wed Dec 15, 2010 7:12 am Posts: 10
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Re: The Triclon Empire V1.77 + mission + better AI (05/02/11)
Mission doesn't seem to work with a second player. Second player hangs and doesn't have a brain and can't participate. Not a big issue just one that I wanted to address
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Sun Feb 06, 2011 5:38 am |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: The Triclon Empire V1.78 + mission + better AI (06/02/11)
Updated to V1.78:
The mission can now be played by 2 players in split screen, they will have the same brain but will both able to order and control different actors. The mines placed inside buildings are now visible
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Sun Feb 06, 2011 11:44 pm |
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The Egotist
Joined: Tue Feb 02, 2010 11:36 pm Posts: 130
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Re: The Triclon Empire V1.78 + mission + better AI (06/02/11)
I'd just like to note that the long-ranged actor (The one with the shockwave) is almost useless for human players, or at least uncomfortable to use. His massive perception stat means that even with a bloody digger, you can't see the actor you're using, and he has huge blind spots.
On top of that, the artillery strike unit could use a longer delay between strikes, some sort of balance.
Now, this mod is a lot of the same thing we expect from Mehman: Unpolished sprites with lots of really cool luaed goodies and tricks. I just think it could use a little more balance and polish, this time. It's still a cool mod, though.
*EDIT*
I have a few suggestions for the artillery strike. You could make it useable only if a "command" unit is on the field, to provide targeting data to the artillery/orbital stations. It could be a crab, like the AA Slave turrets from the UAV mod, a special actor, or even a deployable computer (Using the code from TLB's Portable Computer Brain.) That would give it some balance without nerfing it's abilities, and would add an objective of sorts to the mission.
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Tue Feb 08, 2011 6:54 pm |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: The Triclon Empire V1.78 [now for B25]
I just updated this for b25, it works for me but if you have any problems tell me. I also reduced the ridiculously high AimDistance of the actors, and included the new AI.
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Tue Sep 06, 2011 10:41 pm |
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Asatruer
Joined: Thu May 28, 2009 3:59 pm Posts: 209
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Re: The Triclon Empire V1.78 [now for B25]
DestroyerFire.wav has been moved and is no longer in Dummy.rte/Devices/Weapons/
... and as an aside, and not your issue at all, but old versions of 7zip cannot open the archive.
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Tue Sep 06, 2011 11:18 pm |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: The Triclon Empire V1.78 [now for B25]
Thanks, corrected, does it work now?
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Tue Sep 06, 2011 11:25 pm |
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Asatruer
Joined: Thu May 28, 2009 3:59 pm Posts: 209
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Re: The Triclon Empire V1.78 [now for B25]
Loaded just fine
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Tue Sep 06, 2011 11:34 pm |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: The Triclon Empire V1.78 [now for B25]
Great, thanks.
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Tue Sep 06, 2011 11:36 pm |
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