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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: DarkStorm Military Technologies - Updated 9/7/08
I thought the electrolaser was going to be obsolete since the new AI makes mechas so much less threatening, but the increased spread makes it a lot more versatile. Also, since we have anti-gravity now, are you going to start working on the flux or did you abandon that?
Edit: I just played a game, and somehow the AI managed to destroy one of each of your turrets.
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Sun Nov 09, 2008 11:38 pm |
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smithno13
Joined: Sun May 18, 2008 5:47 am Posts: 265
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Re: DarkStorm Military Technologies - Updated 9/7/08
I have had 4 turrets destroyed by AI, mainly because the turrets shot rockets at too close range.
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Sun Nov 09, 2008 11:54 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: DarkStorm Military Technologies - Updated 9/7/08
You guys do realize that the AI is actually smart now, right?
Edit: oh great, B22 got rid of dual-wielding. I get the feeling that this is screwing up the turrets. I'll fix that sometime soon.
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Mon Nov 10, 2008 12:15 am |
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CmdrTimo
Joined: Fri Jun 27, 2008 1:37 am Posts: 22 Location: Restaurant on the end of the universe.
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Re: DarkStorm Military Technologies - Updated 9/7/08
Darlos9D wrote: You guys do realize that the AI is actually smart now, right? I can no longer play in death mode like i use to. Many times the AI shoots me before I notice them. So using DarkStrom troops make me last longer in the fields. Edit: Osum railgun turret and the new electro laser.
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Mon Nov 10, 2008 1:50 am |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: DarkStorm Military Technologies - Updated 9/7/08
It use to be that the AI kills each other for you in Death mode.
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Mon Nov 10, 2008 1:54 am |
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GoreTaco
Joined: Tue May 27, 2008 2:28 am Posts: 32
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Re: DarkStorm Military Technologies - Updated 9/7/08
Yeah, I remember playing Death mode would mean that there'd be more squishy things to shoot, but now it means I feel like the squishy ballsack of something.
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Mon Nov 10, 2008 2:12 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: DarkStorm Military Technologies - Updated 9/7/08
Yeah, definitely can't drop my enemies in Raiiju pods every 5 seconds anymore. It's not difficult, it's impossible now.
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Mon Nov 10, 2008 2:16 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: DarkStorm Military Technologies - Updated 9/7/08
Well, I updated for the second time today, fixing the Shishi turret problems. Now they work normally.
It may seem like they fire faster and have more ammo now, but in reality they have the same amount of firepower as before. Its just that the old versions had two guns that fired simultaneously. Now its just one gun (though you can imagine its two guns and they're alternating fire... which is what its supposed to be).
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Mon Nov 10, 2008 2:22 am |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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Re: DarkStorm Military Technologies - Updated 9/7/08
are you working on that fast scout currently? I can't wait to see how it turns out, and if it matches what i imagine.
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Mon Nov 10, 2008 2:32 am |
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CmdrTimo
Joined: Fri Jun 27, 2008 1:37 am Posts: 22 Location: Restaurant on the end of the universe.
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Re: DarkStorm Military Technologies - Updated 9/7/08
CandleJack wrote: It use to be that the AI kills each other for you in Death mode. I also remember in build 20 when dropship parts pile up to the top of the map to the point where dropships can no longer deliver. Those where the days...
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Mon Nov 10, 2008 2:38 am |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: DarkStorm Military Technologies - Updated 9/7/08
CmdrTimo wrote: CandleJack wrote: It use to be that the AI kills each other for you in Death mode. I also remember in build 20 when dropship parts pile up to the top of the map to the point where dropships can no longer deliver. Those where the days... Um....... That's still possible. And the AI still has no regard for its teamates.
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Mon Nov 10, 2008 2:40 am |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: DarkStorm Military Technologies - Updated 9/7/08
You should give your soldiers a Perceptiveness variable so they can detect enemys faster than most actors. I also noticed that your "D93 Combat Knife" and your "D4 Punch" have 9999 ammo. you should set them to -1 instead, because the new build will read it as infinite ammo. Beside those issues, great mod, and keep up the good work!
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Mon Nov 10, 2008 3:37 am |
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C-tron
Joined: Sun Dec 30, 2007 7:55 am Posts: 165
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Re: DarkStorm Military Technologies - Updated 9/7/08
Darlos9D wrote: Well, I updated for the second time today, fixing the Shishi turret problems. Now they work normally.
It may seem like they fire faster and have more ammo now, but in reality they have the same amount of firepower as before. Its just that the old versions had two guns that fired simultaneously. Now its just one gun (though you can imagine its two guns and they're alternating fire... which is what its supposed to be). Oh so it's up to date now? coolio.
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Mon Nov 10, 2008 4:00 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: DarkStorm Military Technologies - Updated 9/7/08
God I love battleship based turrets. Now I want to make more, and as well my own version of the rail gun... I pretty much enjoy the new content. The electro-laser seems effective vs my units... <Grrrrrrrrr>
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Mon Nov 10, 2008 7:00 am |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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Re: DarkStorm Military Technologies - Updated 9/7/08
oh baww your extremely overpowered underpriced units have met their balanced match :p
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Mon Nov 10, 2008 11:44 am |
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