Author |
Message |
TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
|
Re: CONTENT TWEAK THREAD
The helmet wasn't made by said duo as far as I know. The Ronins were put together by numgun after Prom released some art for them. That's why they still have regular Coalition sprites and have a lot commented out - they were really just a copy of what the Light Soldier was at the time. They ended up getting used in Zombie Cave and so they've kind of developed from there. They will probably be fully sprited at some point, but what we have now is really a work in progress more than anything.
|
Tue Oct 06, 2009 6:59 am |
|
|
evilsmoo
Joined: Thu Apr 03, 2008 7:37 pm Posts: 9
|
Re: CONTENT TWEAK THREAD
Regenerating bases.
To be more specific, my bases seem to get torn apart more by enemy dropships crashing than any AIs with guns or diggers. Diggers should probably be able to PENETRATE bases, but perhaps bunker walls could repair themselves, sealing off a corridor. And the falling-sand algorithm combined with a (temporary)cement-spawner shot into the ceiling would make a more-or-less effective way of refilling corridors dug into a base from outside.
To expand, the white portions of the base walls could respawn pixels, and once they re-establish an unbroken line, they would respawn cement on either side until the wall was whole again. Not FAST, but automatically, perhaps linked to a central power source.
And as far as dropships... I've lost perhaps more bodies to flying debris than flying ammo. I haven't kept careful track, but my guards tend to die when an AI dropship fails... spectacularly and hilariously, but the guard is still dead. What are the chances of getting debris shields? Field that flying gibs/metal chunks bounce off of, while ammo and actors can move through?
The only REALLY secure bases I've ever made are just a massive layer of ablative junk/troops on top, with bottomless pits to catch tunneling AIs on either side. Quite funny to watch them march through theor own old corpses to fall into pits, though.
|
Tue Oct 06, 2009 10:59 pm |
|
|
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
Re: CONTENT TWEAK THREAD
THIS IS FOR CONTENT TWEAKS NOT SUGGESTIONS. that said, there is likely going to be ceasefires where you can expand your bunker anyway.
|
Wed Oct 07, 2009 5:23 pm |
|
|
pieman280
Joined: Sat Oct 20, 2007 11:17 pm Posts: 199
|
Re: CONTENT TWEAK THREAD
Scope0 wrote: There needs to be a workaround making diggers still effective in digging but less effective in combat But that's what makes them a little more useful. Combat is done more than digging ever since the AI for it was screwed. When you run out of all your best guns it is very fun to just dive in, and drill the guys face off. Besides, imagine what is in the digger in the first place. If a heavy digger can go through solid rock, shouldn't it tear off a face. Diggers are also somewhat of a skill to use in combat, as they require you to get VERY close if you want to use them for that reason. Painful diggers should stay in IMO. Quote: The digger tools (exclude shovels) are WAY to powerful. I never use them to dig, instead I use them to destroy drop ships in 1 millisecond. Just don't do that if you feel like it isn't right. I'm sure you can ignore it. I never even knew about that until I read this. I now need to go try it out. edit: Now that I think about it, the pulse digger seems like it's made for combat. It's effective at killing, yet I find it worse than the light digger as far as mining goes.
|
Fri Oct 09, 2009 2:05 am |
|
|
Benpasko
Joined: Sun Aug 09, 2009 9:26 am Posts: 1633
|
Re: CONTENT TWEAK THREAD
pieman280 wrote: Scope0 wrote: There needs to be a workaround making diggers still effective in digging but less effective in combat But that's what makes them a little more useful. Combat is done more than digging ever since the AI for it was screwed. When you run out of all your best guns it is very fun to just dive in, and drill the guys face off. Besides, imagine what is in the digger in the first place. If a heavy digger can go through solid rock, shouldn't it tear off a face. Diggers are also somewhat of a skill to use in combat, as they require you to get VERY close if you want to use them for that reason. Painful diggers should stay in IMO. Quote: The digger tools (exclude shovels) are WAY to powerful. I never use them to dig, instead I use them to destroy drop ships in 1 millisecond. Just don't do that if you feel like it isn't right. I'm sure you can ignore it. I never even knew about that until I read this. I now need to go try it out. edit: Now that I think about it, the pulse digger seems like it's made for combat. It's effective at killing, yet I find it worse than the light digger as far as mining goes. I always just pointed the pulse digger straight down, and dug myself a trench. Ever tried taking a digger on the tutorial, and digging from the side of the target range, to under their base? If you stay low, it doesn't start the battle, and you can burrow up from under the enemy soldiers, and insta-gib them with a digger. As for the tweak. I feel the diggers don't...dig well enough. It takes a while to make tunnels with them, they should learn from the dstech blade digger.
|
Fri Oct 09, 2009 2:29 am |
|
|
Scope0
Joined: Wed Feb 25, 2009 2:45 am Posts: 346 Location: Funkytown
|
Re: CONTENT TWEAK THREAD
I wish diggers would react differently for the different things they're being used against. I would like my diggers to be good at digging through soil but less effective at concrete. Im sick of being shredded in milliseconds by a tool used to dig.
|
Sat Oct 10, 2009 12:21 am |
|
|
Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
|
Re: CONTENT TWEAK THREAD
If it was you vs. an industrial drill bit, I think you'd be dead pretty fast. Hell, even you vs. a jackhammer wouldn't turn out well.
|
Sat Oct 10, 2009 12:29 am |
|
|
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
Re: CONTENT TWEAK THREAD
dude, i could kill that man with a hammer in under a minute, and those take a long time to get through concrete. flesh < hard stuff. that said, it would be really cool if someone with access to it would post up the tweaked materials.ini so the public can make some comments on the alterations so we dont have to bridge that gap over another 2 builds.
|
Sat Oct 10, 2009 1:26 am |
|
|
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
|
Re: CONTENT TWEAK THREAD
The whole point of CC is that there are finite resources and people are fighting over them. Self-regenerating bunkers do not fit. Concrete's structural integrity needs to be upped a fair amount so the AI can't tunnel through your roof, they have to dig through the soil or venture around in your base. Some diggers should still be able to dig through concrete, but very slowly so you cant just seal off your brain.
|
Sat Oct 10, 2009 12:41 pm |
|
|
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
Re: CONTENT TWEAK THREAD
CrazyMLC wrote: blah Concrete's structural integrity blah http://www.datarealms.com/forum/viewtopic.php?p=299901#p299901 Geti wrote: it would be really cool if someone with access to it would post up the tweaked materials.ini anyway, be nice if the factions were balanced a bit more overall. unless the blackbots are going to have shyte weapons, they should have one of their stats nerfed a bit or the rest of the actors should be buffed a little in some regard. i feel that the robots taking little damage for entrywounds and lots of damage for exit wounds makes a lot of sense, since shorts and damaged components would really screw stuff up. a little more impact damage would do them good aswell, not lower GIL but higher IDT.
|
Sun Oct 11, 2009 8:05 am |
|
|
UnsubRedun
Joined: Sun Oct 11, 2009 4:14 am Posts: 58
|
Re: CONTENT TWEAK THREAD
Having actually read the thread, there's little I can comment on that isn't just silly niggling.
So, silly niggling it is.
I'm not sure if it's the walk paths (i.e. content that is tweakable) or if it's just me looking at things wrong, but when I hold down to crouch, the actors look like they're going to kneels and then they just... sit down. It looks quite silly. I assume this will just be fixed when movement gets a little more streamlined, so WHATEVS.
|
Sun Oct 11, 2009 8:25 am |
|
|
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
|
Re: CONTENT TWEAK THREAD
Dirt's structural integrity should be lowered to make digging faster, and a new dirt material with compacted dirt and grass roots to make it tougher. Basically meaning actors can walk on it, but it is still difficult to dig through, but once you get through you can dig a lot and its perfectly acceptable even though your feet dig through the ground a little bit when you're in the weaker dirt area.
|
Mon Oct 12, 2009 9:42 pm |
|
|
Rawtoast
Joined: Mon Apr 06, 2009 9:41 am Posts: 712 Location: New York
|
Re: CONTENT TWEAK THREAD
Digging is way easy enough as is. I can hardly think of a single campaign mission, vanilla or otherwise, which would be even slightly challenging if the player did not restrict themselves from just digging.
Ex: First Signs - dig to the computer terminal.
Dummy Assault - dig to the brain.
Zombie Cave - dig to the chip.
Maginot Mission - dig a big whole in from of your base for all the dummies to stupidly fall into.
etc Digging should not be made easier. If anything, it should be harder.
|
Sat Oct 17, 2009 7:28 pm |
|
|
DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
|
Re: CONTENT TWEAK THREAD
Maginot mission seriously needs to be shortened, it takes a amazingly long while before dummies start storming the other side of the base, and for the escape flag to go up. Using the rocket for a escape ship seems... I'd rather have a dropship for that purpose, as its a more secure and reliable transport, geared towards really carrying people, and extracting em...
|
Sat Oct 24, 2009 9:47 pm |
|
|
411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
|
Re: CONTENT TWEAK THREAD
But the rocket respawns infinitely... On that subject, that needs to be a zero gold CopyOf, otherwise you can just continually return it for as much gold as you like.
|
Sun Oct 25, 2009 3:12 am |
|
|
|
Who is online |
Users browsing this forum: No registered users |
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum
|
|