Author Topic: Prerelease 3.179 (Warheads+, Neinzul Silos, Transport II, Harvesters II and III)  (Read 12565 times)

Offline Buttons840

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That mark III nuke will be great for greifing in multiplayer.

Perhaps there should be a mode where you start with a mark III nuke and then have to protect it, lest terrible things happen?  :)

Offline keith.lamothe

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Or have to defuse it by having it shot down by a core warhead interceptor.  Those would be some fateful moments ;)
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Offline x4000

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That mark III nuke will be great for greifing in multiplayer.

Yeah, I thought about that -- my dad is bad enough with regular nukes, a lot of the time.  That's part of why I made it 15 million metal and crystal in cost.  You basically have to REALLY want the nuke to get it, you'll be sitting around with no economy for hours and hours, so I figure that's a pretty good deterrent to griefing.

Perhaps there should be a mode where you start with a mark III nuke and then have to protect it, lest terrible things happen?  :)

Hehehe.  That's pretty funny, actually.  Of course, with the scrapyard that is coming up, thankfully nukes won't be the once-you've-created-them-they-are-a-problem-forever challenge they are now... but still.  :P
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Offline Ozymandiaz

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We ought to have an achievement for actually winning the game with all of the planets having been nuked, come to think of it.  What do you think, Keith? :)
Absolutely.  Title?  "It's The Only Way To Be Sure."

"Kill it with fire" :)
« Last Edit: August 13, 2010, 04:58:13 pm by Ozymandiaz »
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Offline RedrumJackle

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I'm curious, are the Hybrids supposed to die like 15seconds after leaving the space docks?

Also I haven't seen the Regen chamber used yet but is it fixed? Out of curiosity.

Offline keith.lamothe

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I'm curious, are the Hybrids supposed to die like 15seconds after leaving the space docks?
Hybrids? As in the starship-size things?
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Offline RedrumJackle

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No, the actual special ships. I think one is the ying tiger? Not certain..

But it was one with 50k+ health and it died like 10-15seconds leaving the space docks. Before they used to remain at 1hp and be a 1HKO but now they just poof before even reaching a wormhole.

Offline keith.lamothe

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Oh, those aren't hybrids, just younglings :)

Anyway, those are supposed to take 60 seconds to decay, and are supposed to die when they hit bottom (recent change).
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Offline RedrumJackle

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I see. o.o;

Perhaps the decay-death timing is off by a bit?

I'm not certain. But at least that is refreshing news to know they no longer remain at just 1hp. XD

Offline Admiral

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This chilling piece of hardware truly belongs amongst the weapons we wish we could disinvent.

 :)

Offline Kjara

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Feedback on a previous patch (the one that introduced the different command types):  The damage on the command centers really isn't that significant(not compared to the firepower/survivability increase you could get for unlocking the next tier of shields and an additional turret or two in 95% of the cases), and for frontline areas, the increase in speed from logistic bases is currently probably better for letting you hunt down and kite enemies.  My suggestion for the military bases would be for them to lose the attack(or keep it if people want), but gain a small, increasing planet wide munitions boost(say something like 1.2, 1.4, 1.6 for the three tiers).  Not enough that you wouldn't want real munitions boosters or fleet starships, but enough to increase the power of your defensive turrets and forces which is really where your damage comes from.

For the logistic starbases, I'd argue that there's not enough incentive upgrading them either, as the tier I probably gives a bit too high of a speed boost already.  I'd perhaps tone that one down a bit, but leave the tier II where it is and increase the amount given by the tier III slightly(or give the tier III another boost, say something like a very minor planetwide repair?).



Also having some graphical bugs and missing localization on the new harvesters in the research menu.
Edit2: 1.180 fixed this bug, not sure if it just didn't install right with 1.179 or if there was an actual bug fix.


Any chance of getting a minor hp increase on the higher tiers of harvesters as well(again just as very minor anti-harassment, not enough to really stand up to any real forces--thats what exo's are for).

On the name of the new achievement, why not "How I learned to stop worrying and love the bomb" :).

Edit: Oh on ion cannons in the hands of the ai, why not give the ai a chance to upgrade existing ion cannons to the higher marks, rather than just spawning them?  Give every mkIII planet a starting ion I, then have a small chance of upgrading that to mk II, if that succeeds, have a slightly smaller chance of upgrading to mkIII, etc.  Then if you really wanted you could give all mkII levels a small chance of gaining a mkI ion cannon and starting the cycle.  It seems kinda silly to have multi ion cannons on one planet, and this would make it so that mkIII planets can have the higher tiers, but they would be more likely on mkIV and homeworlds(could even start homeworlds at mkIII or something).

Edit3: Additional idea dealing command stations, namely the home one.  Any chance of having the home command center give a bit less minerals/crystal (can balance out with an extra home colony if you want to maintain the same starting resources at a higher risk), but be more of a hybrid of the 3 specials, it already has more hps, it could give a minor speed boost and a minor planet wide munitions boost(say somewhere between 1.1 and 1.2).  Or, if you ever do get around to modular command stations(don't remember if/when thats happening), that could also let something like this happen.
« Last Edit: August 14, 2010, 02:29:04 am by kjara »

Offline superking

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polarisers still seem to lack a core-triangle unit counter

Offline x4000

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New version: http://www.arcengames.com/forums/index.php/topic,6660.0.html

Would respond to the other last comments, but in quite a rush at the moment.
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