Well, I'll post on SEN tomorrow a public beta once I have it fixed up a bit. Got a few things I want to try to fix up first.
There's a beta up on maplantis in the meantime, though.
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Finally got to play... ;o
Very interesting map. I didn't know what I was doing too much and Falk seemed to give tips late (oh, build nexus for cash... I'm rich because I have a map full of them ;o)
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Yeah there's presently no information about the gameplay elements in the map. This is still an early beta. It's kinda just meant for people who have a rough idea of how to play already so I can determine if my new improvements will allow the game to be fun to play this time around (Mk I has problems with the basic gameplay and controls that made it hard to enjoy).
I'll suggest holding off for now until I have the finished release version. We've worked out the perfect plan to help make the map accessible to beginners finally. I just haven't implemented it yet for the beta.
Post has been edited 1 time(s), last time on Mar 17 2008, 6:28 pm by Tuxedo-Templar.
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But... then I'll still be a noob when it's finished
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Feel free to try to learn from the betas if you're a pain glutton.
If you have questions, I'll answer them.
Since the learning curve is pretty much the last thing keeping AG back, I've something special planned to tackle it...
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I'm more of a sadist. But I guess I'll switch roles for this.
Anyone wanna play IM me. I'd like to play in a 2v2.
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Well hold off. I've almost got BETA 1d ready with a lot of good fixes.
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http://www.warbox.us/viewtopic.php?f=14&t=153Here's the changes:
Here's the list of BETA 1d's changes:
- [Fixed] Allowed teleporting when no launchables in hangar
- [Added] Re-add Tech Tree toggle setting
- [Test] See what lines in settings menu items look like
- [Changed] Improved error for being too near a spawner with the probe
- [Added] Cap meteors at 32
- [Changed] Allowed vehicle use with core 5
- [Removed] HQ controlling
- [Removed] Nuclear meltdown
- [Changed] Improved core 5's equipping warning
- [Fixed] Last line of core 5 description
- [Fixed] Tabs for core energy recharge and bit energy drain in purchase descriptions
- [Changed] Shortened build time for cyb core (2 mins) and forge (1.5 mins)
- [Changed] Toned down Infested CC armor to 0
- [Fixed] Fussion -> Fusion Typo
- [Added] Tech cost labels
- [Added] Tech req to purchase descriptions
- [Changed] Improved the Unlocked Purchase message
- [Changed] Improved the tech req error
- [Changed] Lower Repair on the tech tree to core 2
- [Changed] Lowered anti-Commandeering timer to 1 minute
- [Added] Gas refunds for failed helper buildings
- [Changed] Set Gear revives to restore to full HP
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Oh by the way, for beta 2, there's gonna be another batch of significant changes-
- GMs won't EVER exit the cockpit! (muahaha!)
- Gears can hold 1 of each type of vehicle inside and can cycle between which to deploy at a spawner.
- Bombers can be loaded now without needing GM to do it anymore (because, obviously, HE CAN'T! BLEHEHEHE!!!1)
- Gear Shields now function a bit differently: When they take too much damage at once, rather than sucking up huge amounts of energy, they instead "pop" like a bubble and deactivate (with some energy loss). I'm tired of people keeping them running and sucking themselves dry and not noticing/caring/thinking about it.
- Only 3 Radar upgrades now; Radar also increases the durability of Shields as well.
- (MAYBE) The top and bottom sections of the gameplay area will start off cordoned off with barricades. These must be broken through for players to access them.
- (MAYBE) Not to further complicate tech, but I might reintroduce spawners as a way of getting "tech points". Tech points will be spent to unlock individual purchases (maybe in addition to minerals as well), or otherwise be redeemable for money. Commandeering can also be used for tech point gain.
These shouldn't take nearly as along to add, though.
Oh, and now I think we're good to return beta discussion
back to warbox again. Sorry for the hangup before.
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Those changes sound awesome Tux.
So we won't need a GM for dropping base defenses from... overlord (engineer?)?
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Well, the overlord was just another type of vehicle that you could put into your Gear and have it deployed (like probes, dropships, and vultures). GMs can use any of the 4 vehicles on their own. The Gear can now use vehicles too, thanks to the new Deploy Vehicles button.
I plan to make it ONLY function with the Deploy Vehicles button from now on, in other words. Plus I'll be making vehicle switching easier by centralizing it through the Gear completely. You'll see what I mean with beta 2.
I also plan to add some things to help with understanding what the probe's buildings do. Those seem to be tricky for a lot of people, and my methods up till now have been ineffective for explaining it.
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Topics of the day:
Gear Master's fate...SymbolVedict (on whether to continue with AG; part of some silly maplantis discussion)Having a forum for this stuff is so much more convenient than putting it all in a single thread.
Post has been edited 2 time(s), last time on Mar 18 2008, 11:26 pm by Tuxedo-Templar.
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I played vs falk just like now...
Maybe make engineer's drops cost a bit more.
And if you gear master dies, you get spammed with messages. Like 100's of them.
Attachments:
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Ok. I'll have those fixed for beta 2.
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Dead gear masters never actually spawns a new gear master.
Higher cores might output too much energy? (falk always get last core and has like 40 bits) Even given the disadvantages. Falk has a lot more to say... dunno where he's posting the replay though.
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He IMed it to me.
I'll be working to debug this stuff for beta 2. Thanks for reporting it.
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I don't know if this was suggested before, but how about some upgrades for the npcs? Maybe build a stargate and it makes the computer upgrade. Is that even possible? I suppose you could change the npcs to hero versions. Or switch types, like change ultra to zergling and upgrade 1 by zergling hero, upgrade 2 be ultra, upgrade 3 by ultra hero.
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I was thinking of stuff like that, as well as new NPC types, but those would have to be Mk III features. Mk II is just about getting the basic concept down. Mk III will have the fun stuff.
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I had, I think, a freacking good idea for AG! I'd suggest everybody to go read it on warbox.us!
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