Wraith harvesters, shields, and cloak generators will all have their prices changed and tweaked soon.
As for your NRG idea I will not add a max NRG because:
1. People would just waste NRG on purpose to avoid it.
2. If they have so much NRG you should be dead.
There's very little I can do about people jerking off and not doing anything.
The new victory conditions I'm putting in should help a bit.
I may make capture points give victory points as well, which would give a victory to a team that has been clearly dominating for too long.
[b]Recent Changes:[/b]
[b]-Fixed tool usage and physgun pick up outside of spawn areas[/b]
[i]This was working a while ago but somehow broke[/i]
[b]-Fixed picking up wheels and such[/b]
[i]Same deal as above[/i]
[b]Made the current map name and variant number visible in the scoreboard[/b]
[i]Voting on variant to come some[/i]
[b]Nocollide reinstanted[/b]
[i]But no nocollide all but world and no nocolliding melons[/i]
Thanks for fixing all the annoying exploits and implementing that nocollide thing we were debating about yesterday :D
I will find/think up some more suggestions and/or exploits to annoy you soon teehee.
EDIT:
I was thinking of learning how to code lua soon, when I get a break from all these coursework projects and exams...-_- Then there will be less whining and more helping from me :excited:
EDITEDIT:
I forgot to send you some pictures for the WM logo lol. I'll send them when I have the time.
Why is the order core so gods-damned expensive? An armored car with a pair of MG's costs almost as much as a microwave laser.
Ok i found some more bugs, mainly stuff that was broken after the update. I'll format them in a similar way to you :P
Bugs
[b]Balloons cannot be physed, even when nearby a spawn[/b]
I haven't tested other tools, but this most likely applies to other things like wheels and thrusters.
[b]Melon strike can only be summoned near the spawn point[/b]
This pretty much ruins the point of melon strike. Probably got broken during the update... Unless this was intended, please say it wasn't :(
[b]Anyone can turn shields and cloaking devices on and off regardless of team[/b]
Not really a bug but more of an annoyance when someone disables the shield defending your spawn.
Suggestions
[b]Close range melee melons (suggested by Feha)[/b]
Large melons that move quickly and do melee damage, more powerful than fighters but also more expensive and of course the close range is a disadvantage. I would say about 5000 per melon (2000 when un-commandable) and these melons are not allowed to have zero gravity.
Weren't the melee melons originally suggested by me??? I could swear it was... It included weapons and whatnot, but Lap said that he wouldn't impliment weapons for them.
Well I don't know, I haven't seen you online anyway (unless you use a different Steam user). Anyway Feha suggested it just a few hours ago, he wanted them to be called 'grinders' and it sounded like a good suggestion to me, so I balanced it a bit and posted it up.
[QUOTE=StickyNade]Why is the order core so gods-damned expensive? An armored car with a pair of MG's costs almost as much as a microwave laser.[/QUOTE]
Did you have wheels (even wheels with force 0 or no motors)? Trying to move something with order melons alone can take a lot of force if there's nothing to make it glide/slide.
It's pretty hard to balance the cost when so little force can move something that uses hoverballs or is in the water. You may see a slight cost reduction soon.
[QUOTE=Sikgamer]Ok i found some more bugs, mainly stuff that was broken after the update. I'll format them in a similar way to you :P Bugs [b]Balloons cannot be physed, even when nearby a spawn[/b] I haven't tested other tools, but this most likely applies to other things like wheels and thrusters. [b]Melon strike can only be summoned near the spawn point[/b] This pretty much ruins the point of melon strike. Probably got broken during the update... Unless this was intended, please say it wasn't :( [b]Anyone can turn shields and cloaking devices on and off regardless of team[/b] Not really a bug but more of an annoyance when someone disables the shield defending your spawn. Suggestions [b]Close range melee melons (suggested by Feha)[/b] Large melons that move quickly and do melee damage, more powerful than fighters but also more expensive and of course the close range is a disadvantage. I would say about 5000 per melon (2000 when un-commandable) and these melons are not allowed to have zero gravity.[/QUOTE]
-Balloons aren't a bug. They don't have teams and I can't even think of a reason why you'd need to physgun them so its more exploit proof if no one can touch them.
-Melon strike, most certainly a bug with the latest update. Fixed.
-Related to the last bug, as Omen so rudely pointed out to me, was that admin tools were only working in base range as well. I also fixed the NRG donator doing the same thing.
-People turning on and off shields and cloak generators is most definitely something I overlooked. I've fixed it so you can only use them if you arr on their team.
-Stargates cannot have their address or name/description. Gate calls can also not be aborted or closed. No more just sitting at the target gate and canceling the call (this was in last update, but not mentioned).
Melee melons have always been an option, I've just never found a combination worth making. The rule for new melons is that they should have a function that no other melon can serve. Melee melons would serve the same function as many light fighters would (with a possible benefit of less lag).
I might make a huge rolling behemoth as another superweapon.
Also, I'll be gone for the weekend. If the server goes down and doesn't come back up real quick then the server won't be back up until late Sunday. Sorry.
Then it was me who originally suggested melee melons. Except it was a very, very open suggestion. (I just put that they would be melee, and more HP than usual, or just really low cost and low hp for swarming)
Some Screen shots from a few creations of mine:
[url]http://www.pb3d.net/adminz123/UFO-raid.jpg[/url]
[url]http://www.pb3d.net/adminz123/main-gun-fire.jpg[/url]
[url]http://www.pb3d.net/adminz123/UFO-attack.jpg[/url]
[url]http://www.pb3d.net/adminz123/UFO-horizon.jpg[/url]
The UFO's are set with wiremod to automatically track me. So I can spawn up to 3 of them at once (then I hit the wire thruster limit).
It's nice, most people only ever use one contraption at a time, but this lets me multitask a little.
Also, originally the big ringed laser of doom was a tower, but everybody else in that game was "peaceniking", so I quickly added some hoverballs and thrusters and took it to them.
I'm having an awesome time playing this, keep up the good work Lap!
Hehehehehe, nice Sho! Awesome creations!
Hehe funny..
sorry for being rude...
server going down? that sucks.. can i get the newest version so i can host it this weaken?
Since you're away Mr. Lap I don't want to forget:
Latest version of wm_rowleymemorial
[url]http://www.garrysmod.org/downloads/?a=view&id=56492[/url]
Added: lighting, small details
Removed: back doors into the bases
This map is now complete, unless anybody here can think of something needed or has any comments on it that would make it awesome.
[QUOTE=Lap]
-Stargates cannot have their address or name/description. Gate calls can also not be aborted or closed. No more just sitting at the target gate and canceling the call (this was in last update, but not mentioned).
[/QUOTE]
Wait, you are going to add stargates into the server? What is the point in that? I swear I hate it when people always add SG to things that really do not need it.
I am fine with the cloak/harvester/shield since there simple etc.
I tried 75.74.187.127 for the server, it dosent seem to be up anymore. Any idea why? Is there any other servers up now?
[QUOTE=Tyl]I tried 75.74.187.127 for the server, it dosent seem to be up anymore. Any idea why? Is there any other servers up now?[/QUOTE]
Try 98.211.176.40:27015
How to spawn resources on map load, admin spawning every time is shitty
More bugs and suggestions to ruin your break! :excited:
(Sorry Lap :P)
Bugs
[b]Vehicles can be spawned anywhere, and can be phys'd in a similar style to the old balloon/wheel phys glitch[/b]
This could cause a lot of exploiting, due to the fact it is spawnable anywhere. Also tools such as hydraulics can be used on it no matter if there is a nearby spawn.
[b]Timeleft counter sometimes starts on 0 and goes into negative numbers when starting a new round[/b]
This is only clientside as far as I know, and it's not too much of a problem since it doesn't affect gameplay.
Suggestions
[b]Maplist, showing all the maps that can be voted for and are in the mapcycle. Also maybe a brief description of each map[/b]
Could be added in /help or called up with !maplist or !votemap.
[b]Remove OSE maps[/b]
To be honest, most of them suck for WM and some of them have gameplay issues aswell (for example, in ose_antlioncoast there is a trigger_hurt area near the water which also has nodes next to it, so harvesters or even spawn points get killed by it without the person usually realising).
[b]Reward system (suggested by me and Feha)[/b]
If someone kills an enemy outpost they get some NRG as a reward from the wreckage (probably 10k or something). If they kill a spawn point they recieve 30k or something from the wreck. This would not only encourage war, but helps prevent those annoying stalemates where everyone runs out of NRG.
I remember supporting this idea quite a few pages back. I STILL STAND BY THE IDEA! You hear me, Bush administration!? YOU CAN'T STOP ME! *builds nuke silo 50 feet from the side of the bush administration building, then launches and blows up Iraq after beaming out all our troops* Bwuahahaha!(Oh crap that was a little too offtopic for an ontopic paragraph)
[QUOTE=Retroactive]Since you're away Mr. Lap I don't want to forget:
Latest version of wm_rowleymemorial
[url]http://www.garrysmod.org/downloads/?a=view&id=56492[/url]
Added: lighting, small details
Removed: back doors into the bases
This map is now complete, unless anybody here can think of something needed or has any comments on it that would make it awesome.[/QUOTE]
I'll add the new version right when I get back.
[QUOTE=Hardy]How to spawn resources on map load, admin spawning every time is shitty[/QUOTE]
wmsavemap
[QUOTE=Datsun]Wait, you are going to add stargates into the server? What is the point in that? I swear I hate it when people always add SG to things that really do not need it.
I am fine with the cloak/harvester/shield since there simple etc.[/QUOTE]
Stargates in WM:RTS are so rare I doubt most players even remember seeing one. I've added support for stargates because some maps actually benefit greatly from them. wm_desertia currently have stargates because of how painfully linear of a maze it is. The map stalemates way too much without it. Some of the empires and spacebuild maps are so big that they really need a stargate or two. Even vehicles can take minutes to get across those maps.
[QUOTE=Sikgamer]More bugs and suggestions to ruin your break! :excited:
(Sorry Lap :P)
Bugs
[b]Vehicles can be spawned anywhere, and can be phys'd in a similar style to the old balloon/wheel phys glitch[/b]
This could cause a lot of exploiting, due to the fact it is spawnable anywhere. Also tools such as hydraulics can be used on it no matter if there is a nearby spawn.
[b]Timeleft counter sometimes starts on 0 and goes into negative numbers when starting a new round[/b]
This is only clientside as far as I know, and it's not too much of a problem since it doesn't affect gameplay.
Suggestions
[b]Maplist, showing all the maps that can be voted for and are in the mapcycle. Also maybe a brief description of each map[/b]
Could be added in /help or called up with !maplist or !votemap.
[b]Remove OSE maps[/b]
To be honest, most of them suck for WM and some of them have gameplay issues aswell (for example, in ose_antlioncoast there is a trigger_hurt area near the water which also has nodes next to it, so harvesters or even spawn points get killed by it without the person usually realising).
[b]Reward system (suggested by me and Feha)[/b]
If someone kills an enemy outpost they get some NRG as a reward from the wreckage (probably 10k or something). If they kill a spawn point they recieve 30k or something from the wreck. This would not only encourage war, but helps prevent those annoying stalemates where everyone runs out of NRG.[/QUOTE]
Good list Sik.
-Vehicles were completely overlooked. I'll fix them. Confused about tools being able to be used on them from anywhere though. I'll have to look into that, but I can't remember how that would be possible.
-Timeleft: This is why I hate usermessages. They are so unreliable and can get "lost" in lag. It is 100% clientside. I'll add another backup message in case the first one(s) fail.
-A map list already exists within ULX. I modified it to only list maps that have resources on it. Type ulx help in console since I can't remember what it is. The command lists all voteable maps. There's no descriptions though and I probably won't make any...at least any time soon. It's on the to do list.
-Remove OSE maps: They're gradually being thrown down the map rotation due to their unpopularity. As we get more maps you'll be seeing less and less of these. As for antlion coast I never remembered seeing any trigger hurts, but then again I haven't actually played a full match on it myself. You're not talking about them just drowning are you?
On a related note when I get back be prepared to see some larger maps since I converted a lot of Empires maps over. Go get the map pack (yea it's a big download I know...maybe I can get someone to change most of the textures to ones we already have, but I don't have the time to do it myself)
-Bonuses for killing bases fits in perfectly with how the game should be played. I will add it as a server convar.
[QUOTE=Pie_Lord]I remember supporting this idea quite a few pages back. I STILL STAND BY THE IDEA! You hear me, Bush administration!? YOU CAN'T STOP ME! *builds nuke silo 50 feet from the side of the bush administration building, then launches and blows up Iraq after beaming out all our troops* Bwuahahaha!(Oh crap that was a little too offtopic for an ontopic paragraph)[/QUOTE]
I should be used to these mindless rants, but I guess I'm not. What the fuck Pie_Lord?
I really need to stop with the random outbursts...[/offtopic]
I still stand by the idea of the reward system.
Currently I am seeing people spawn an infinite amount of shield generators with no cost. I'm not sure what's going on, but here's how it works:
The enemy sees my units advancing on the base. He spawns a shield generator wherever I'm attacking, and turns it on. This pushes my units back because it has a giant radius. He then turns it off, waits for my units to get in firing range, and does it again. The shield recharges in the time it takes me to get back in firing range, and thus, making his base invincible.
I suggest reducing the max radius of the shield: if the units can't fire at anything inside of it, the shield is forever on. Make the max radius less than the range of a sniper at the very least. It truly annoys the hell out of me, especially when it hits my vehicles with such force that they spaz out.
Now, onto a new subject, a small suggestion. Area heals. Think of it as a commander power. Has a recharge, and a cost to use. Fully heals units within a certain radius. To counter? Area attack. Arm the spawn point with a cannon that can hit a small area for a cost that has a recharge. Would only be used for defense seeing as you can only fire as far as you can physgun melons.
Mull that over - thanks for reading.
[QUOTE=Retroactive]Currently I am seeing people spawn an infinite amount of shield generators with no cost. I'm not sure what's going on, but here's how it works:
The enemy sees my units advancing on the base. He spawns a shield generator wherever I'm attacking, and turns it on. This pushes my units back because it has a giant radius. He then turns it off, waits for my units to get in firing range, and does it again. The shield recharges in the time it takes me to get back in firing range, and thus, making his base invincible.
I suggest reducing the max radius of the shield: if the units can't fire at anything inside of it, the shield is forever on. Make the max radius less than the range of a sniper at the very least. It truly annoys the hell out of me, especially when it hits my vehicles with such force that they spaz out.
[/QUOTE]
Your not the only one. Also in a recent game I see that it is possible to spawn the shield/cloak/harvester anywhere in the map. It got annoying when I was going to attack blue base only to find out that Combine Elite (who was yellow and recently killed off) spawned a shield generator in their base at full size and power which prevented me from attacking their base just because I defeated him.
Ok, I'll look into whatever shield exploit is going on. I'll also put on a maximum size that will be probably 1000.
If you see anyone clearly abusing shields by making them ridiculously huge, buildable anywhere or whatever you can screenshot or FRAPS it and they'll earn themselves a permaban.
If you encounter someone using a shield that's too big too shoot at the generator you can have your melons try to force fire at any entity that's in the shield (hold walk while targetting).
Isn't the max size without making a custom cap on it like... 1140??? I forget, but it's somewhere around those lines.
[QUOTE=Pie_Lord]Isn't the max size without making a custom cap on it like... 1140??? I forget, but it's somewhere around those lines.[/QUOTE]
If that's true than I wouldn't really need to make a custom cap as snipers are like 1400 or so. Either way, I'll be looking into this.
I have an idea!
You know in star wars episode 1?
where the gungons have their shield, why don't you make it like that! have it block progectiles but let you pass threw it so when people try and use it as a rammer the melons wil be unharmed and will go right threw!
[QUOTE=Retroactive]Now, onto a new subject, a small suggestion. Area heals. Think of it as a commander power. Has a recharge, and a cost to use. Fully heals units within a certain radius. To counter? Area attack. Arm the spawn point with a cannon that can hit a small area for a cost that has a recharge. Would only be used for defense seeing as you can only fire as far as you can physgun melons.[/QUOTE]
Sounds a little bit overpowered to me, and also encourages peaceniking which Lap doesn't seem to like :P
Another question, how to set patrol path for harvesters?
And how to limit barracks number, because some people spam barracks, and server goes lag
Barracks have a spawn limit of 6 already, I believe. That's enough for a good sized army without causing a terrible amount of stress, though it is a tad laggy.
[QUOTE=Jake_louston]I have an idea!
You know in star wars episode 1?
where the gungons have their shield, why don't you make it like that! have it block progectiles but let you pass threw it so when people try and use it as a rammer the melons wil be unharmed and will go right threw![/QUOTE]
So far as anyone has seen, the Gungan shields could only stop liquid or energy, NOT solid objects. (remember how it blocked the blaster shots, but it let the droids right through???) So if you fired a bullet at it, it should go right through. Unless it works just like the Goa'uld personel shield. (where slower moving objects can go right through, while faster moving objects like staff blasts, or bullets freshly fired, stop in their tracks)
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