[QUOTE=warbrand2;14520912]i know but eventuly any one with spamed units will over welm you i hate it.[/QUOTE]
Translation: People who secure more resources than I do eventually win in the long run.
Sounds exactly right.
[QUOTE=Lap;14524931]Translation: People who secure more resources than I do eventually win in the long run.
Sounds exactly right.[/QUOTE]
That is half of the secret to my success in the game. The other is investment. People never invest properly. They either make shitty uberships (NEVER NAME YOUR SHIP UBER/PWN/etc. IT WILL DIE IN SECONDS), tons of defense an no attack or make loads of melons to spam the enemy. No one ever does a balance like the few reasonable people who play the game.
[QUOTE=Datsun;14525144]NEVER NAME YOUR SHIP UBER/PWN/etc. IT WILL DIE IN SECONDS[/QUOTE]
Once, I did this just to prove that it would happen, to my dismay, it was a smashing victory.
[QUOTE=Lap;14524931]Translation: People who secure more resources than I do eventually win in the long run.
Sounds exactly right.[/QUOTE]
not when you have most res and well defended base. it dosn't and thats what happened
[QUOTE=warbrand2;14535364]not when you have most res and well defended base. it dosn't and thats what happened[/QUOTE]
You're either not spending your NRG properly (or at all) or you just aren't a very good player.
I'm back from my vacation and have started work again.
[release][b]-Fixed all stances being broken. [/b]
[i]No one reported such an obviously huge bug for over a week. Way to drop the ball players.[/i]
[b]-Found a fixed the source of melon limits not reducing properly.[/b]
[i]This should solve essentially all issues of players being stuck with full melon limits, unable to build anything.[/i]
[b]-Added "Load" and "Unload" to the radial menu.[/b]
[i]This is solely for barracks/factories and the upcoming apc or transport.[/i]
[b]-Redesigned the munitions factories.[/b]
[i]This is a huge change. Munitions factories can now use the same system as the explosives tool. This means they can deploy the many different payloads, deployment methods, and detonation options that the explosives tool got last week.
Additionally, all munitions factories can store several explosives inside it should they have their stance set to "Load". They will drop these melons if they are given the "Unload" command.
Munitions factories will continue producing explosives even if full, but they will immediately eject the latest produced explosive. Explosives in a munitions factory do NOT take up melon limit. To unload they will still need to fit into the melon limit.[/i]
[b]-Munitions factories now have the marine ability and cannot drown.[/b]
[i]I'll be working out some new types of underwater mine and/or antisubmarine payload.[/i]
[b]-Deployable Mines are now darker than regular bombs for identification purposes.[/b][/release]
plasma ufo
[img]http://spowell.org/uploads/contraption/1102868378.jpg[/img]
war melon air ship but diferent the hover ball only controls max hight this can be devistating when attacking basess harvesters and true air ships
edit i fanaly found a way to beat 20 fighter spam 8 plasma cannons
cliff front base
[img]http://spowell.org/uploads/contraption/1074188794.jpg[/img]
distroyed by sniper spam a little bit after this pic
8 turret drop ship
[img]http://spowell.org/uploads/contraption/1065220560.jpg[/img]
to day i when threw my old stratigys to see witch worked best it seems droppng in turrest is my best tactic
i posted this on forums then here for some reason
Hah. I was playing that game wheen you had that plasma UFO out--My defenses whiped that thing's ass twice. Then the drop pod flew over my plasmas and dropped it's pods behind my base.. eurgh.
Minerva, by the way.
Great mod! My only complaint would be that the spawnpoints die so damn fast.. but, then again, THat's why you build defenses around them. I eagerly await the release, this is going on my server for sure.
[QUOTE=Death....;14564005]Hah. I was playing that game wheen you had that plasma UFO out--My defenses whiped that thing's ass twice. [/QUOTE]
Eww, I guess it's a nice gesture but...
I had a thought based on the previous gent's SpawnPoint HP issue.
How about your idea of making medics unweldable, but to make up for this, spawnpoints will have an accelerated health regen (Like the airboat gun's ammo) when it hasn't been attacked for a few seconds, like 10 or so?
[QUOTE=Jeffman12;14571005]Eww, I guess it's a nice gesture but...
I had a thought based on the previous gent's SpawnPoint HP issue.
How about your idea of making medics unweldable, but to make up for this, spawnpoints will have an accelerated health regen (Like the airboat gun's ammo) when it hasn't been attacked for a few seconds, like 10 or so?[/QUOTE]
Medics and spawn points aren't really an issue since you can still weld them to the world. It's really just a change to vehicles.
I suppose that works, I've made contraptions with spawnpoints built onto them in the past, and it sounds fair that a flying spawnpoints shouldn't be allowed to heal via medic in that case.
[QUOTE=Jeffman12;14572371]I suppose that works, I've made contraptions with spawnpoints built onto them in the past, and it sounds fair that a flying spawnpoints shouldn't be allowed to heal via medic in that case.[/QUOTE]
Flying spawn points are not allowed and are not supposed to be possible. What did you use to attach the spawn point to it?
Update time:
[release]The server now has a major new system for players to travel around the map. A few of the more veteran players have been using wmteleport to zip around the map to where they are targeting. This system has been vastly improved. Large maps and multiple bases/attack groups should be much more manageable. No longer will you need to keep your
[b][u]Classic Teleporting Changes[/u][/b]
[b]-You now need to hold the jump key down while calling wmteleport.[/b]
[i]This is to facilitate the new system as explained below.[/i]
[b]-Teleporting won't put you inside your target anymore. [/b]
[i]You'll be about 500 or so units away from your target so you won't have to backup anymore.[/i]
[u][b]Teleport Markers and Management[/b][/u]
[b]-Placing teleport markers is now fully supported.[/b]
[i]Markers can be placed and recalled to instantly. Your field of view will also be the same as when you placed it. This feature has been in for a few months, but I've never advertised it since it wasn't user friendly.[/i]
[b]
-Players can cycle through all current teleport markers.[/b]
[i]Done by using the radial menu or by holding down sprint on calling the command.[/i]
[b]-Markers can be deleted, overwritten, and renamed.[/b]
[b]-Quick naming of markers for common locations.[/b]
[b]-Radial menu for teleport markers implemented.[/b]
[b][u]Teleporting Quickstart[/u][/b]
1. Bind a key on your mouse or keyboard to wmteleport.
2. Hit the key once to open the radial menu and then move the mouse over your selection. Hit the jump key to select an option or point to teleport to.
It's that simple. Here's some pictures of the radial in action (I think this may be the first branched radial I've seen in GMOD).
What you'll see on first opening it (cycle is still there to prevent you accidentally creating points with misclicks).
[IMG]http://img8.imageshack.us/img8/5219/tplocs1.png[/IMG]
With one point created, showing options.
[IMG]http://img214.imageshack.us/img214/4149/tplocs2.png[/IMG]
How it looks with a few more named points.
[IMG]http://img410.imageshack.us/img410/7073/tplocs3.png[/IMG]
What the quick naming window looks like.
[IMG]http://img261.imageshack.us/img261/3287/tplocs4.png[/IMG]
You can also hold down other keys while calling wmteleport to make things even faster.
JUMP-Teleports you to where you are looking.
DUCK-Creates a teleport marker at your current location.
SPRINT-Cycles through your current list of markers.
USE-Deletes the last position you cycled to.
Alternatively, for those of you who want to use only one key and not have to use jump to select you can use +wmteleportradial (on a key, not a mouse button). You won't have to use jump t select your options, but you can't use classic teleporting from this key either.[/release]
I'm also working on reimplementing shields and cloaking devices so go hit up the WM:RTS forums and go comment on some of the variables that need to get decided on.
I did this a while ago, how it works is you make a spawnpoint, then use the weld tool to unweld it from its position.
[QUOTE=Jeffman12;14572890]I did this a while ago, how it works is you make a spawnpoint, then use the weld tool to unweld it from its position.[/QUOTE]
Heh, that's just you abusing your admin powers. No one else can do that. Be mindful that you also have a super physgun.
the stance menu will not work for me and some other players every time i try to set a stance it sets it to stand groung no mater what i can have it at and other point and it will set it at stand ground
ah.why did you have to remove the download link!
Looks funny.
What looks funny?
[QUOTE=warbrand2;14597598]the stance menu will not work for me and some other players every time i try to set a stance it sets it to stand groung no mater what i can have it at and other point and it will set it at stand ground[/QUOTE]
I was doing a lot of screwing around moving things back and forth from the test server to the actual server. During that I think I didn't update the version on the fast download server and you guys were getting a corrupted file. It's all good now.
Update time:
[release][b]Fixed some issues with buoyancy. [/b]
[i]Yes it's not a bug, everything is metal for balance. I don't enjoy seeing everything made of wood or vending machines just because they are more buoyant.[/i]
[b]Fixed traitorous torpedoes coming straight back at you.[/b]
[b]Fixed looping sounds that garry broke =([/b]
[b]Added sound to torpedoes.[/b]
[b]Lasers now make noise again[/b]
[b]Sound added to chaos cannon explosion[/b]
[b]Fixed some melons being able to force attack their team[/b]
[b]Fixed mind control causing some melons to continue firing on the newly acquired melon.[/b]
[b]Laser types no longer bug out your melon limit.[/b]
[i]This was the primary cause for melon limits getting stuck.[/i]
[b]Complete megabomb overhaul.[/b]
[list]
[*]Used Articus's new model and textures.
[*]Damage at center is about 900 to props, 250 to melons.
[*]Damage fallout from center is more realistic.
[*]Radius increased to 1500.
[*]Health halved from 600 to 300.
[*]Used a modified version of TetaBonita's nuke effect and sounds.
[*]No radiation or lasting damage (may change).
[*]Nuclear blast damage has a chance to break constraints.
[*]Nuclear blast damage unfreezes and pushes objects/melons away.
[*]Destroying the bomb before it's fully built does far less damage (based on build %), but the blast is nonnuclear.
[/list]
[i]Obviously, I'll be trying to keep a close watch on the balance of this bomb. The bomb itself isn't going to cost too much, but getting a vehicle capable of delivering it will be. Considering the nuke can go off in your own base, it's dangerous to have one around. [/i]
[b]Fixed whipping of props and melons with physgun due to range.[/b]
[i]This bug has been here for months unabused...until the megabombs got implemented and you guys started chucking them at each other.[/i][/release]
I've been working on WM almost nonstop for five days or so and there is a ton of stuff I've got in store that is just about ready to be released. I keep getting distracted by new ideas, which is slowing everything down.
The upside to all these new ideas I've been having is that WM just continues to get better and better. This is also pushing back the release more and more though.
I've also been doing a lot of under the hood stuff that should make the game less laggy, better for server admins, and easier to add new effects to. I'm getting a lot better with visual hud stuff and effects so the game should be getting a lot more eye and ear candy.
The next update should have client side melon selecting, two new melon subtypes, more newbie friendly tool usage, another radial menu, improvements to grouping, some more sounds, random bugfixes, and probably some tweaks to the new megabomb.
Is it possible for you to put up a SVN any time soon
[QUOTE=ihasaacount;14634762]ah.why did you have to remove the download link![/QUOTE]
Because I want to force you to play on my laggy server so I can power trip on you. Seriously, though all the info on downloading and release is located at: [url]http://tinyurl.com/cb6d9z[/url].
[QUOTE=Lap;14643232]Because I want to force you to play on my laggy server so I can power trip on you. Seriously, though all the info on downloading and release is located at: [url]http://tinyurl.com/cb6d9z[/url].[/QUOTE]
Are you sure thats right because when i load that page i get this, Error: Unable to find site's URL to redirect to..
take that back now
*WM:RTS is not currently available for download. Any downloads you find are either extremely old, buggy, and do not contain even half the features you might hear about, or you are confusing WM:RTS with the original WarMelons by MegaJohnny. I do not support any of these versions and will not help you, so don't ask.
It WILL be available for public download in the future.
* yikes.
So still no idea on the release date?
So will there be a content pack released or something of the sort so we don't have to download from server?
Also, any ETA at all? Looks awesome; your video made me want to go build a tank now. To the GCombat!
[QUOTE=Mooee;14651823]So will there be a content pack released or something of the sort so we don't have to download from server?
Also, any ETA at all? Looks awesome; your video made me want to go build a tank now. To the GCombat![/QUOTE]
In terms of content, there's only some lua files, two models, and half a dozen textures. With the fast download server it's really not an issue. When all the models are implemented a content pack will make more sense. All the maps are currently available of garrysmod.org as well.
(The fast download server is down for a couple days, it'll be back. Until then just be patient with the downloads and try to get the maps from garrysmod.org.
one thing i have seen many times in game is quik 2 second contraptions with one spamed weapon. just to say for the people that do this it will never work. think about what you whant the contraption to do and how the enemies base or contraption is made and use that agains them.
example person has a cannon spam on a med hp prop with hover balls.
use them map to your advantage. if on water or land maps place flak on a contraption and some mortars or snipers don't spam them and it goes down.
heavy and fast isn't allways the best. aka spamed weapons on max hp props and trusters. these my get you some wins but one MC, MD, ML, or mega bomb and you are dead because you spent like 100k nrg on it and left your base with low defences.
keep in mind how your enemy plays. the ppl that think about there contraptions and pay atention to the nrg colection win most of the time. find your enemys weakness like i have found out most ppl think snipers and flying war ships are the biggest thing that can hert so me and sanders made turrets to drop on there base. if your agains some one with most there defence at base and they are distracted by the fact they are attacking some one kill there nrg colection.
super weapons use with care. since you can only have 3 keep in minde there weaknesses. don't just slap some super weapons one a contraption think of the disign of the contraption and that of the enemies cantrapsions and defences turrtleing up a 3 ML air ship will not win if the enemy is ready use the other weapons super and none to defend critcle points on contraptions.
spam. IT NEVER WINS. that is unless your enemy has no defences.
light war ships. can be used as a good way to distact some one wile another player brings in a heavy one. this is team work it is posable when on diferent teams. and can take out ppl realy fast.
stealth use it. sending in a light fighter with a sniper welded to it usaly fails. but not if you find a gap in the enemies defence use stealth to slowly kill the sp.
carriers. might not seem like a good idea to mast but they have uses. cariers with 6 snipers and some mgs with 20 fighters flying around it can last in flak for longer than war ships with out the heavy barracks because of the fighters flying around it the flak will target the fighters and not the hoverballs use this to your advantage.
fanaly air ment to crash. some times you need to make an air ship so that it wil fall out of the sky. this is usfull for geting behind wiled defences with alot of flak and mortars becouse as sone as it fall out of the air every morter and gun in the base will attack it. now if you get a small hard to hit prop to fall next to there base most of thows rounds will hit the sp.
these are just some random tips on contraptions.
p.s. see the sticky topic to see what to use eatch weapon for.
edit
MC. some ppl say the mind control is a gay weapon me included(thats just becuase i hate how its used). but it is very usfull. If you use it right it can help you alot i don't mean place 3 one a prop (if thats your stratigy i will drop turrets on you every time i ply against you) i mean place it to where you can do heavy damage with the war melons on the war ship and take key part like order cores. if you take an order core imidiantly rederct the war ship to another enemys base before its killed.
the MC and MD combo. use this on tanks/ anti contraption war ships. the Mc will take war melons couseing it to shoot self in the back some time literaly. and the MD will couse it to fall to peases.
ION LASER AKA 10 LASERS IN ONE AREA. this is the deadliest thing you can do to take out any thing though be aware it easy to kill with 5 cannons. 10 laser melons in one area shooting at same target do up to 500 damage to that target. that can be increased by placeing a battle field comand or 2 on the warship.
PLASMA. plasma melons work best in groops so dont have one or 2 plasma melons on a well built war ship place 3 or 4 because of the way the fire/ there round type they can do masive damge in groops with out having to be spamed like fighters. 4 of them can take out a base before its defences can take out 2 of them.( if there being dropped on your bace as turrets your best/ only chance is a roof of some sort or a MC) but unlike other war melons (other thant cannons) they can/ will shoot themselves so be awere of that.
i hope this helps some one.
i copyed and pasted form forums i lazy and i know more ppl look at this than the forums
[QUOTE=Lap;14652417]In terms of content, there's only some lua files, two models, and half a dozen textures. With the fast download server it's really not an issue. When all the models are implemented a content pack will make more sense. All the maps are currently available of garrysmod.org as well.
(The fast download server is down for a couple days, it'll be back. Until then just be patient with the downloads and try to get the maps from garrysmod.org.[/QUOTE]
K, thanks. Just went to .org and got gms_atoll_2008, looks like a really nice map for this. Requires aquadic units or Troop Transports.
I just wanted to know, because I've been trying not to over do it on the addons (just enough for SB3).
2 more things:
1. C&C3 FTW, noticed that this is a lot like Command and Conqure, but Gmod-ified.
2. Will you be required to bind keys like in MegaJohny's version? Or will it all be hotkeyed/STool based?
Edit: Idea(Courtousy of the above post): Satillite systems? Either in the SB3 mode or Construct, guess it's more of a SB3 thing, but it'd be cool to have an Ion Cannon Satillite. But that's just me.
lap mentioned an ion cannon like weapon on the forums
[QUOTE=Mooee;14652938]K, thanks. Just went to .org and got gms_atoll_2008, looks like a really nice map for this. Requires aquadic units or Troop Transports.
I just wanted to know, because I've been trying not to over do it on the addons (just enough for SB3).
2 more things:
1. C&C3 FTW, noticed that this is a lot like Command and Conqure, but Gmod-ified.
2. Will you be required to bind keys like in MegaJohny's version? Or will it all be hotkeyed/STool based?
Edit: Idea(Courtousy of the above post): Satillite systems? Either in the SB3 mode or Construct, guess it's more of a SB3 thing, but it'd be cool to have an Ion Cannon Satillite. But that's just me.[/QUOTE]
If by C&C3 you mean it's an RTS then yes, it is a real time strategy. C&C3 is a big pile of crap though and there are few similarities.
You can bind keys and you will have to bind at least two for full functionality, but you can do almost everything with tools and a gun. Most people do not even use the two binds so it's not really required.
You can make your own satellites, but there are no prebuilt ones. There will be an ion disabling chain lighting style superweapon, but I wouldn't call it a cannon.
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