Reformat keybinds in action bar, display them within tooltips for idle fab/factories, ping, pip. Steam users can now choose to use a display name that is different than the default Steam display name. The AI landing zone policy widget will now appear when using a multiplanet system that was not created using the advanced system editor. The server lobby now correctly handles the case where clients disconnect without sending a leave message. The screen will now only try a fixed number of times, then give up.īug fix for case where client crashed while in a lobby. This helps the AI take planet wide information into account when deciding where to attack and when to run away.Īltered the way the AI chooses rally points.ĪI will utilize boom bot platoons a bit better.Īdded starting planet indicators to the system indicator in the new game, server browser, and load system scenes.įix for case were the connect to game screen would hang indefinately due to getting a PollWaitTimeMS response. These new inputs represent a more strategic view of the game. Reduce how often the AI updates planet army data while not training neural networks.Īdded some new inputs to the AI neural networks. Just send a PM to me if you are able to help out.AI perf improvement to build location updates. Notice: If anyone here knows how to texture for PA and is willing to help out with texturing for the mod please let me know as that would spare me the pain of learning how to create PA textures. So I may end up redoing the turrets in the future when I have a bit more time. Let me know what you guys think, of my progress on the new model so far.Įdit: Also Squishypon3, I attempted to lower the poly count for the turrets on the hammerhead, but maya threw a fit and kept screwing up the lower part of the turret everytime I attempted to remove some unnecessary polys. At the moment the new model is in the concept phase and still has a lot of work to go. Anyway here's a shot of the original Excalibur model and the new model which I have just started work on. We already had a model for it, but I didn't like how the design was so different from the hammerhead. Sorry for the lack of updates, I've had a large amount of work piled onto me recently so I have not been able to work on creating many new models or spend time working out how to texture for PA.Īnyway even though i'm supposed to be working I got bored recently and decided to start working on a new model for the excalibur artillery ship. It is in an BETA stage, so feel free to tear the balance to shreds and let us know what is wrong! IE not that much.Ĭoding and basic particle effects are currently done by: are currently done by: and code and texturing done by: Effects currently done by: bugfixes done by and. The new orbital content will be hard to ignore in multi-planet matches, but in 1v1 games will be used just as much as it is now. Planet smashes will hopefully be a bit more frequent, and look better, while metal planets will be harder to activate. Orbital will take longer to become a stalemate, and combat in the orbital layer will be much more interesting. What you can look forward to when Playing Our mod: Don't explode on death (or at least, they don't do damage, death effect is still the same because it's cool) No longer has vision of the surface layer Basically, you need to actually be able to defend it now, for beacheads. Medium-low damage against surface and air Can hit air and ground at short ranges, but has the added bonus of being able to shoot down tactical missiles. Good for defending against larger orbital units, or shooting orbital structures out of the sky.Īdvanced generalist defence turret. Good for defending areas from orbital transfers. Shoots missiles at air units, good for defending beacheads.Īnti-orbital mine. Shoots lasers at land and naval units, slight AOE, good against armies.Īnti-air defence satellite. Radar stealth (doesn't work against orbital and deepspace radar until uber fixes that)Īnti-ground defence satellite. Good for scouting enemy planets with it's radar stealth, also shoots down incoming tactical missiles. Good for protecting your fleet against swarms of avengers and wraiths.Īdvanced scout/support ship. Anti-surface tactical missiles can be shot down by snipers. Good for besieging enemy bases from orbit or defending a beachhead. Great against larger ships, and smaller amounts of High-HP targets. We have added more unit and structure variety to the orbital layer, and improve orbit-surface interaction, without just shifting the focus of the game into the orbital layer. The purpose of this mod is to improve the state of orbital warfare to a point where it is actually fun, interesting and balanced.
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