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Samurai Snack

So Is This Mod Still Being Updated?

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The Armaggedon is slow.

 

Also, the strategy you described with Genesis about the Venagenium is one the designers fully intended to have.

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... the strategy you described with Genesis about the Venagenium is one the designers fully intended to have (sell Venagenium after Airbase built).

Perhaps, but it makes Genesis' strategy monotonous - a simple race to get a decent airforce (on large, fairly rich maps; on small or poor maps Enforcers loaded with Shiners are the backbone of Genesis). OK, the air build-up is time-consuming and requires careful defence, but after that it's like shooting fish in a barrel, at least against the AI (if I played Nemesis I'd built about 20 extra Quads as soon as I saw more than 6 Genesis planes built).

 

So for balance and variety:

  • Nemesis needs good but expensive air defence. Expensive so Nemesis has to choose between this and and a tank rush.
  • Genesis's cost penalty for having a Venagenium needs to be removed or minimal. At present it's not economically viable to build ground vehicles other than Leviathan after placing a Venagenium. That means Genesis would have to build all ground units except Leviathan before placing a Venagenium, and replacing losses would still be expensive. It also means Genesis has to commit itself strategically to a greater extent than Nemesis does - (1) ground attack led by Orchids if no Venagenium built; (2) ground attack led by Leviathan and supported by previously built Orchids if Venagenium built and not scrapped; (3) air attack if Airbase built and Venagenium scrapped. (1) should fail against a layered Nemesis defence with Apocs in front and Catastrophes behind. (2) is not reliable as Nemesis air defence units can shoot down Leviathan's shells while Apocs supported by Catastrophes counter-attack; (3) is slow to build but pretty reliable, especially as it only takes a few aircraft to demolish a tank rush while Genesis is building a large enough airforce to attack (and Ravens are fast enough to switch quickly between raiding, defence and all-out attack).
Edited by philcha

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Just a quick reply: the balancing is being reworked for everything. The aircraft will no longer be on the same threat level as 5 SOLs.

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While you're updating the mod, can you script it so that newly-built Gen Reapers and Nem harvesters automatically move a small distance away from the factory gate? I've found that if they move about their own length they will then automatically harvest the nearest vinifera patch. I first noticed that in enemy Genesis bases Reapers automatically go and harvest when kicked in the rear by another vehicle emrging from the same factory. Other players have probably also found this and set a rally point, but the AI doesn't do this and usually has a few idle "miners".

Edited by philcha

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It's being fixed by changing how the Reaper moves. It won't use a hover locomotor anymore, though I believe that it was said that it'll still be amphibious.

 

Nemesis harvesters work just fine when I last checked.

 

EDIT: :blink: I just got upgraded to sargeant major. What's up with that?

Edited by Nemoricus

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When you have a certain number of posts, your forum rank changes. Yes, we should have fixed the harvestor issue a long time ago for this new version.

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hmmz. true the genisis veg building does a lot to your cash flow, but it forces you to consider your tactics again. tank rushes are no longer that viable and as the Genisis in the first place its not always a great idea. oh.. and what is with the spinning genisis artillery? i forgot the name but every time they try to go up one space they swivel.. just like the kirovs did before they were patched. is this fixed?

 

i find the a simple infantry siege on the vinifera against the nemisis works well.

 

also, as for the nemisis tank being over powered, i can usualy destroy all tank rushes with around 25 shiners.

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The Leviathan's erratic movement is intentional, this was explained in the manual.

 

The "drunken" movement of the Leviathan will be removed in the next version. The problem of the unit getting stuck in trees and cliffs occurs too often to justify keeping this "aesthetic" feature.

 

Instead, the Leviathan will simply move incredibly slowly.

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The "drunken" movement of the Leviathan will be removed in the next version. The problem of the unit getting stuck in trees and cliffs occurs too often to justify keeping this "aesthetic" feature. (Vinifera)

 

I've also had Jackals and Enforcers stuck at sharp corners at the top / bottom of a ramp. IIRC I've also had it with Reapers. Might be a problem with AR2's use of the hover locomotor. Or it might be AR2's hard luck to have triggered a bug in the basic YR2 code - I've had similar problems with non-hover units (Nexus miner, which is like a scaled-up Terror Drone) in the Robot Storm mod.

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I've also had Jackals and Enforcers stuck at sharp corners...I've also had it with Reapers...

 

I know that gamemate gave me some code in an attempt to fix the repear. I'm not sure, but this may or may not be fixed.

 

...Has the error with the bunkers attacking themselves been fixed yet? :)

 

Can you give a more detailed explaination? Which bunkers, and how does it happen?

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Code from AR2 3.8

[V3]
Image=LEVHVR
UIName=Name:LEVHVR
Name=Leviathan
Prerequisite=GAWEAP,GATECH
Strength=450
Armor=medium
IsTilter=yes
TargetLaser=yes
TechLevel=8
Sight=4
Speed=8
CrateGoodie=no
Owner=Genesis
Cost=1800
Points=25
Soylent=1800
VoiceSelect=GenAllVehicleSelect
VoiceMove=GenAllVehicleMove
VoiceAttack=GenAllVehicleAttackCommand
MaxDebris=12
MinDebris=10
ThreatPosed=0
SpecialThreatValue=1
DamageParticleSystems=AuraParticleSys
DamageSmokeOffset=-40, 0, 150
Weight=4
VeteranAbilities=STRONGER,FIREPOWER,FASTER,CLOAK
EliteAbilities=STRONGER,FIREPOWER,ROF
Size=4
Explodes=yes
DeathWeapon=GenHVDeath
SpeedType=Hover
Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}
MovementZone=AmphibiousDestroyer
MoveToShroud=yes
MoveSound=LandingCraftMoveStart
TypeImmune=yes
OpportunityFire=yes
CrashingSound=GenVehicleDie
ImpactLandSound=GenAircraftCrash
HoverAttack=yes
Primary=LevLauncher
SpawnRegenRate=80
NoSpawnAlt=no
FireAngle=32
ToProtect=yes
PixelSelectionBracketDelta=-8
ROT=1
Crusher=no
SelfHealing=yes
AccelerationFactor=2
DeaccelerationFactor=1
SlowdownDistance=600
Accelerates=true
MobileFire=no
CanRetaliate=yes

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Work isn't being done on it at the present time. We still do want to push out a release, but it won't be anytime soon. We are interested in the new RP2 that PD is going to release that allows you to write your own code into the engine, but we're still waiting for that.

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