Nemoricus 0 Report post Posted May 13, 2007 The Armaggedon is slow. Also, the strategy you described with Genesis about the Venagenium is one the designers fully intended to have. Share this post Link to post Share on other sites
philcha 0 Report post Posted May 19, 2007 (edited) ... 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 May 21, 2007 by philcha Share this post Link to post Share on other sites
tmapm 0 Report post Posted May 21, 2007 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. Share this post Link to post Share on other sites
Nemoricus 0 Report post Posted June 16, 2007 So, how's the mod doing right now? Share this post Link to post Share on other sites
tmapm 0 Report post Posted June 20, 2007 When I'm working on AR2, I'm implementing a new superweapon for Nemesis. Share this post Link to post Share on other sites
Nemoricus 0 Report post Posted June 20, 2007 Sounds like fun. Any chance that a detail or two can be disclosed? Share this post Link to post Share on other sites
philcha 0 Report post Posted June 23, 2007 (edited) 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 June 23, 2007 by philcha Share this post Link to post Share on other sites
RedFox34 0 Report post Posted June 24, 2007 I think that issue has been fixed in the newest beta, but don't quote me on that. Share this post Link to post Share on other sites
Nemoricus 0 Report post Posted June 24, 2007 (edited) 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 June 24, 2007 by Nemoricus Share this post Link to post Share on other sites
tmapm 0 Report post Posted June 25, 2007 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. Share this post Link to post Share on other sites
Scythe 0 Report post Posted June 27, 2007 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. Share this post Link to post Share on other sites
Godwin 0 Report post Posted July 1, 2007 The Leviathan's erratic movement is intentional, this was explained in the manual. Share this post Link to post Share on other sites
Nemoricus 0 Report post Posted August 8, 2007 Anything new with the mod to share? I'm still around, intend to always be around. :) What can I say, I like AR2. Share this post Link to post Share on other sites
Vinifera7 0 Report post Posted August 11, 2007 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. Share this post Link to post Share on other sites
Nemoricus 0 Report post Posted August 13, 2007 Hmm...I don't recall ever having a problem with this feature, but I can see how that would improve its performance. Share this post Link to post Share on other sites
philcha 0 Report post Posted December 1, 2007 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. Share this post Link to post Share on other sites
Synthetic Bio Haz 0 Report post Posted December 10, 2007 I'm really excited to hear that the mod isnt dead. hey this is also my first post! Not all that happy with the American ranks. Has the error with the bunkers attacking themselves been fixed yet? :) Share this post Link to post Share on other sites
tmapm 0 Report post Posted December 18, 2007 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? Share this post Link to post Share on other sites
Curator 0 Report post Posted December 24, 2007 (edited) Wow, the nostalgia. Kudos for keeping this alive guys, even if on life support. Edited December 24, 2007 by Curator Share this post Link to post Share on other sites
IconOfEvi 0 Report post Posted December 25, 2007 No problem ;). And more like its in a coma...recovering...for the eventual awakening...maybe :P Share this post Link to post Share on other sites
Rattuskid 0 Report post Posted January 5, 2008 How did you guys ever pull off that 'drunken' movement loop anyway? I don't think I've ever seen that in any other mod... Share this post Link to post Share on other sites
Vinifera7 0 Report post Posted February 8, 2008 I actually never figured that out myself. I speculate that it might have something to do with the hover controls. Share this post Link to post Share on other sites
tmapm 0 Report post Posted February 14, 2008 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 Share this post Link to post Share on other sites
Spikey00 0 Report post Posted March 25, 2008 Is it really still alive, even of this current time in 2008? Share this post Link to post Share on other sites
tmapm 0 Report post Posted April 7, 2008 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. Share this post Link to post Share on other sites