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So Is This Mod Still Being Updated?

#41 User is offline   Spikey00 

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Posted 23 November 2006 - 02:05 AM

Hopefully. tongue.gif
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#42 User is offline   Magus15690 

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Posted 16 December 2006 - 07:21 AM

I JUST GOT MY YR DISC BACK!!! Yippee!

Oooh, I just can't wait to play this mod again. And my other favorite mod been updated since I last looked at it, too. MUST PLAY NOW!


OR SOON!

This post has been edited by Magus15690: 16 December 2006 - 07:21 AM

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#43 User is offline   gaza678 

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Posted 14 January 2007 - 03:18 PM

the mod looks good from what i looked at im downloading it now...cant wait to play it XD
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#44 User is offline   TopazFreno 

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Posted 15 January 2007 - 08:09 AM

Yeah, it's great to see that it's still being worked on. biggrin.gif

I'll have to crack out the old discs and see what I can do.
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#45 User is offline   IconOfEvi 

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Posted 15 January 2007 - 04:00 PM

My my it'll be so great when we can get 6.0 out...sigh...but hey its great people are still interested in 5.0 smile.gif!
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#46 User is offline   gaza678 

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Posted 18 January 2007 - 10:38 PM

i love it! genisis is a little hard at first but it is really good
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#47 User is offline   Nemoricus 

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Posted 25 January 2007 - 01:48 PM

Anything new you'd like to share with us?

I'm still looking forward to 6.0. smile.gif
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#48 User is offline   tmapm 

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Posted 01 February 2007 - 05:52 PM

Well I just got back from my trip. I did complete a new AR2 map (minimap found 1 topic below) and I've written a few unit voice lines, but nothing more from my side of things.
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#49 User is offline   Spikey00 

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Posted 20 February 2007 - 01:04 AM

Oooo Voice lines. smile.gif

Besides that, how was your trip?
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#50 User is offline   philcha 

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Posted 13 May 2007 - 01:36 AM

QUOTE(Vinifera7 @ Oct 23 2006, 8:42 AM)
The Version 5.0 damage system has a lot of flaws and is biased in favor of Nemesis with insanely overpowered Apocalypse tanks.


I haven't found Apocalypse tanks such a worry, playing against the AI. Genesis Enforcers loaded with Shiners do a good job on Apocs provided you meet them more than halfway from your base - both the Enforcers and the Shiners deployed inside them out-range Apocs, so you hit and run against them (of course a slug-out is suicide). I've done this on maps which are too poor to fund more high-tech approaches or too small to allow the time for high tech.

I find Catastrophes more of a problem - they have lower firepower but excellent range. Fortunately for me on small / poor maps the AI builds Apocs and rushes with them without long-range support from Catastrophes or even Quads (it's usually wasted its Quads in a premature rush earlier).

IMO the biggest problems in 5.0 (apart from Internal Errors) are:
* Armageddon is too powerful.
* The 100% cost penalty for Genesis' factory units if a Venagenium is present. So I scrap the Venagenium as soon my Airbase is built and then I go for a big fleet of Ravens (which slaughter tank groups and only have trouble against massed Quads, since the Sentinel AA units are so slow the Ravens just go round and hit Nemesis from the other side).
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#51 User is offline   Nemoricus 

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Posted 13 May 2007 - 12:27 PM

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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#52 User is offline   philcha 

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Posted 19 May 2007 - 07:26 PM

QUOTE(Nemoricus @ May 13 2007, 12:27 PM)
... 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).

This post has been edited by philcha: 21 May 2007 - 12:28 PM

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#53 User is offline   tmapm 

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Posted 21 May 2007 - 09:17 PM

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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#54 User is offline   Nemoricus 

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Posted 16 June 2007 - 04:01 PM

So, how's the mod doing right now?
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#55 User is offline   tmapm 

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Posted 20 June 2007 - 04:05 PM

When I'm working on AR2, I'm implementing a new superweapon for Nemesis.
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#56 User is offline   Nemoricus 

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Posted 20 June 2007 - 09:33 PM

Sounds like fun. Any chance that a detail or two can be disclosed?
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#57 User is offline   philcha 

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Posted 23 June 2007 - 12:42 PM

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".

This post has been edited by philcha: 23 June 2007 - 02:10 PM

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#58 User is offline   RedFox34 

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Posted 24 June 2007 - 07:25 AM

I think that issue has been fixed in the newest beta, but don't quote me on that.
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#59 User is offline   Nemoricus 

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Posted 24 June 2007 - 12:48 PM

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.gif I just got upgraded to sargeant major. What's up with that?

This post has been edited by Nemoricus: 24 June 2007 - 12:49 PM

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#60 User is offline   tmapm 

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Posted 26 June 2007 - 12:03 AM

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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