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Author Topic: Epic v1.0 Released  (Read 1308 times)
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Slaor
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« Reply #30 on: July 27, 2010, 04:49:48 AM »

Constructor was just blind drunk again, fergot where he was. May look into hover rigs at some stage, if only to speed them up a bit.
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« Reply #31 on: July 30, 2010, 06:00:36 AM »

bug found:

how yet said...
on map "epic 05 mars"

I jumped out of my ship, then respawn on middle of map

its in instant action and in multiplayer...so...fail...
 cool


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« Reply #32 on: July 30, 2010, 06:01:48 AM »

but...

@ epic-team

The epic mod is great. Just one thing is ugly:  No strat games
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Rocket
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« Reply #33 on: July 31, 2010, 09:42:06 PM »

Problems:

cant see icon for barracks. (or the scion version of barracks either)

when barracks builds stuff you can't get it, it's inside the barracks. (only EDF)

in the center of the scion fury there's a white triangle, is that supposed to be there?

the enemy base (EDF) stopped working when i destroyed one of the recycler's guns with a fury, their recycler couldn't build anymore, and their constructor wouldn't build it back even though they had scrap.
_______________________________________________________________________________________

very nice mod though.

I like the effects and such.

Why, its EPIC.  cheesy
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Mr X
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« Reply #34 on: August 01, 2010, 05:20:03 AM »

Loving this!

Only things I've noticed are aircraft wandering off and being shot down, and service trucks taking massive detours and getting killed along the way.
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« Reply #35 on: August 01, 2010, 09:45:45 AM »

It's entirely possibly to avoid treads/walkers altogether now apart from for recyclers, purdy sweet eh?
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« Reply #36 on: August 01, 2010, 09:29:00 PM »

In addition to the bugs already mentioned here, I've found a few more:

1. Flying units do not make the slightest effort to avoid sheer cliff faces; they just head straight to where they want.

2. Flying units are even more awful at combat than sabres and warriors in previous versions: they just circle around their targets, trying to turn sharply enough to charge directly at them.

3. From the bird's eye,  some buildings, such as the EDF Armory, still have the floor plate flickering, in the same way that water does when it's really really shallow.

4. The editor has the ground's highlight effect flickering.

5. Falling as a pilot seems to take a bit too long IMO. This makes using the booster to get from place to place much less attractive.

6. Using the booster does not cost any ammo. This may be intended, but judging from the number 30 next to it, I'd guess not.

7. Units only go to the center of the map and then back to the base when ordered to hunt. They also don't repeat this process, but go to standby (fly around in circles) mode when done.

8. When having a scout hunting around the map, it does not attack units that it detects on the radar and they can't be seen via the comm bunker.

9. Constructors look silly when they walk at 200 mph...
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Zero Angel
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« Reply #37 on: August 01, 2010, 11:01:14 PM »

Many of these bugs are the result of the limitation of the engine. It wasnt designed for huge maps.

1. The pathing part of the engine sees 'cliff' or 'no cliff'. It doesnt understand the concept of height. You can either have the engine ignore all cliffs, or avoid all cliffs. Avoiding cliffs will make it path like a land unit, which is something that would make aircraft AI perform even worse.

2. Flying units handle like they should, though i'm not sure the AI has a setting that means "get really far away before making another pass"

5. The falling thing is a bit of a pain, especially if you accidentally double-boost (use your jetpack while ejecting). Double boosting is even more of a pain in stock 1.3 since when both thrusters are taken into account, you are accelerated to insane speeds.

In a previous public beta, you actually fell at an accelerating speed, which would get you down both fast, and dead (if you didnt slow the speed by moving).

6. I think its good to have a recharge on your jetpack. It would suck to be stuck in those insanely huge maps on foot.

8. Not sure what's up with the scouts, or the commbunker for that matter. I've noticed that even if a craft grants radar range in EPIC, the extra visibility does not pass to the commbunker. I thought this was fixed in 1.3, but perhaps there has been some sort of regression in the way EPIC handles things.

9. I think there are more important things to worry about than how constructors 'look'. You can either have a well functioning cons that looks silly, but can get from place to place at a decent clip. Or a slow con, that looks proper.
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« Reply #38 on: August 02, 2010, 12:33:56 AM »

You could give pilots a 2nd jet pack that goes down. We did that for the space map in the UEP.
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Zero Angel
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« Reply #39 on: August 02, 2010, 12:53:36 AM »

You could give pilots a 2nd jet pack that goes down. We did that for the space map in the UEP.
That's a pretty cool idea NK1.
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TheJamsh
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« Reply #40 on: August 02, 2010, 05:38:44 AM »

*cough* claims credit *ahem*
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« Reply #41 on: August 02, 2010, 07:03:51 PM »

*cough* claims credit *ahem*

*cough* I told you to do it *ahem*

Same thing with the travel packs in SRV ironically. Never touched it myself but laid out how it would work and how to do it.
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Mr X
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« Reply #42 on: August 03, 2010, 05:07:49 AM »

What I really like is the way that targeters can override a jamming signal,

It means that if you control the whole map apart from the enemy base you don't fall into a stalemate because they have a ton of defense towers and you can't order your units to attack.
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Zero Angel
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« Reply #43 on: August 03, 2010, 05:48:43 AM »

What I really like is the way that targeters can override a jamming signal,

It means that if you control the whole map apart from the enemy base you don't fall into a stalemate because they have a ton of defense towers and you can't order your units to attack.
I like that too. Stalemates that involve jammers, frustrating to say the least.
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Awareness, Teamwork, Discipline
Constantly apply these principles, and you will succeed in a lot of things, especially BZ2 team strat.
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Slaor
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« Reply #44 on: August 03, 2010, 08:32:34 AM »

One bug that nobody is complaining about is that targeter costs 10 instead of 100 Wink

Targeters will be expanded to all races if they are proving that useful at ending jammer stalemates, I liked them (especially in TA with Big Berthas  evil) but was unsure whether they would translate as well to this or just clutter the view.

Jammers are overpowered like that IMHO, a unit should have a visual range setting that overrides a jammer, they sposed to be driven by space pilots. I guess that would limit their usefulness a bit, but would still jam artillery and bombers -> main function. Maybe one for a patch.

Got a mate in the navy who drives ECM frigates among other things, he still absolutely swears by the Mk1 Target Acquisition System - ie: your eyeballs...
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