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Welcome to the BZU Archive dated December 24, 2009. Topics and posts are in read-only mode. Those with accounts will be able to login and browse anything the account had access granted to at the time. No changes to permissions will be made to be given access to particular content. If you have any questions, please reach out to squirrelof09/Rapazzini.

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#1231
Thank you moi...  whoever that is...  hehe  ( I know it's "mwah")

Those pics do look like something is set lower than full out...  The 'auto settings' feature seems to jump in constantly for some people, maybe it's overriding things?

I love the mipmap settings.  I prefer a slightly grittier look and they let me choose it...

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#1232
Nathan, you should change your signature now...

Unless it's 'close' behind...    :D

All of the original console commands work in the Editor or while not in MP.  In MP such a thing would be cheating, unless you're in a Natty G66 game in which case anything goes...  :)

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#1233
Public 1.3 Beta Archive / beta team
March 01, 2004, 08:38:23 AM
All thnaks are special...

:)

That file doesn't have addresses or phone numbers, does it?  I'm feeling a little paranoid given some of the posts lately...

Might be a good thing I collect guns and Rottweilers...   lol...

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#1234
Excellent.  Thank you all.  This is the sort of thing we need now, some testing and experimenting.  

Now, I have to do the 'old man' thing here...

I'd caution against making multiple changes at one time, and making extreme changes from stock.  Take it in little bites and one thing at a time as even tiny changes can make huge differences.

The original setup for the units was a noticeable difference in their speeds and handling, so please don't pump up the bigger tanks too much.  They're powerful units and should be kept in check a bit.

Don't forget the Scions.  Make sure in testing speeds and such that the Scions aren't left in the dust...

Also keep in mind the final goal:  a fun, exciting game that doesn't last so long even 1.3 dies from resyncs and lagg.  I don't know what the perfect game length is but I'd recommend including that "feebleeffort" guy in your playtesting as I greatly respect his viewpoints on balance.  :)

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#1235
I love it when the enemy Bomber gets stuck on one of Mower's navs...

hehe

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#1236
Public 1.3 Beta Archive / why r u deleting post???
March 01, 2004, 08:25:47 AM
Quote from: deadscionno more mouthy mention of whining please.

I don't whine, I tell it like it is and you just don't like to hear it.


So far you've been one of the more constructive posters, Deadscion, and you shouldn't always jump in as if the preceding post were aimed at you.

Especially in this case...  I don't consider your posts whining at all, but there are a few people here who's posts have been 10/10 whining about either hovering, politics, or some other BS that isn't constructive.  

GSH is blunt online and as one of the two people donating their time he has a right to be.  Demanding things from him or flaming him when he's done this out of his own pocket (so to speak) is ingratitude at it's worst.

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#1237
Public 1.3 Beta Archive / why r u deleting post???
March 01, 2004, 07:13:01 AM
Balance and Unit Performance go hand in hand.

Balance was avoided during the private Beta simply because it inflamed people without resolving things AND because the beta group was recognized as a small percentage of those playing the game.  To truly balance things requires a consensus.

The point of the public Beta is to identify remaining bugs AND provide balance input.  Unfortunately all it took was two minutes of playing by some people and BLAM! the "no hover? this sucks" messages started.  Only now are actual constructive posts showing up IF you can find them among the whining...

Play.  Decide what's wrong.  Post about it in a direct, civil manner in the appropriate thread if there is one.  This is how constructive information is passed along.

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#1238
Public 1.3 Beta Archive / Bomber...
March 01, 2004, 07:06:00 AM
Exactly.  Balance will be the second biggest thing about this beta.

After people get some experience playing 1.3 we'll need to start a checklist and begin experimenting with unit variants.  I'd like to see it boiled down to strictly "can't live without" changes, though, that the entire community can moderately agree on.

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#1239
If you get it right over the spot it'll work.  Mowerman loves to put his Service Bay/Dower navs right up on top of the things and they work fine..

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#1240
Public 1.3 Beta Archive / Congrats on 1.3 and thx
March 01, 2004, 07:01:20 AM
Control Enter turns that off I believe...  (Enter something, it's been awhile since I turned it off).
#1241
Public 1.3 Beta Archive / beta team
March 01, 2004, 06:59:41 AM
Why?

:)
#1242
Public 1.3 Beta Archive / Things you like about the Beta
February 29, 2004, 07:06:38 PM
Explore the Recycler variants in the Advanced Settings tab, there are Recys with Bomber variants in there.

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#1243
Public 1.3 Beta Archive / Evolving 1.3 tacitcs
February 29, 2004, 06:34:44 PM
Actually I don't think the Scions have been helped all that much by 1.3.  Archers are actually somewhat useful now as they tend to path and hit better.  Some complaints have been raised as to how smooth the view inside the Mauler is, and that it might lead to their overuse in Strat... However, I think having them higher up the tech tree will take care of that...

The AI's overall skill increase makes for some interesting effects.  You can't crowd out Treaded Rocket Tanks, they'll toast you regardless.  VIR and RED actually help in the field now when up against those monsters.  

Balance is a big issue, and overall I think Defense in 1.3 was raised a notch or two.  Much of the longevity of the game depends on the base D and how well it's maintained, which is sharply affected by your choice of Turret and Service Truck AI via the Recycler/Turret choices in "Advanced Options".

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#1244
Quote from: Dirty RoosterHealers love to go INSIDE spires and stay there...

Yeah, well, when all you have is that blue beam you tend to be a little timid...   :)

"Stand back or I'll HEAL you..."

hehe

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#1245
Several builds have had 'stuttering', or have had physics changes that don't necessarily jump right out and hit you in the face.  Many of the changes have been very subtle, or have set things back to earlier states.  Some immediately jumped out as bad, and once or twice I really loved how things felt.

So, in other words, the overall physics of the units themselves has changed and can change again.  Within reason.

As I said in other posts, unit performance and such falls somewhat under the 'Balance' issue, and as such has been avoided UNTIL the public beta.  This is the time to pound the patch, note your likes/dislikes, and then report them here.

It would help to have numbers, btw..  Saying "more thrust" is one thing, saying "increase accelThrust from 25 to 28" is better...

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