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Handepsilon

Totem Arts Staff
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    2008
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Everything posted by Handepsilon

  1. I've fixed the issue (as well as the disappearing vote menu) so it shouldn't be a problem in next update Hopefully
  2. Wouldn't call this any official thing, but I've been starting to work on a small project called 'Cooperative Mode'. I did not base this from any of Ren's mods or anything. Instead, I base this more on Unreal Tournament's Assault mode - a gametype in UT where your objective is to complete a set of tasks in limited time. GENERAL CONCEPT The type is simple, all players will spawn on same team and has to work together to complete several different objectives (mostly in sequence). Opposing them and assisting them will be a set of predetermined NPC soldiers, fully customizable by mappers. Players will be able to buy classes and vehicles like normal, except for the latter, instead of coming out of buildings, they will come from methods already determined by mapper. The PT themselves won't be in buildings as well unless the map says so. Players can fail the mission and has the chance to restart the map to start over, or change map. DEMO The following video(s) are a WIP progress and does not reflect the final form. Scorpion Hunter Alpha test (special thanks to Nexus for the map) POSSIBLE IDEAS - Pickup objective - Starting only as a base infantry - Enemies dropping weapons (to tie in with above - Character limit - Building reclamation/capture
  3. Oh it sure will. Also, skill 9 bots are fixed
  4. Besides, repair vehicles just screams 'Shoot Me' louder than tiny engineers
  5. Reinforcement/Ambush crate
  6. This is Nexus' custom map, so you'd probably want to message him. However, before doing so, make sure your game is set to run on 64 bit
  7. If you still think they're not smart enough just yet, I suggest you either wait for the next update or play the SDK build with the latest github script You also might want to rebuild the map's path before playing though
  8. At this point, most of the April Fools joke would become an actual reality
  9. So we've discussed some things in Discord and we've come up with alternative for PP. Basically instead of making everything pricier, every production is just slowed down, and the Defense is only half as fast too. That means more respawn delay, more delay for vehicle production, but no cost penalty. It makes more sense in CNC standpoint too since low power slows stuff down in RTS anyways
  10. I agree with buttons' points. pp shouldn't have affected every aspect of gameplay and charging low powered defense building is NOT fun. I'd rather just halve the effectiveness of the defense rather than forcing a player to stay and afk repair. People are already feeling bored having to patrol the base while others have fun on the field. Restricting them even more to be a player turret that just sits and fire on a single position for the remainder of the game is just complete BS. Sure the concept works in RA2 but that's because the tesla troopers are not individual players. They're just pieces on the board with no feeling of boredom. You give that role to a player and their enjoyment will plummet faster than server playercount in a bad match
  11. Actually TF2 Soldier also uses that. So does Mendoza by the way
  12. Wait, the map is 1 GB?????
  13. You know, maybe I should try to see if we can fit this for a possible new objective-based gametype
  14. Trying to think of a way to detect mines without killing the performance atm, this might not be on the next update lol As for human vs. Bots, it's a possibility, but since our factions are assymmetrical, it would be trickier
  15. One day, one day I will fix their shooting issues on vehicle. Anyways, I dubbed them as 'Cabal-Tier bots' with 'Tiberium-blessed skill'. You should only try them out if you feel that fighting Skill 8 is not masochistic enough. In addition to insta heroic, they literally get 10k credits each respawn
  16. Maybe unrelated, but I do see some tunnel vision problem ingame. It is that nobody really thinks outside the box. I feel that people are too focused on the meta and are too afraid to try new tactics. There's also those times when people suggest an already known tactic and they either get no response or somebody saying 'won't work'
  17. I've set it up so that anytime players get score, their afk timer resets, that includes repping. So if you are startfire repping and your building is fine, then you might get marked as AFK I do not remember adding an autokicker though. Iirc I did add the ability to instakick players flagged as AFK
  18. That.... that one is actually not intended. Sorry
  19. I mean, there are times where it is actually more efficient to have multiple people dealing with 1 person. Sniped Engies don't really contribute more than people dedicated to hunting the sniper.
  20. No I haven't. that would require more waypoint class to be more precise, which means updating maps lol 1. This indeed will correspond to the bot skill. Lesser bots will be less likely to respond as quick as higher skilled ones. I believe lesser skilled bots prefer to just shoot their rep gun to wall. I forgot if they still disarm beacons tho 2. As mentioned earlier, not atm. It's a tedious work and we also have a bit of dilemma on where and which place to mine. Also need to detect if the place is mined or not... 3. They have their own rush tactics, but it's not perfect as of right now. You do get notifications if they *try* to do a rush. Most of the times it's just 4-5 people though 4. Poorly skilled AI will still defend, that's not changed. Mystery crate won't be notified though 5. This bug is most likely related to their aiming. This is a very delicate code from UT logic and unfortunately may not be easy to fix. They will usually only attack when they deem that their aim is good enough. Otherwise they will refrain from doing so. This was a nightmare for me to circumvent when telling bots to fire their repair gun. The infantry purchasing has been overhauled as a whole. They will no longer purchase only during spawn (same goes for vehicles) and will actually go to their respective PT when purchasing. In the current version they only buy stuff after they spawn, which probably led to that bug you mentioned. Currently I'm aiming to completely overhaul the ordering ability. Atm you can tell bots to focus fire or defend certain buildings (they'll obey you more if you're a commander, but they may choose to obey you even if you're not provided they don't feel busy)
  21. Be more of a team player. That's what I'd suggest Bot doesn't need that, they're already integrated into a link of hive minds known as SquadAI and TeamAI Several teaser images from internal
  22. They're not advanced enough to be able to do a proper APC rush, but they'll be able to do infantry rush or mass tanks against you Added to the fact that they'll know about MCT and beacons later
  23. I think free/T1 classes are actually powerful enough to take out buildings if massed (10+) and well-coordinated. But I dunno if this is true because nobody actually pulled a stunt like this off
  24. Orca MG is kinda useless compared to Apache's cannon yeah. I think it kinda came down to it being air unit which most of the times put it too far away from any infantry. Flying low is also a no go a lot of times since aircrafts are made out of paper
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