Infest Mod

rgbDreamerrgbDreamer Join Date: 2011-10-02 Member: 125190Members
edited October 2011 in Modding
<div class="IPBDescription">cyst upgrades</div><a href="http://www.rgbdreams.com/home/files/infest_mod0.2011.10.22.zip?attredirects=0&d=1" target="_blank">download</a> for build 187

This mod adds four cyst upgrades at the hive:
Glands
requires None (shift?)
infestation hastens aliens and slows marines.
Plateletes
requires Crag
infestation slowly mends aliens' armor and corrodes marines' armor.
Denrites
requires Shade
cysts cloak.
Pustules
requires Whip
explodes when killed and regenerates alien energy.

Each upgrade is at the hive, costs 20 team res, and effects all cysts.

Comments

  • Heroman117Heroman117 Join Date: 2010-07-28 Member: 73268Members
    It'd be so useful to have an upgrade for a cyst that makes it permanently cloaked unless revealed by a scan.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited October 2011
    <!--quoteo(post=1879212:date=Oct 10 2011, 04:10 PM:name=rgbDreamer)--><div class='quotetop'>QUOTE (rgbDreamer @ Oct 10 2011, 04:10 PM) <a href="index.php?act=findpost&pid=1879212"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This mod adds four upgrade options to Cysts:
    Gland
    requires None (shift?)
    Hastens aliens and slows marines on its infestation.
    Scab
    requires Crag
    slowly mends aliens' armor and corrodes marines' armor on its infestation.
    Denrite
    requires Shade
    parasites marines who pass over its creep (parasites remain until removed)
    Pustule
    requires Whip
    explodes when killed

    The Alien commander can upgrade each Cyst to one of these for 10 resources.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I don't think most of those upgrades are very useful in the actual game.

    - Gland
    Quite useful, but the cost would have to be quite low to be worthwhile, as Marines tend to pop Cysts as they push.

    - Scab
    Not useful. Even Crag passive healing is quite slow (and I imagine Scab healing would be lower than that), so you would need a long chain of Scabs to have any significant effect. Scabs by themselves are defenseless against Marines, who can pop them from range.

    - Denrite
    Invisible Cysts would be way more useful. Again, Marines have guns.

    - Pustule
    Semi useful, if the cost is free. More reasons for Marines to shoot pustules from range. They could be a minor nuisance for Marines though.

    Overall, the biggest weakness with Cysts is not their lack of utility, rather, it is that they are killed too easily. I appreciate your effort on the mod, however, the abilities could be designed better.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    <!--quoteo(post=1879246:date=Oct 11 2011, 12:09 AM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Oct 11 2011, 12:09 AM) <a href="index.php?act=findpost&pid=1879246"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't think most of those upgrades being very useful in the actual game.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think you are right, that's why my suggestion would be: make the infestation upgrade (instead of the cysts) through the whole map, automatically. once you drop a chamber, the infestation gets upgraded and the effects kick in, example:

    crag infestation bonus: players heal twice as fast on infestation and take less damage (especially cysts!).

    shade infestation bonus: cysts are always cloaked until they take damage and marines are highlighted in hive sight (highlight bonus should be removed when you don't have a shade)

    shift infestation bonus: movement speed modifiers are ok, i like those. maybe the techtree could get updated once you drop a shift and reduces cyst energy cost from 20 to 15 for faster infestation spread

    whip infestation bonus: since the whip does not consume a tech point, I'm ok with that exploding cyst thing! in addition, 10 or 5% more damage should be dealt when aliens fight on infestation.

    btw, those changes I mentioned could be coded server side. I think rgbDreamers concept and direction fit very good in ns2. great work with the mod btw :)
  • DarkOmenDarkOmen Join Date: 2002-11-05 Member: 7148Members
    I'm not sure that exploding cysts would be very productive for the Aliens; maybe they could explode for splash damage upon death? Or leave spores?
  • DarkOmenDarkOmen Join Date: 2002-11-05 Member: 7148Members
    edited October 2011
  • rgbDreamerrgbDreamer Join Date: 2011-10-02 Member: 125190Members
    Thanks all for the feedback, especially twilightblue, heroman117, and schimmel. I've been out of town so I just got a chance to update today.

    changes:
    -all the upgrades are now at the hive and effect all cysts. Each upgrade costs 20 team res.
    -the shade upgrade makes cysts cloak. They decloak if they take damage, so a cyst by itself in the center of an infestation patch is pretty easy to target, but cysts around a hive are harder to find.
    -the whip upgrade makes cysts explode when they die, doing 50 (skulk bite) area damage with radius 8 (grenade) and creating spores that do 9 dps (half of lerk spores) within range 4. The whip upgrade also increases alien energy regeneration 50% while they are on infestation.

    I still kind of like the idea of having upgrades on the cysts, and costing res. The reason is that in lower-tier public games the aliens often end up with infinite resources (and marines turret farm). I think it's important to balance the game at many levels of skill.

    If anyone is interested, I would love to try running it on a pub server.
  • LUSITANERLUSITANER Join Date: 2010-09-19 Member: 74086Members
    I like this. If it affects all cysts then its kinda useful and very cool
  • HybridclawHybridclaw Join Date: 2003-11-03 Member: 22271Members
    <!--quoteo(post=1879264:date=Oct 11 2011, 03:00 AM:name=DarkOmen)--><div class='quotetop'>QUOTE (DarkOmen @ Oct 11 2011, 03:00 AM) <a href="index.php?act=findpost&pid=1879264"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm not sure that exploding cysts would be very productive for the Aliens; maybe they could explode for splash damage upon death? Or leave spores?<!--QuoteEnd--></div><!--QuoteEEnd-->
    I like the idea of a dead cysts releasing spores or umbra. Just to change things up a bit, gorge mini-cysts could release heal-spray when killed.
  • A[L]CA[L]C Join Date: 2010-07-25 Member: 72801Members
    Will this work ok with the GmOvrmind mod? I believe the shortcut has to be changed for that to work too?
  • rgbDreamerrgbDreamer Join Date: 2011-10-02 Member: 125190Members
    edited October 2011
    <!--quoteo(post=1881680:date=Oct 24 2011, 01:22 PM:name=A[L]C)--><div class='quotetop'>QUOTE (A[L]C @ Oct 24 2011, 01:22 PM) <a href="index.php?act=findpost&pid=1881680"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Will this work ok with the GmOvrmind mod? I believe the shortcut has to be changed for that to work too?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Kinda no. I don't see any built-in support for multiple mods. But I don't see any conflicts between the two, so you could just merge the two directories (infest_mod just has a few .lua files and English localization entries), then run that

    Support for multiple mods is a larger issue; I'll try to look into it this week The no-flash menu mod has a start on it.
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    I like the idea of cloaked cysts a lot.
  • Heroman117Heroman117 Join Date: 2010-07-28 Member: 73268Members
    Yea it reinforces the role of the flamethrower by having cysts not visible, since a flamethrower would damage the cyst even if you only attack the patch itself, not the cyst directly, thus damaging it and revealing it to the rest of your teammates. The flamethrower to me right now isn't all that useful besides draining energy, it could use some more tactical uses.
  • rgbDreamerrgbDreamer Join Date: 2011-10-02 Member: 125190Members
    <!--quoteo(post=1881829:date=Oct 25 2011, 01:32 AM:name=Heroman117)--><div class='quotetop'>QUOTE (Heroman117 @ Oct 25 2011, 01:32 AM) <a href="index.php?act=findpost&pid=1881829"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The flamethrower to me right now isn't all that useful besides draining energy, it could use some more tactical uses.<!--QuoteEnd--></div><!--QuoteEEnd-->

    don't forget the most important flamethrower perk: noobs don't have to aim with it! You can't get much more tactical than arming a squad of noobs with flamethrowers.
  • A[L]CA[L]C Join Date: 2010-07-25 Member: 72801Members
    I'll put it on the gamingdeluxe server
  • A[L]CA[L]C Join Date: 2010-07-25 Member: 72801Members
    Have added this to the GamingDeluxe server (LerkLift&CystMod-GamingDeluxe)
  • rgbDreamerrgbDreamer Join Date: 2011-10-02 Member: 125190Members
    <!--quoteo(post=1883821:date=Nov 5 2011, 04:19 AM:name=A[L]C)--><div class='quotetop'>QUOTE (A[L]C @ Nov 5 2011, 04:19 AM) <a href="index.php?act=findpost&pid=1883821"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->
    Have added this to the GamingDeluxe server (LerkLift&CystMod-GamingDeluxe)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Aw, I think I missed it.
  • A[L]CA[L]C Join Date: 2010-07-25 Member: 72801Members
    SHould still be running mate
  • rgbDreamerrgbDreamer Join Date: 2011-10-02 Member: 125190Members
    edited November 2011
    I tried to join but get an error during authentication: "Server and client differ." Anyone know what causes this?
    I don't think any of the networkVars variables have been changed.
  • A[L]CA[L]C Join Date: 2010-07-25 Member: 72801Members
    edited November 2011
    Not sure if it is this mod or the lerklift mod, but im apparently getting

    TechTree:AddNode(): Element already exists at index 178 - Server
    Script Error: lua/Hive.lua:149: attempt to call method 'GenerateEggSpawns' (a n
    l value)
    [C]:-1

    on the server console. I would remove one and see which is causing it, but I've only got ftp access so cant actually see the console.
  • A[L]CA[L]C Join Date: 2010-07-25 Member: 72801Members
    edited November 2011
    Im getting the error you saw when your mod is installed
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