Infest Mod
rgbDreamer
Join Date: 2011-10-02 Member: 125190Members
<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.
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
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.
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 :)
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.
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.
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.
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.
Have added this to the GamingDeluxe server (LerkLift&CystMod-GamingDeluxe)<!--QuoteEnd--></div><!--QuoteEEnd-->
Aw, I think I missed it.
I don't think any of the networkVars variables have been changed.
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.