SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
The installer does not change any original ns2 game files. if you want to un-install it: go to your steam directory -> steamapps\common\natural selection 2 there you will see the folder "prototyping_mod", delete that folder
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
edited August 2011
I'm using this post here now to keep track of the changes for 4.2. Since I have no tracking system or anything (makes no sense for a single person) I'm forgetting about stuff so I write them down here.
- made a limit for the gorge jump interval (currently its set to 1 second) - applied the marine slowdown mechanic to jump height as well. Feels not disturbing so far - reduced fade blink speed (from 20 to 17), reduced initial cost little bit but increased cost over time - reduced fade base health from 250 to 200 - reduced fade base armor from 60 to 50 and max upgraded amount from 70 to 60 - reduced lerk health from 180 to 150 - changed MAC repair health per second from 200 to 120 (hope that nerf is sufficient) - reduced t.res income slightly (back to vanilla values) - increased p.res income a little bit and reduced p.res bonus through tech points slightly - changed resource tower costs from 15 to 12 (original is 10) - fixed prototype lab build bug (only MACs could build it before) - fixed dead crawler in ready room bug - added "low health" visual effect when you are a crawler - fixed "crawler commander" exploit - reduced crawler attack from 40 to 28 (still double damage to structures)
planned "bigger" changes:
- <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114652" target="_blank">Make alien spawning automatic</a> (hope this fixes also the "egg bug", which seems to appear much more often in my mod than in normal ns2)
- first person spectator view (no promises here, but I really want to implement it!)
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1871257:date=Aug 25 2011, 10:47 PM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Aug 25 2011, 10:47 PM) <a href="index.php?act=findpost&pid=1871257"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm using this post here now to keep track of the changes for 4.2. Since I have no tracking system or anything (makes no sense for a single person) I'm forgetting about stuff so I write them down here.
- made a limit for the gorge jump interval (currently its set to 1 second) - applied the marine slowdown mechanic to jump height as well. Feels not disturbing so far - reduced fade blink speed (from 20 to 17), reduced initial cost little bit but increased cost over time - reduced fade base health from 250 to 200 - reduced fade base armor from 60 to 50 and max upgraded amount from 70 to 60 - reduced lerk health from 180 to 150 - changed MAC repair health per second from 200 to 120 (hope that nerf is sufficient) - reduced t.res income slightly (back to vanilla values) - increased p.res income a little bit and reduced p.res bonus through tech points slightly - changed resource tower costs from 15 to 12 (original is 10) - fixed prototype lab build bug (only MACs could build it before)
planned "bigger" changes:
- <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114652" target="_blank">Make alien spawning automatic</a> (hope this fixes also the "egg bug", which seems to appear much more often in my mod than in normal ns2)
- first person spectator view (no promises here, but I really want to implement it!)<!--QuoteEnd--></div><!--QuoteEEnd--> Those changes sound very reasonable. I think one major reason Fades are OP in B184 is that, they get so much armour per upgrade!
BTW I noticed Marines no longer have any "heavy" damage weapon in your mod (after Pistol was changed to "light").
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
I would like to add the old heavy machine gun from ns1. Since cory wrote in some thread few weeks ago, that exos only can wear the minigun, I thought it would be ok to have some heavy gun available as alternative to the rifle. It would not be as strong as the minigun (well, I don't know how strong it will be), so I will make it lower ROF but high damage per bullet. And damage type will be heavy. Such weapon is really missing in the marine arsenal somehow
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Chatting with Schimmel to see if he can help us implement some core NS2 features<!--QuoteEnd--></div><!--QuoteEEnd-->
Nice Mod so far Schimmel and it was a nice play on HBZ. Thing I have to mention (thing you didn't already mention): •invisible Fades while they attack and walk •JP needs a bit more upwards boost •Flamer animation blocks the sight. I don't really know where the flames go or if I hit something. •Eggs. Fading in 3s isn't fun at all (IMO) •SG alt attack would fit in NS2 but in your mod Fades arent long enought in Eather to really need to track em. But sounds cool. Booooom. Hehe like it •Morpher is to much all in one •Redemtion is really powerfull get a HP/Armor cap for redemtioned Aliens (and don't alow them to rebuy Upgrades) evolving to the next evolution (Skulk) you will be infected enought then to get all things back. •Lerk Flight should use energy to compensate this incredible movement (ZickZackStrafing) with Hitscan
nice addition to this mod would be something like this; you spawn inside the egg but you have not hatched out yet, you see marine coming so you use your mouse scroller to move to the next egg to spawn.
to further this idea, using the mouse scroller while you're still inside the egg, you should be able to even change at which hive you want to spawn at while still being inside the egg of course.
I don't know if this makes perfect sense, but choosing which egg you can spawn from to avoid spawn camping or just at different hive location would be great addition for aliens.
<!--quoteo(post=1871359:date=Aug 26 2011, 01:36 PM:name=luns)--><div class='quotetop'>QUOTE (luns @ Aug 26 2011, 01:36 PM) <a href="index.php?act=findpost&pid=1871359"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->nice addition to this mod would be something like this; you spawn inside the egg but you have not hatched out yet, you see marine coming so you use your mouse scroller to move to the next egg to spawn.
to further this idea, using the mouse scroller while you're still inside the egg, you should be able to even change at which hive you want to spawn at while still being inside the egg of course.
I don't know if this makes perfect sense, but choosing which egg you can spawn from to avoid spawn camping or just at different hive location would be great addition for aliens.
edit
update us later what happened with those talks :D<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't understand why egg spawn locations aren't just random. Maybe not truely random since I know they had issues with that in the past but at least randomize the spawns from the list of static locations. So someone can't just camp the same egg over and over after they've cleared all the other eggs.
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
I'm experimenting with alien spawn. I have now a system where you can choose your egg, also chose the timing (but hatch automatically if you are afk so you don't occupy the egg further more). Needs some testing, but it's very simple and should not produce too many problems (it didn't do it in my mod so far where you could even hatch as a life-form)
It was awesoma to play the mod on Ziegenfarm #2 yesterday! I do love the redemption Idea (and you already decreased the "drifter damage"), the jetpack... just everything. exept that I sometimes don't spawn as a skulk. I might be good to be able to spawn as a fade or lerk, but I prefer to decide for myself which lifeform I want to be. It is possible to make some menu in which I can select which lifeform I prefer? Or maybe just make the lifeform_eggs usable but prevent aliens from spawning from it.
I agree with floodinator thet the flamer blocks to much vision for the marine. also I noticed that I sometime travel faster with a jetpack then the flamer flame. I think it would be good to increase the speed the flame travels.
And I have a Idea. What about using the "Sprint key" as a lerk makes you stick to the ceiling/wall?
Again.. I love the mod and the new features :-)
Edit: <!--quoteo(post=1871364:date=Aug 26 2011, 02:29 PM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Aug 26 2011, 02:29 PM) <a href="index.php?act=findpost&pid=1871364"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm experimenting with alien spawn. I have now a system where you can choose your egg, also chose the timing (but hatch automatically if you are afk so you don't occupy the egg further more). Needs some testing, but it's very simple and should not produce too many problems (it didn't do it in my mod so far where you could even hatch as a life-form)<!--QuoteEnd--></div><!--QuoteEEnd--> that would be awesome! ...and will solve my issue with not spawning as a skulk ;)
QuovatisTeam InversionJoin Date: 2010-01-26Member: 70321Members, NS2 Playtester, Squad Five Blue
Can you explain what "redemption" does exactly? I played around with it, but not sure I understand what it does exactly. From the name, I expected it to be the NS1 redemption, but it is quite different.
afaik if you "die" you become a new lifeform.. currently represented by a drifter (with the First person view of a skulk) and 800HP. You can now either attack or retreat. If you rightklick you will gestate back to you old lifeform without upgrades.. you have to evolve them again. (Maybe the rightklick only works on infestation, I am not sure)
But keep an eye on your adrenaline. It will constandly drain itself and if it reaches 0 you die (now for real) attacking costs even more adrenaline thus shortens your life..
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
i should add a tooltip for the crawler :)
well, I finished a new alien respawn system (as written before) which allows you to choose the egg in which you want to spawn. So, if you get at first a fade egg assigned, you can simply right or left click to choose another egg (in case you don't want to play fade)
<!--quoteo(post=1871442:date=Aug 27 2011, 01:34 AM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Aug 27 2011, 01:34 AM) <a href="index.php?act=findpost&pid=1871442"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i should add a tooltip for the crawler :)
well, I finished a new alien respawn system (as written before) which allows you to choose the egg in which you want to spawn. So, if you get at first a fade egg assigned, you can simply right or left click to choose another egg (in case you don't want to play fade)<!--QuoteEnd--></div><!--QuoteEEnd--> awesome :-)
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
<a href="http://www.mediafire.com/?wtdgrbcgp6da504" target="_blank">Prototyping Mod 4.2</a> (compatible with build 185) It's important that you delete your old installation before installing this one, otherwise you can get a lot of errors (the mod will not run)
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
edited September 2011
i don't recommend to play the mod currently. I'm doing currently intense testing and fixed now about 15 bugs which appeared due to not merging the code correctly. So wait until version 4.3 (or later), it's not a pleasure to play it currently
update:
i will post here now the stuff I'm working on (leaving out all bug fixes):
- refactored the whole jetpack code, it's now a seperate class, which also means that you can fly in the ready-room :) - created a reinforced armor. it's basically the same as the heavy armor in NS1, which means it's the opposite of the jetpack (slowly and much more armor) - reduced sentry ammo to 60 - increased powerpack shock energy to 15 - increased ARC health to 2000 but they take now 200% damage when deployed - replaced frenzy with a new upgrade: Bacteria: deals 20% of your damage during the next 3 seconds (no damage is lost when you attack during that time, the effect stacks up) - new fade hive 3 ability: Haze (it's the smokebomb thing I mentioned before, replaces "fetch") - reduced ARC splash radius from 10 to 8 - new gorge hive 3 ability: Sludge: which slows down everything in it's radius and damages armor (you cannot kill anything with that) - improved lerk flight a bit to make him more agile, especially when strafe-flying
Planned:
- lerk overhaul: spikes slot 1, sting slot 2. alt attack for slot 1 + 2: spore trail Spikes: damage drop off lower, but ultimate low range damage also significantly reduced (hive 1) Sting: shotgun spikes, rapid damage drop off, but very high melee damage (hive 2) Spikes Hive 3: alt attack improved umbra trail: higher chance to block off damage than now (or change it to direct dmg reduction) and blocks flame thrower fire.
Damn that haze ability is spooky. Looks like a nice support weapon for the fade. I can imagine a fade hazing MS while a gorge heals him, hiding in the haze. Also looks cool for covering your retreat. I would like to see whan happens when marines use their flashlights in it.
sludge needs to be combined with bile bomb. Allow bile bomb to do what it currently does, but when its used against marines it would damage/remove their armor only. I like the splash effect from sludge ability which I think badly needed in bile bomb. If you remember, ns1 bile bomb had pretty big splash effect, which did nice aoe.
as for haze, love the effect maybe needs to be darker.
bile bomb/sludge needs to be hive2 ability not sure about haze.
some lerk idea.
increase the lerks spores thickness, make it much harder to see through the cloud. If you're inside of it you can see fine, but parson looking from the outside shouldn't be able to see through the cloud. This can create interesting tactics. Spores, and umbra thickness need this.
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
<!--quoteo(post=1872192:date=Aug 30 2011, 07:10 PM:name=luns)--><div class='quotetop'>QUOTE (luns @ Aug 30 2011, 07:10 PM) <a href="index.php?act=findpost&pid=1872192"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->... as for haze, love the effect maybe needs to be darker.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm happy that you like it, but darker than completely pitch black (as it is now) is not possible :)
<!--quoteo(post=1872192:date=Aug 30 2011, 07:10 PM:name=luns)--><div class='quotetop'>QUOTE (luns @ Aug 30 2011, 07:10 PM) <a href="index.php?act=findpost&pid=1872192"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->bile bomb/sludge needs to be hive2 ability not sure about haze.<!--QuoteEnd--></div><!--QuoteEEnd-->
You should explain that more. There are now 2 different attacks: one is bilebomb, one is sludge. Bilebomb is for destroying structures, sludge for slowing down / weakening targets (removes only armor).If you simply want to have a bigger splash for bilebomb additional, well that's just cosmetics. I don't get the point why I should combine those attacks.
increase the lerks spores thickness, make it much harder to see through the cloud.<!--QuoteEnd--></div><!--QuoteEEnd-->
actually I would like to do the opposite :) Haze is responsible to confuse the marines. Umbra is here to protect the aliens, and spores simply to deal damage and deny territory.
<!--quoteo(post=1872192:date=Aug 30 2011, 07:10 PM:name=luns)--><div class='quotetop'>QUOTE (luns @ Aug 30 2011, 07:10 PM) <a href="index.php?act=findpost&pid=1872192"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you're inside of it you can see fine, but parson looking from the outside shouldn't be able to see through the cloud. This can create interesting tactics. Spores, and umbra thickness need this.<!--QuoteEnd--></div><!--QuoteEEnd-->
aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
Haze looks pretty freaking sweet but I'd almost rather see fade blink cause the lights in a room to flicker and darken (even when he's invisibly blinking through). Anyways, keep up the good prototyping!
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
just had a new and simple idea to address stalemates: Lower p.res income and add a button in some alien and marine building (armory, morpher/hive) which says: Transfers 10 team resources to 1 personal resource (+1 for the whole team of course).
those numbers are not final, I have to find some good values. But in theory, if the p.res income with 1 RT only is low enough, it could force the commander to constantly transfer resources, which limits turret spam and dries the losing team. This also offers some tactical choices for the commander, similar to ns1: You can effectively chose as commander to do a timed push, when the opposing team is not prepared (lerk rush, shotgun rush?). Other numbers have to get tweaked as well, like lowering starting res to 20 maybe. But I'm not sure about those. Maybe lerks are too powerful if they appear in high numbers at minute 0 in the game :D
Another good thing is, you could do something else with your team resources if you are on the winning side, than just mindlessly spam more and more turrets / whips etc. This "feature" will become even more interesting once onos / exos are in. I suspect they will cost a lot of p.res. So if the comm says "all go onos now" the answer "we have no p.res!" will not be a problem (if you have tons of saved up t.res of course)
<!--quoteo(post=1872229:date=Aug 31 2011, 01:40 AM:name=aeroripper)--><div class='quotetop'>QUOTE (aeroripper @ Aug 31 2011, 01:40 AM) <a href="index.php?act=findpost&pid=1872229"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Haze looks pretty freaking sweet but I'd almost rather see fade blink cause the lights in a room to flicker and darken (even when he's invisibly blinking through). Anyways, keep up the good prototyping!<!--QuoteEnd--></div><!--QuoteEEnd--> It would be soooooo cool if lights would flicker once when a blinking fade passes. Let lights drop to 30% for half a second or something.
Haze is pretty nice looking, though I've been liking the idea of the lerk being the one to swoop in and obscure view with spores (it's a support class after all) so I suppose it feels redundant to me right now, though they may end up changing lerk spore thickness later.
As for sludge, I figure it'd make more sense to just add the effect to bilebomb maybe. Not the visual effect mind you, but the slow and armor damage to players, unless that sounds overpowered to you, it might be actually, just a thought.
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
edited August 2011
<!--quoteo(post=1872234:date=Aug 31 2011, 12:13 AM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Aug 31 2011, 12:13 AM) <a href="index.php?act=findpost&pid=1872234"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->just had a new and simple idea to address stalemates: Lower p.res income and add a button in some alien and marine building (armory, morpher/hive) which says: Transfers 10 team resources to 1 personal resource (+1 for the whole team of course).
those numbers are not final, I have to find some good values. But in theory, if the p.res income with 1 RT only is low enough, it could force the commander to constantly transfer resources, which limits turret spam and dries the losing team. This also offers some tactical choices for the commander, similar to ns1: You can effectively chose as commander to do a timed push, when the opposing team is not prepared (lerk rush, shotgun rush?). Other numbers have to get tweaked as well, like lowering starting res to 20 maybe. But I'm not sure about those. Maybe lerks are too powerful if they appear in high numbers at minute 0 in the game :D
Another good thing is, you could do something else with your team resources if you are on the winning side, than just mindlessly spam more and more turrets / whips etc. This "feature" will become even more interesting once onos / exos are in. I suspect they will cost a lot of p.res. So if the comm says "all go onos now" the answer "we have no p.res!" will not be a problem (if you have tons of saved up t.res of course)
what you think about that "simple" feature?<!--QuoteEnd--></div><!--QuoteEEnd--> 10 T-Res cost sounds way too high for 1 P-Res. I would set the conversion rate to be no lower than 10 T-Res to 2 P-Res. For instance, using your rate, 10 Sentries would only convert into 10 P-Res for each marines. I know which I'd choose!
In addition, I would like to allowing aliens to trade Personal Resources among each other (perhaps in blocks of 10s). Often, the Fade/top killer would have over 100 PRes, but the weakest player might not even have enough PRes for Lerk. Marines commanders can give weapons to marine soldiers, not only that, marines can buy guns for others. Why can't aliens do something similar?
Comments
there you will see the folder "prototyping_mod", delete that folder
- made a limit for the gorge jump interval (currently its set to 1 second)
- applied the marine slowdown mechanic to jump height as well. Feels not disturbing so far
- reduced fade blink speed (from 20 to 17), reduced initial cost little bit but increased cost over time
- reduced fade base health from 250 to 200
- reduced fade base armor from 60 to 50 and max upgraded amount from 70 to 60
- reduced lerk health from 180 to 150
- changed MAC repair health per second from 200 to 120 (hope that nerf is sufficient)
- reduced t.res income slightly (back to vanilla values)
- increased p.res income a little bit and reduced p.res bonus through tech points slightly
- changed resource tower costs from 15 to 12 (original is 10)
- fixed prototype lab build bug (only MACs could build it before)
- fixed dead crawler in ready room bug
- added "low health" visual effect when you are a crawler
- fixed "crawler commander" exploit
- reduced crawler attack from 40 to 28 (still double damage to structures)
planned "bigger" changes:
- <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114652" target="_blank">Make alien spawning automatic</a> (hope this fixes also the "egg bug", which seems to appear much more often in my mod than in normal ns2)
- first person spectator view (no promises here, but I really want to implement it!)
- made a limit for the gorge jump interval (currently its set to 1 second)
- applied the marine slowdown mechanic to jump height as well. Feels not disturbing so far
- reduced fade blink speed (from 20 to 17), reduced initial cost little bit but increased cost over time
- reduced fade base health from 250 to 200
- reduced fade base armor from 60 to 50 and max upgraded amount from 70 to 60
- reduced lerk health from 180 to 150
- changed MAC repair health per second from 200 to 120 (hope that nerf is sufficient)
- reduced t.res income slightly (back to vanilla values)
- increased p.res income a little bit and reduced p.res bonus through tech points slightly
- changed resource tower costs from 15 to 12 (original is 10)
- fixed prototype lab build bug (only MACs could build it before)
planned "bigger" changes:
- <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114652" target="_blank">Make alien spawning automatic</a> (hope this fixes also the "egg bug", which seems to appear much more often in my mod than in normal ns2)
- first person spectator view (no promises here, but I really want to implement it!)<!--QuoteEnd--></div><!--QuoteEEnd-->
Those changes sound very reasonable. I think one major reason Fades are OP in B184 is that, they get so much armour per upgrade!
BTW I noticed Marines no longer have any "heavy" damage weapon in your mod (after Pistol was changed to "light").
Go - Go - Go - Go Schimmel! - Go schimmel!
Thing I have to mention (thing you didn't already mention):
•invisible Fades while they attack and walk
•JP needs a bit more upwards boost
•Flamer animation blocks the sight. I don't really know where the flames go or if I hit something.
•Eggs. Fading in 3s isn't fun at all (IMO)
•SG alt attack would fit in NS2 but in your mod Fades arent long enought in Eather to really need to track em. But sounds cool. Booooom. Hehe like it
•Morpher is to much all in one
•Redemtion is really powerfull get a HP/Armor cap for redemtioned Aliens (and don't alow them to rebuy Upgrades) evolving to the next evolution (Skulk) you will be infected enought then to get all things back.
•Lerk Flight should use energy to compensate this incredible movement (ZickZackStrafing) with Hitscan
Have a nice chat with UWE. Vill erfolg!
to further this idea, using the mouse scroller while you're still inside the egg, you should be able to even change at which hive you want to spawn at while still being inside the egg of course.
I don't know if this makes perfect sense, but choosing which egg you can spawn from to avoid spawn camping or just at different hive location would be great addition for aliens.
edit
update us later what happened with those talks :D
to further this idea, using the mouse scroller while you're still inside the egg, you should be able to even change at which hive you want to spawn at while still being inside the egg of course.
I don't know if this makes perfect sense, but choosing which egg you can spawn from to avoid spawn camping or just at different hive location would be great addition for aliens.
edit
update us later what happened with those talks :D<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't understand why egg spawn locations aren't just random. Maybe not truely random since I know they had issues with that in the past but at least randomize the spawns from the list of static locations. So someone can't just camp the same egg over and over after they've cleared all the other eggs.
I do love the redemption Idea (and you already decreased the "drifter damage"), the jetpack... just everything.
exept that I sometimes don't spawn as a skulk.
I might be good to be able to spawn as a fade or lerk, but I prefer to decide for myself which lifeform I want to be. It is possible to make some menu in which I can select which lifeform I prefer?
Or maybe just make the lifeform_eggs usable but prevent aliens from spawning from it.
I agree with floodinator thet the flamer blocks to much vision for the marine. also I noticed that I sometime travel faster with a jetpack then the flamer flame.
I think it would be good to increase the speed the flame travels.
And I have a Idea.
What about using the "Sprint key" as a lerk makes you stick to the ceiling/wall?
Again.. I love the mod and the new features :-)
Edit:
<!--quoteo(post=1871364:date=Aug 26 2011, 02:29 PM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Aug 26 2011, 02:29 PM) <a href="index.php?act=findpost&pid=1871364"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm experimenting with alien spawn. I have now a system where you can choose your egg, also chose the timing (but hatch automatically if you are afk so you don't occupy the egg further more). Needs some testing, but it's very simple and should not produce too many problems (it didn't do it in my mod so far where you could even hatch as a life-form)<!--QuoteEnd--></div><!--QuoteEEnd-->
that would be awesome! ...and will solve my issue with not spawning as a skulk ;)
If you rightklick you will gestate back to you old lifeform without upgrades.. you have to evolve them again. (Maybe the rightklick only works on infestation, I am not sure)
But keep an eye on your adrenaline. It will constandly drain itself and if it reaches 0 you die (now for real)
attacking costs even more adrenaline thus shortens your life..
well, I finished a new alien respawn system (as written before) which allows you to choose the egg in which you want to spawn. So, if you get at first a fade egg assigned, you can simply right or left click to choose another egg (in case you don't want to play fade)
well, I finished a new alien respawn system (as written before) which allows you to choose the egg in which you want to spawn. So, if you get at first a fade egg assigned, you can simply right or left click to choose another egg (in case you don't want to play fade)<!--QuoteEnd--></div><!--QuoteEEnd-->
awesome :-)
It's important that you delete your old installation before installing this one, otherwise you can get a lot of errors (the mod will not run)
update:
i will post here now the stuff I'm working on (leaving out all bug fixes):
- refactored the whole jetpack code, it's now a seperate class, which also means that you can fly in the ready-room :)
- created a reinforced armor. it's basically the same as the heavy armor in NS1, which means it's the opposite of the jetpack (slowly and much more armor)
- reduced sentry ammo to 60
- increased powerpack shock energy to 15
- increased ARC health to 2000 but they take now 200% damage when deployed
- replaced frenzy with a new upgrade: Bacteria: deals 20% of your damage during the next 3 seconds (no damage is lost when you attack during that time, the effect stacks up)
- new fade hive 3 ability: Haze (it's the smokebomb thing I mentioned before, replaces "fetch")
- reduced ARC splash radius from 10 to 8
- new gorge hive 3 ability: Sludge: which slows down everything in it's radius and damages armor (you cannot kill anything with that)
- improved lerk flight a bit to make him more agile, especially when strafe-flying
Planned:
- lerk overhaul: spikes slot 1, sting slot 2. alt attack for slot 1 + 2: spore trail
Spikes: damage drop off lower, but ultimate low range damage also significantly reduced (hive 1)
Sting: shotgun spikes, rapid damage drop off, but very high melee damage (hive 2)
Spikes Hive 3: alt attack improved umbra trail: higher chance to block off damage than now (or change it to direct dmg reduction) and blocks flame thrower fire.
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Looks like a nice support weapon for the fade. I can imagine a fade hazing MS while a gorge heals him, hiding in the haze.
Also looks cool for covering your retreat.
I would like to see whan happens when marines use their flashlights in it.
sludge needs to be combined with bile bomb. Allow bile bomb to do what it currently does, but when its used against marines it would damage/remove their armor only. I like the splash effect from sludge ability which I think badly needed in bile bomb. If you remember, ns1 bile bomb had pretty big splash effect, which did nice aoe.
as for haze, love the effect maybe needs to be darker.
bile bomb/sludge needs to be hive2 ability not sure about haze.
some lerk idea.
increase the lerks spores thickness, make it much harder to see through the cloud. If you're inside of it you can see fine, but parson looking from the outside shouldn't be able to see through the cloud. This can create interesting tactics. Spores, and umbra thickness need this.
as for haze, love the effect maybe needs to be darker.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm happy that you like it, but darker than completely pitch black (as it is now) is not possible :)
<!--quoteo(post=1872192:date=Aug 30 2011, 07:10 PM:name=luns)--><div class='quotetop'>QUOTE (luns @ Aug 30 2011, 07:10 PM) <a href="index.php?act=findpost&pid=1872192"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->bile bomb/sludge needs to be hive2 ability not sure about haze.<!--QuoteEnd--></div><!--QuoteEEnd-->
You should explain that more. There are now 2 different attacks: one is bilebomb, one is sludge. Bilebomb is for destroying structures, sludge for slowing down / weakening targets (removes only armor).If you simply want to have a bigger splash for bilebomb additional, well that's just cosmetics. I don't get the point why I should combine those attacks.
<!--quoteo(post=1872192:date=Aug 30 2011, 07:10 PM:name=luns)--><div class='quotetop'>QUOTE (luns @ Aug 30 2011, 07:10 PM) <a href="index.php?act=findpost&pid=1872192"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->some lerk idea.
increase the lerks spores thickness, make it much harder to see through the cloud.<!--QuoteEnd--></div><!--QuoteEEnd-->
actually I would like to do the opposite :) Haze is responsible to confuse the marines. Umbra is here to protect the aliens, and spores simply to deal damage and deny territory.
<!--quoteo(post=1872192:date=Aug 30 2011, 07:10 PM:name=luns)--><div class='quotetop'>QUOTE (luns @ Aug 30 2011, 07:10 PM) <a href="index.php?act=findpost&pid=1872192"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you're inside of it you can see fine, but parson looking from the outside shouldn't be able to see through the cloud. This can create interesting tactics. Spores, and umbra thickness need this.<!--QuoteEnd--></div><!--QuoteEEnd-->
Haze is working like this :)
Transfers 10 team resources to 1 personal resource (+1 for the whole team of course).
those numbers are not final, I have to find some good values. But in theory, if the p.res income with 1 RT only is low enough, it could force the commander to constantly transfer resources, which limits turret spam and dries the losing team. This also offers some tactical choices for the commander, similar to ns1: You can effectively chose as commander to do a timed push, when the opposing team is not prepared (lerk rush, shotgun rush?). Other numbers have to get tweaked as well, like lowering starting res to 20 maybe. But I'm not sure about those. Maybe lerks are too powerful if they appear in high numbers at minute 0 in the game :D
Another good thing is, you could do something else with your team resources if you are on the winning side, than just mindlessly spam more and more turrets / whips etc. This "feature" will become even more interesting once onos / exos are in. I suspect they will cost a lot of p.res. So if the comm says "all go onos now" the answer "we have no p.res!" will not be a problem (if you have tons of saved up t.res of course)
what you think about that "simple" feature?
It would be soooooo cool if lights would flicker once when a blinking fade passes. Let lights drop to 30% for half a second or something.
As for sludge, I figure it'd make more sense to just add the effect to bilebomb maybe. Not the visual effect mind you, but the slow and armor damage to players, unless that sounds overpowered to you, it might be actually, just a thought.
Transfers 10 team resources to 1 personal resource (+1 for the whole team of course).
those numbers are not final, I have to find some good values. But in theory, if the p.res income with 1 RT only is low enough, it could force the commander to constantly transfer resources, which limits turret spam and dries the losing team. This also offers some tactical choices for the commander, similar to ns1: You can effectively chose as commander to do a timed push, when the opposing team is not prepared (lerk rush, shotgun rush?). Other numbers have to get tweaked as well, like lowering starting res to 20 maybe. But I'm not sure about those. Maybe lerks are too powerful if they appear in high numbers at minute 0 in the game :D
Another good thing is, you could do something else with your team resources if you are on the winning side, than just mindlessly spam more and more turrets / whips etc. This "feature" will become even more interesting once onos / exos are in. I suspect they will cost a lot of p.res. So if the comm says "all go onos now" the answer "we have no p.res!" will not be a problem (if you have tons of saved up t.res of course)
what you think about that "simple" feature?<!--QuoteEnd--></div><!--QuoteEEnd-->
10 T-Res cost sounds way too high for 1 P-Res. I would set the conversion rate to be no lower than 10 T-Res to 2 P-Res.
For instance, using your rate, 10 Sentries would only convert into 10 P-Res for each marines. I know which I'd choose!
In addition, I would like to allowing aliens to trade Personal Resources among each other (perhaps in blocks of 10s). Often, the Fade/top killer would have over 100 PRes, but the weakest player might not even have enough PRes for Lerk. Marines commanders can give weapons to marine soldiers, not only that, marines can buy guns for others. Why can't aliens do something similar?