I like the top ones better reminds me of the NS1 combat marine bar, working on something similer to have them ready once we get time to redo the xp bar as there are more high priority stuff.
<!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo--><!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->very important to server OPs<!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec--> I want to ask all the combat server operators to please join this group <a href="http://steamcommunity.com/groups/ns2combatops" target="_blank">http://steamcommunity.com/groups/ns2combatops</a> this will alllow us to easily get in contact with you to inform of upcoming versions/changes and maybe answer questions and a place where you can help eachother and share infomation.
The build menu that comes up for marines, is it possible to present a window like that to players in the ready room?
Currently they get some lines of text in chat telling them about combat mod. I think it would be a lot more clear to the user if we could present them an motd style window with the information which can then be more detailed to. This ability would be useful for many other mods and even general server motd windows if possible.
Just a piece of information to whom it may concern for the development of this mod:
Based on the damage numbers that pop up in-game, exosuits don't appear to benefit from weapon upgrades in the vanilla game, and im assuming its the same for the mod too. (I tested this on a private server on a standard NS2 map and the damage per shot remained the same throughout the weapon upgrade tiers)
Since exosuits are allowed to buy weapon upgrades when you are in one, i am guessing either no one knows about this or it's already been considered and changed for combat only.
<!--quoteo(post=2028474:date=Nov 19 2012, 06:21 AM:name=Avengernaut)--><div class='quotetop'>QUOTE (Avengernaut @ Nov 19 2012, 06:21 AM) <a href="index.php?act=findpost&pid=2028474"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just a piece of information to whom it may concern for the development of this mod:
Based on the damage numbers that pop up in-game, exosuits don't appear to benefit from weapon upgrades in the vanilla game, and im assuming its the same for the mod too. (I tested this on a private server on a standard NS2 map and the damage per shot remained the same throughout the weapon upgrade tiers)
Since exosuits are allowed to buy weapon upgrades when you are in one, i am guessing either no one knows about this or it's already been considered and changed for combat only.<!--QuoteEnd--></div><!--QuoteEEnd--> I want to double check if stuff like that are working, plus it seems that focus now effects all weapons and not only slot 1 weapons as it should ( based on original combat ) so not sure if this was intended or a bug, however those dmg numbers that pops up might be removed as Ive noticed that shooting a skulk sometimes would show 200+ wich is not true because skulks have far less than that.
Alright so here are the new xp bars I have been working on, feedback is welcomed. bare in mind that when converted to .gif the quality and edges looks weird.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Downloading mods VAC Enabled Starting download of 'co_Core remake (Alpha 3)' Starting download of 'Combat Mode' Error: Error installing mod 'co_Core remake (Alpha 3)' (download failed: 28) Error: Error installing mod 'Combat Mode' (download failed: 28) Finished downloading and installing mods Error: Mod wasn't available Error: Mod wasn't available<!--c2--></div><!--ec2-->
I searched around and couldn't really find anything, I also tried using the Web Admin console and that also threw an error in console same one "28".
I also get this after the maps get loaded:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Mounting archived build 228 Error: Couldn't mount 'E:\NS2/builds/build_228.zip'<!--c2--></div><!--ec2-->
My E:\NS2\builds folder is empty? Also the server is 229? I loaded a stock NS2 server and do not get that logged, so not sure what is referencing it yet whether it's one of the maps or maybe something in the Combat that is failing the download?
Also just for reference as I have not currently used SteamCmd:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Steam>app_update 4940 validate Initial App state (0x4) installed App state (0x20104) validating, progress: 0.60 (7675888 / 1284836731) App state (0x20104) validating, progress: 38.23 (491152489 / 1284836731) App state (0x20104) validating, progress: 81.13 (1042340031 / 1284836731) Initial App state (0x104) installed App state (0x4) installed, progress: -1.#J (0 / 0) Success! App '4940' fully installed.<!--c2--></div><!--ec2-->
I am not sure if that is normal or maybe my NS2 installation is borked? The progress status seems a bit odd... That is a validate though?
who ever is running <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->- www.NS2-Fr.com #6 EpSiloN COMBAT<!--colorc--></span><!--/colorc--> need to fix his server, its only running docking station round after round without changing map and once we voted for co_core on two occations the server crashed and gave me file not found.
<!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo--><!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->very important to server OPs<!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec--> I want to ask all the combat server operators to please join this group <a href="http://steamcommunity.com/groups/ns2combatops" target="_blank">http://steamcommunity.com/groups/ns2combatops</a> this will alllow us to easily get in contact with you to inform of upcoming versions/changes and maybe answer questions and a place where you can help eachother and share infomation.
<!--quoteo(post=2028668:date=Nov 19 2012, 11:21 AM:name=Jibrail)--><div class='quotetop'>QUOTE (Jibrail @ Nov 19 2012, 11:21 AM) <a href="index.php?act=findpost&pid=2028668"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Alright so here are the new xp bars I have been working on, feedback is welcomed. bare in mind that when converted to .gif the quality and edges looks weird.
Looks pretty good, maybe add a bit of orange or brown to the alien one and give it a slightly more organic look?
<!--quoteo(post=2028714:date=Nov 19 2012, 12:46 PM:name=Jibrail)--><div class='quotetop'>QUOTE (Jibrail @ Nov 19 2012, 12:46 PM) <a href="index.php?act=findpost&pid=2028714"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->who ever is running <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->- www.NS2-Fr.com #6 EpSiloN COMBAT<!--colorc--></span><!--/colorc--> need to fix his server, its only running docking station round after round without changing map and once we voted for co_core on two occations the server crashed and gave me file not found.<!--QuoteEnd--></div><!--QuoteEEnd-->
I've noticed this sort of thing on a few servers now, sometimes theres a good variety and other times there seems to be a mapcycle bug causing the same few maps to repeat every so often.
FYI your issue with damage numbers is that it appears to be using some old code, where its counting the damage twice. I would assume it might have to do with how they changed damage numbers to be server side, and you might still have the client side code in there somewhere also.
<!--quoteo(post=2028799:date=Nov 19 2012, 04:22 PM:name=Magneto)--><div class='quotetop'>QUOTE (Magneto @ Nov 19 2012, 04:22 PM) <a href="index.php?act=findpost&pid=2028799"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looks pretty good, maybe add a bit of orange or brown to the alien one and give it a slightly more organic look?<!--QuoteEnd--></div><!--QuoteEEnd--> I have tried orange it it does look good but then I though of most players tend to play with alien vision on most of the time so it might not be as visible, will try to figure some organic design to add to it to make it more clear ( it is suppose to represent an alien DNA string )
<!--quoteo(post=2028806:date=Nov 19 2012, 04:28 PM:name=xDragon)--><div class='quotetop'>QUOTE (xDragon @ Nov 19 2012, 04:28 PM) <a href="index.php?act=findpost&pid=2028806"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->FYI your issue with damage numbers is that it appears to be using some old code, where its counting the damage twice. I would assume it might have to do with how they changed damage numbers to be server side, and you might still have the client side code in there somewhere also.<!--QuoteEnd--></div><!--QuoteEEnd--> Thanks for the tip!
<!--quoteo(post=2028711:date=Nov 19 2012, 12:41 PM:name=Rothgar)--><div class='quotetop'>QUOTE (Rothgar @ Nov 19 2012, 12:41 PM) <a href="index.php?act=findpost&pid=2028711"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm having some problems downloading the mod? I am not sure if that is normal or maybe my NS2 installation is borked? The progress status seems a bit odd... That is a validate though?<!--QuoteEnd--></div><!--QuoteEEnd-->
When I had that error I was running through a proxy. I needed to specify the proxy in IE connection settings not just use "automatic" as you would normally. After that the error went away and the downloads happened nicely.
I gave it a quick look and it appears that there aren't any breaking changes in build 230 that have affected combat. Please let us know if you find any!
<!--quoteo(post=2030494:date=Nov 21 2012, 08:40 AM:name=MCMLXXXIV)--><div class='quotetop'>QUOTE (MCMLXXXIV @ Nov 21 2012, 08:40 AM) <a href="index.php?act=findpost&pid=2030494"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I gave it a quick look and it appears that there aren't any breaking changes in build 230 that have affected combat. Please let us know if you find any!<!--QuoteEnd--></div><!--QuoteEEnd-->
So there is no issues with SteamWorks?
You have deleted the mod folder and re-downloaded from fresh and no errors?
I have no idea what it could be on my end, is there a way to choose what content server I use for the downloads? Maybe I could try a different one?
Hey guys I was working on my map and had a question regarding structures and if combat turns them off.
1. Is it possible for me to drop cyst on my map to create big areas of infestation? Currently the infestation is not reaching certain areas and I would like the ability to spread it further. Maybe drop cysts that cant be killed just to add more effect to the map.
2. Can I drop armories for the marines? In the map I'm building there was two armories placed in ms and I feel they are very strategic to the map. Would it be possible to drop those and have them functional?
3. Can I put power nodes on my whole map? I feel with they way NS2 allows us to have dynamic lighting it would be really nice to have the ability for aliens to shut power down to turn the darkness to there advantage. I know right now I can build nodes but not destroy.
<!--quoteo(post=2030984:date=Nov 21 2012, 07:33 AM:name=Who is Mike Jones?)--><div class='quotetop'>QUOTE (Who is Mike Jones? @ Nov 21 2012, 07:33 AM) <a href="index.php?act=findpost&pid=2030984"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hey guys I was working on my map and had a question regarding structures and if combat turns them off.
1. Is it possible for me to drop cyst on my map to create big areas of infestation? Currently the infestation is not reaching certain areas and I would like the ability to spread it further. Maybe drop cysts that cant be killed just to add more effect to the map.
2. Can I drop armories for the marines? In the map I'm building there was two armories placed in ms and I feel they are very strategic to the map. Would it be possible to drop those and have them functional?
3. Can I put power nodes on my whole map? I feel with they way NS2 allows us to have dynamic lighting it would be really nice to have the ability for aliens to shut power down to turn the darkness to there advantage. I know right now I can build nodes but not destroy.
Thanks.<!--QuoteEnd--></div><!--QuoteEEnd--> ok I will take it from point 3-->1 and some of these are my personal thoughts and will let Jim and Greeds chime in with their thoughts or if I am mistaken something.
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->3.<!--colorc--></span><!--/colorc-->We tested normal power nodes but it just didnt work out well people want quick action and killing/repairing power nodes was clearley a very hated function by most of our players, standing next to it looking at a wall for couple of seconds or not reparing it at all because it will eventully go down quick and ended up playing the whole round in darkness.
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->2.<!--colorc--></span><!--/colorc-->As far as I remember ( might be changed if so I will let Jim and Greeds chime in on this ) we talked about armory entities droppable by the mapper but then we decided we want to keep compatibility with other mods, aka not having to edit out the armories and saving the map in another name, also build menu is planned so it will give the marines alot of options on where to build them as long as there is no infestation ( inside alien spawn ) also they will not need power.
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->1.<!--colorc--></span><!--/colorc-->Not sure if something like this will happen, again I will leave this to Jim and Greeds they might have a better answer, but I will tell you my personal thoughts whilst it definitely looks great and adds to the environment infestation tend to bring down fps and server preformence by a good margin so playing/running a combat server dosn't need the very highend overclocked PCs.
I've always wondered this but why should aliens win by default?
I know its probably based on kills or points but i've never seen a game where the hive wasn't destroyed and the aliens lost, it was like this in ns1 as well, can't we base it on a few variable like most damage done to com/hive and total kills or simply make it a draw?
Give a small amount of exp for healing/welding aliens or marines. I'm talking similar to healing structures. I would love to see more support oriented play that creates strategy around combat rather than the suicidal play you see in combat servers today. There are not enough gorges/welders being used when marines/aliens could be winning just through the use of support classes.
Yeah sorry about the changelog - it's purely a question of timing. The NS2 forums seem to go down for backups at 8 a.m. GMT which is exactly the time I normally wrap up development for the morning and think about publishing, so the changelogs never get posted to the forums.
It means that often there's a day or more of delay between me publishing a new version and the changelog appearing at the moment. I recognise it's a bit of a problem, so I think that as a stopgap I can get around this by using the Workshop mod's comments and announcements thread a bit more for posting news about changes. Most of this week's changes have come from JimWest because I've been busy with a work project...
<b>Changelog</b> <ul><li>Hydras now suicide if their owner hasn't been a gorge for one minute.</li><li>Increase Hive/CC health and decrease welder and heal rate.</li><li>Fixed focus speed </li><li>Added a delay when switching to the exo suit, to balance out the onos having to take a while to evolve</li><li>Improved the behaviour of the marine buy menu. It no longer closes when anyone on your team spawns, and it closes automatically when you move.</li><li>Fixed the visual timer not updating properly on round start.</li><li>Fixed Ink and EMP abilities</li></ul>
<!--quoteo(post=2033805:date=Nov 24 2012, 11:37 PM:name=Rothgar)--><div class='quotetop'>QUOTE (Rothgar @ Nov 24 2012, 11:37 PM) <a href="index.php?act=findpost&pid=2033805"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In the example Mapcycle post the Veil Mod does not exist.
I ran into a bug which I haven't re-checked yet but basically I had 0 points and was on Aliens I believe and hit the Re-Evolve on the buy menu.
This killed me but I had no points so was fairly pointless, however after this happened I got a higher score and should have been awarded points but I wasn't.
I had to hit re-evolve again and then I got 2 points and things started working again, sounds like it might be a bug.
Also there looks to be a missing sound? The Marine Level Up? It prints in console every now and then, been meaning to post it up here, I'll have to do that next time.
so far combat mod is looking pretty good. The newest update that makes it so that you have to stay gorge to maintain hydras was well needed. My only recommendation is to allow gorges to put down whips.
Also i don't know if you can alter this but extend the duration of ink and the range of emp? Both are very good but not a lot of people seem to use them
Comments
<img src="http://s14.postimage.org/6aeh3nqv5/marine_level_bare.png" border="0" class="linked-image" />
<img src="http://s14.postimage.org/pgro6u7cx/marine_level_full.png" border="0" class="linked-image" />
And here is an alternate version.
<img src="http://s17.postimage.org/7yndaceel/marine_level_full2.png" border="0" class="linked-image" />
<!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo--><!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->very important to server OPs<!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->
I want to ask all the combat server operators to please join this group
<a href="http://steamcommunity.com/groups/ns2combatops" target="_blank">http://steamcommunity.com/groups/ns2combatops</a>
this will alllow us to easily get in contact with you to inform of upcoming versions/changes and maybe answer questions and a place where you can help eachother and share infomation.
Currently they get some lines of text in chat telling them about combat mod. I think it would be a lot more clear to the user if we could present them an motd style window with the information which can then be more detailed to. This ability would be useful for many other mods and even general server motd windows if possible.
Based on the damage numbers that pop up in-game, exosuits don't appear to benefit from weapon upgrades in the vanilla game, and im assuming its the same for the mod too. (I tested this on a private server on a standard NS2 map and the damage per shot remained the same throughout the weapon upgrade tiers)
Since exosuits are allowed to buy weapon upgrades when you are in one, i am guessing either no one knows about this or it's already been considered and changed for combat only.
Based on the damage numbers that pop up in-game, exosuits don't appear to benefit from weapon upgrades in the vanilla game, and im assuming its the same for the mod too. (I tested this on a private server on a standard NS2 map and the damage per shot remained the same throughout the weapon upgrade tiers)
Since exosuits are allowed to buy weapon upgrades when you are in one, i am guessing either no one knows about this or it's already been considered and changed for combat only.<!--QuoteEnd--></div><!--QuoteEEnd-->
I want to double check if stuff like that are working, plus it seems that focus now effects all weapons and not only slot 1 weapons as it should ( based on original combat ) so not sure if this was intended or a bug, however those dmg numbers that pops up might be removed as Ive noticed that shooting a skulk sometimes would show 200+ wich is not true because skulks have far less than that.
bare in mind that when converted to .gif the quality and edges looks weird.
Alien's
<img src="https://dl.dropbox.com/u/2384494/alienxpbarpreview.gif" border="0" class="linked-image" />
Marine's
<img src="https://dl.dropbox.com/u/2384494/marinexpbarpreview.gif" border="0" class="linked-image" />
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Downloading mods
VAC Enabled
Starting download of 'co_Core remake (Alpha 3)'
Starting download of 'Combat Mode'
Error: Error installing mod 'co_Core remake (Alpha 3)' (download failed: 28)
Error: Error installing mod 'Combat Mode' (download failed: 28)
Finished downloading and installing mods
Error: Mod wasn't available
Error: Mod wasn't available<!--c2--></div><!--ec2-->
I searched around and couldn't really find anything, I also tried using the Web Admin console and that also threw an error in console same one "28".
I also get this after the maps get loaded:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Mounting archived build 228
Error: Couldn't mount 'E:\NS2/builds/build_228.zip'<!--c2--></div><!--ec2-->
My E:\NS2\builds folder is empty? Also the server is 229? I loaded a stock NS2 server and do not get that logged, so not sure what is referencing it yet whether it's one of the maps or maybe something in the Combat that is failing the download?
Also just for reference as I have not currently used SteamCmd:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Steam>app_update 4940 validate
Initial App state (0x4) installed
App state (0x20104) validating, progress: 0.60 (7675888 / 1284836731)
App state (0x20104) validating, progress: 38.23 (491152489 / 1284836731)
App state (0x20104) validating, progress: 81.13 (1042340031 / 1284836731)
Initial App state (0x104) installed
App state (0x4) installed, progress: -1.#J (0 / 0)
Success! App '4940' fully installed.<!--c2--></div><!--ec2-->
I am not sure if that is normal or maybe my NS2 installation is borked? The progress status seems a bit odd... That is a validate though?
<!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo--><!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->very important to server OPs<!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->
I want to ask all the combat server operators to please join this group
<a href="http://steamcommunity.com/groups/ns2combatops" target="_blank">http://steamcommunity.com/groups/ns2combatops</a>
this will alllow us to easily get in contact with you to inform of upcoming versions/changes and maybe answer questions and a place where you can help eachother and share infomation.
bare in mind that when converted to .gif the quality and edges looks weird.
Alien's
<img src="https://dl.dropbox.com/u/2384494/alienxpbarpreview.gif" border="0" class="linked-image" />
Marine's
<img src="https://dl.dropbox.com/u/2384494/marinexpbarpreview.gif" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Looks pretty good, maybe add a bit of orange or brown to the alien one and give it a slightly more organic look?
<!--quoteo(post=2028714:date=Nov 19 2012, 12:46 PM:name=Jibrail)--><div class='quotetop'>QUOTE (Jibrail @ Nov 19 2012, 12:46 PM) <a href="index.php?act=findpost&pid=2028714"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->who ever is running <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->- www.NS2-Fr.com #6 EpSiloN COMBAT<!--colorc--></span><!--/colorc--> need to fix his server, its only running docking station round after round without changing map and once we voted for co_core on two occations the server crashed and gave me file not found.<!--QuoteEnd--></div><!--QuoteEEnd-->
I've noticed this sort of thing on a few servers now, sometimes theres a good variety and other times there seems to be a mapcycle bug causing the same few maps to repeat every so often.
I have tried orange it it does look good but then I though of most players tend to play with alien vision on most of the time so it might not be as visible, will try to figure some organic design to add to it to make it more clear ( it is suppose to represent an alien DNA string )
<!--quoteo(post=2028806:date=Nov 19 2012, 04:28 PM:name=xDragon)--><div class='quotetop'>QUOTE (xDragon @ Nov 19 2012, 04:28 PM) <a href="index.php?act=findpost&pid=2028806"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->FYI your issue with damage numbers is that it appears to be using some old code, where its counting the damage twice. I would assume it might have to do with how they changed damage numbers to be server side, and you might still have the client side code in there somewhere also.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks for the tip!
I also after running the Server.exe multiple times got the "co_Core remake (Alpha 3)" to download but Combat still fails?
I am not sure if that is normal or maybe my NS2 installation is borked? The progress status seems a bit odd... That is a validate though?<!--QuoteEnd--></div><!--QuoteEEnd-->
When I had that error I was running through a proxy. I needed to specify the proxy in IE connection settings not just use "automatic" as you would normally. After that the error went away and the downloads happened nicely.
I am not using a proxy and I also tried running it from another PC in the network and got the same error?
So there is no issues with SteamWorks?
You have deleted the mod folder and re-downloaded from fresh and no errors?
I have no idea what it could be on my end, is there a way to choose what content server I use for the downloads? Maybe I could try a different one?
ie. Combat specifies Build 229 and your server is 230.
But that means it still needs to be fixed >_<
Hopefully MCMLXXXIV can look into it.
1. Is it possible for me to drop cyst on my map to create big areas of infestation? Currently the infestation is not reaching certain areas and I would like the ability to spread it further. Maybe drop cysts that cant be killed just to add more effect to the map.
2. Can I drop armories for the marines? In the map I'm building there was two armories placed in ms and I feel they are very strategic to the map. Would it be possible to drop those and have them functional?
3. Can I put power nodes on my whole map? I feel with they way NS2 allows us to have dynamic lighting it would be really nice to have the ability for aliens to shut power down to turn the darkness to there advantage. I know right now I can build nodes but not destroy.
Thanks.
1. Is it possible for me to drop cyst on my map to create big areas of infestation? Currently the infestation is not reaching certain areas and I would like the ability to spread it further. Maybe drop cysts that cant be killed just to add more effect to the map.
2. Can I drop armories for the marines? In the map I'm building there was two armories placed in ms and I feel they are very strategic to the map. Would it be possible to drop those and have them functional?
3. Can I put power nodes on my whole map? I feel with they way NS2 allows us to have dynamic lighting it would be really nice to have the ability for aliens to shut power down to turn the darkness to there advantage. I know right now I can build nodes but not destroy.
Thanks.<!--QuoteEnd--></div><!--QuoteEEnd-->
ok I will take it from point 3-->1 and some of these are my personal thoughts and will let Jim and Greeds chime in with their thoughts or if I am mistaken something.
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->3.<!--colorc--></span><!--/colorc-->We tested normal power nodes but it just didnt work out well people want quick action and killing/repairing power nodes was clearley a very hated function by most of our players, standing next to it looking at a wall for couple of seconds or not reparing it at all because it will eventully go down quick and ended up playing the whole round in darkness.
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->2.<!--colorc--></span><!--/colorc-->As far as I remember ( might be changed if so I will let Jim and Greeds chime in on this ) we talked about armory entities droppable by the mapper but then we decided we want to keep compatibility with other mods, aka not having to edit out the armories and saving the map in another name, also build menu is planned so it will give the marines alot of options on where to build them as long as there is no infestation ( inside alien spawn ) also they will not need power.
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->1.<!--colorc--></span><!--/colorc-->Not sure if something like this will happen, again I will leave this to Jim and Greeds they might have a better answer, but I will tell you my personal thoughts whilst it definitely looks great and adds to the environment infestation tend to bring down fps and server preformence by a good margin so playing/running a combat server dosn't need the very highend overclocked PCs.
I know its probably based on kills or points but i've never seen a game where the hive wasn't destroyed and the aliens lost, it was like this in ns1 as well, can't we base it on a few variable like most damage done to com/hive and total kills or simply make it a draw?
<img src="http://i.imgur.com/GvB5f.jpg" border="0" class="linked-image" />
We could also do something like above (with nicer graphics) to track how well teams are doing?
I would also keep an eye on who wins the most when no com/hive is destroyed and tweak the points as need be.
Give a small amount of exp for healing/welding aliens or marines. I'm talking similar to healing structures. I would love to see more support oriented play that creates strategy around combat rather than the suicidal play you see in combat servers today. There are not enough gorges/welders being used when marines/aliens could be winning just through the use of support classes.
I found Veilcombat? Mod ID 662442f
<a href="http://steamcommunity.com/sharedfiles/filedetails/?id=107103279" target="_blank">http://steamcommunity.com/sharedfiles/file...s/?id=107103279</a>
Maybe it should be updated so people don't run into errors like I did?
Also there is what looks to be a final release of down @
<a href="http://steamcommunity.com/sharedfiles/filedetails/?id=100330180" target="_blank">http://steamcommunity.com/sharedfiles/file...s/?id=100330180</a>
Mod ID 5faeac4
It looks to have just been updated but what has changed?
It means that often there's a day or more of delay between me publishing a new version and the changelog appearing at the moment. I recognise it's a bit of a problem, so I think that as a stopgap I can get around this by using the Workshop mod's comments and announcements thread a bit more for posting news about changes. Most of this week's changes have come from JimWest because I've been busy with a work project...
<b>Changelog</b>
<ul><li>Hydras now suicide if their owner hasn't been a gorge for one minute.</li><li>Increase Hive/CC health and decrease welder and heal rate.</li><li>Fixed focus speed </li><li>Added a delay when switching to the exo suit, to balance out the onos having to take a while to evolve</li><li>Improved the behaviour of the marine buy menu. It no longer closes when anyone on your team spawns, and it closes automatically when you move.</li><li>Fixed the visual timer not updating properly on round start.</li><li>Fixed Ink and EMP abilities</li></ul>
I found Veilcombat? Mod ID 662442f
<a href="http://steamcommunity.com/sharedfiles/filedetails/?id=107103279" target="_blank">http://steamcommunity.com/sharedfiles/file...s/?id=107103279</a>
Maybe it should be updated so people don't run into errors like I did?
Also there is what looks to be a final release of down @
<a href="http://steamcommunity.com/sharedfiles/filedetails/?id=100330180" target="_blank">http://steamcommunity.com/sharedfiles/file...s/?id=100330180</a>
Mod ID 5faeac4<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks for letting me know. I'll update the collection and the server guide too.
I ran into a bug which I haven't re-checked yet but basically I had 0 points and was on Aliens I believe and hit the Re-Evolve on the buy menu.
This killed me but I had no points so was fairly pointless, however after this happened I got a higher score and should have been awarded points but I wasn't.
I had to hit re-evolve again and then I got 2 points and things started working again, sounds like it might be a bug.
Also there looks to be a missing sound? The Marine Level Up? It prints in console every now and then, been meaning to post it up here, I'll have to do that next time.
Also i don't know if you can alter this but extend the duration of ink and the range of emp? Both are very good but not a lot of people seem to use them