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X3M last won the day on December 26 2023
X3M had the most liked content!
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I strongly suggest you delete the game (and keep trying). You are not playing the most recent versions and are hoping to do something that is waaaay to outdated. Then, if you realize that you are doing something completely silly. Try, the Gruntmonds edition. This version works on windows 10 for certain (seeing as how I could play it in some of my recent streams). And if you have windows 11. My condolences. But I am sure it will work there as well.
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22 years later. Sorry for bringing this up. But I am curious as of how to get this one through the intended means.
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It is....KEK.... time. Meaning, downloading it right now and going to test how it works on my system. If all goes positive, I will celebrate. Edit: The game works. That is great. The issue is with the resolution. I got a 4k screen. Perhaps you can add in an option to "stretch" the whole deal? Stretching seems to work best. It would be included for certain ways of recording or streaming as well. My Tiberian Sun games went super good with a stretch. Well, keep up the good work!
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You could post it here. If you are still willing.
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Funny, Soon I willl return to the game as well. I got all kind of noob tactics against the AI. - Quads for harvester raids. They are fast and anti vehicle. Use them to scout and kill enemy harvesters in the fields. Run away from any enemy units defending the harvesters. But they can fight the faster raiders/trike's with ease. - Missile tanks for carryall removal. This way, the harvesters can't be lifted up and placed down in a fast fashion. - If you are a heavy camper type. Sonic tanks in front, followed by 2 rows of combat tanks, followed by 2 rows of siege tanks and missile tanks. And move them forward to the enemy 1 row at a time. The width depends on the path. But 7 is really the maximum. Meanwhile, build a new steamroll wall. - The multiplayer spam seems to be trooper/quad/combat tank, plus some starport reinforcements. - Atreides....get that Napalm!
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During Covid. I didn't play it....but now after Covid.... I returned to Minecraft. That game....has changed in those 3 years.
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Certainly going to use your version, once I get to Dune2000.
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A lot is shrouded. Only little bits and pieces are given. Will the project even come to completion? I think people want to actually see stuff. What is known is that when this game comes out, it will be playable on the mobile (android) AND pc. And the multiplayer will connect players from both platforms with each other. What have you heared about this game?
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Not sure what you are talking about. A re-balance is my goal. But only for custom made maps. As if they are single player missions. I will be using the lessons I learned from balancing other RTS games. Either way, the re-balance that I have in mind will mostly increase the damages of the archers axethrowers and the destroyers. Yes, this is where it all started. They felt so weak in custom maps. And in the single player campaign, you really only use them when you camp. And the upgrades take a lot from your treasure chest too, if you are to use them. A total of 11600 for the orcs and 11100 for the humans. Melee is only 6800. And another 3000 to 4000 for the magic. Also, the towers seem to be to weak in their health status. Other than that, I already took a look at how I could make more faction differences. The boost is not much on the archers and axethrowers at first. From 6 to 10 piercing. But with this, they are immediately on par with the melee units. And are now a valid support option. They get the job done. The axethrowers exchanged 2 piercing again for more health. And their regeneration is much more valid now. While they can get bloodlust. This effect is often only used against gryphon riders. So, the berserkers are stronger in their primairy role this way. The archers in theirs that of extra dps. The upgrade costs of both go down a bit. Not much, but noticable, so an archer/axethrower rush is now a strategy too. The towers get more health, all of them. The costs of the upgrades are also a bit different. A major difference is the astetics of the towers, where the orc variants look like they are still made of paper mache. And so, thus they are still made of paper mache. Their health boost is less, but get more damage in return. As for the grunt and ogre, I give them an extra 2 basic damage, and 50% more armor. The upgrades on armor remain the same. But the damage upgrades are slighlty cheaper. The costs of the grunt is 800 and the Ogre is 1100/100 The destroyers, I made no differences. The damage goes from 35 up to 56. This due to their cost. The battleships are almost perfectly balanced. Had to reduce their health from 150 down to 140. This means that the number of shots needed to take one down with a destroyer, goes from 8 down to 4. The dragons and gryphon riders.... well, practically speaking they are a yes/no unit. And mathematically speaking, they were perfectly balanced already. Seeing as how the AA units play a bigger role now. The dragons and gryphon riders are less viable in their roles. Still, I need to look into the magic stuff for rebalance. But I suspect, the archers/axethrowers are going to be needed more than ever. In contrairy than the mages/death knights. Catapult and Ballista.... well, I love adjusting them. But it turns out, these are perfectly balanced to begin with. And with the towers getting their health upgrade, it would be more viable to get them too. Since I love adjusting them, I decided to only adjust the Ballista, giving it more attack range, while reducing the damage. The upgrade costs for this one increases. The 2 units that still need to be looked at are the submarine units and the magic casters. Chances are, they get a higher cost due to being able to cast magic. I am going to include the magic as a double DPS system. I simply need to calculate it all. And yes, some magic is stronger than other magic. So, I need to let loose my "choice" math. I will only explain if asked though.
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Pondering about the upgrade balance now. Seeing as how lower damage value's have more of a percentile increase than higher damage value's. Should I make upgrades cheaper when the units get less of a percentile bonus? And would it only be the damage? Or should I include the armor changes as well?
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You didn't see the topic? If you are talking about the discussion in the comment section of that video. I am sure it is lost now in the numerous comments. Great to hear it was your gameplay that they watched. I think you made a typo. 0 armor takes only 2x amount of damage from bloodlust. Another trivia: If the armor equals the basic damage. And you apply bloodlust. You get once more that basic damage. If no piercing damage is present. You can go from 0 damage to any damage that the basic damage (and armor) are. And this is a factor "infinity" Either way, thank you for repeating it all once more. The link you provided. Has some mistakes from time to time. But also some very cool and vital information as well. The level 1 defence of a footman is 2, not 4. This is in the section of fighting towers. Seeing as how the information is given. I assume it had to be a knight instead. Which in this case would indeed make sense. I love how the Axolotl's guide shows a 3 wide forrest (top to down) act as only 2 wide in regards of sappers as well. And in some places you can chop 3 wide in 1 go as well. That is very important knowledge. I spot some more mistake(s) though. If it is your website, want me to PM them to you instead?
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Trying to put together an Excel sheet that calculates the costs of the units in the game. Now that I got the splash factor included. And also the yes/no usage of farms... The following units get to the same costs so far: Grunts/Ogre's/Catapults. And this surprised me. But the axethrower is still of. And the following factors here might be the case: - Factoring in anti air capabilities. Is it a +50% weight? +100% weight? What did they use? - I have several ways to calculate the weight of support and/or meat units. Maybe I shouldn't? And simply use a hard factor of 50% on structures?
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Here some sad news though. Most websites displaying unit statistics, give 0 armor to all flying units and oil tankers... But the original game has: - 10 armor for oil tankers. - 5 armor for dragons/gryphons. - And 2 armor for zeppelins/flying machines. Also, the wood cost of an oil tanker is often mentioned to be 250. But we all know it is only 200. And the oil cost of the subs is 900, not 800... The gold cost of the demolition units is 700, not 750... Why do they keep making these mistakes?
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O wow. So 25% is first calculated. Only afterwards the armor subtracted. This is Veeeerrrry interesting to know. Also interesting to know is that if you don't deal damage with splash... whatever unit is in the splash radius. Will simply stay there unprovoked. In other words. You can only provoke units by dealing damage with splash. A ballista or catapult doesn't have armor. So for battling these with splahs, armor is simply not included anyway. As for my theory on having to deal damage. I am going to do one more test... An archer with 0 damage, and an attack range of 15. 3 results from this test: - An attack range maximum is 15 on the archer. However, the +1 attack range upgrade does increase this with 1. So an attack range of 16 can be done too. (I honestly don't understand how I didn't test this for the past 3 decades...) - As for provoking. Even with 0 damage, you still will provoke an Ogre with an Archer. This because the attack is directly. - As for having different ROF on archers, one standing close and another far away. They keep the same ROF, the ROF is therefor separate from animations. Is there something else that I forgot to test here?