G66 Using Coxxon's BZIIRemodeled - A Test

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Re: G66 Using Coxxon's BZIIRemodeled - A Test

Postby Axeminister » Thu Jan 14, 2016 3:33 am

There is no m-curtain on the armory list.
Fury Scouts that are invisible and indestructible ( they gain life when you hit them) keep flying all around base. Everything at base is shooting them, anything else that attacks has free rein. Uncool, this not Fleshstorm. :-)
Windy froze. I'll try to find her log.
I'm not sure what the bleeder does. You tag stuff, but no weapon fires that I can tell.
I like that you re-introduced the Archers with the red laser to defend enemy base.
Loved that you put the guns in the armory that weren't in there.
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Good stuff. I'm sweating from that. Trying to build stuff faster than they die, lol.
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Re: G66 Using Coxxon's BZIIRemodeled - A Test

Postby Red Devil » Thu Jan 14, 2016 4:01 am

yup, i replaced mcurtain with ion shield because i like the effect better; beefed it up a bit, too.

Bleeder drains health as long as it sticks on the target; probably should have called it Leech instead. hmmm, Lizard may have named one of the lung thing that in FS. It had a shot right before i updated, so i'll check again. yup, it fires, but i'll change its appearance so it looks more like ordnance.

just fixed the Fury Scouts. some other units may have escaped me, so i'll check them all again.

Commando and i just finished up a 2 hour slugfest on easy difficulty, replete with acid mortars, laser archers, and arc blast maulers, etc. keeping us at bay; could not crack their front defenses, so had to flank 'em. going to check and maybe reduce scrap rates on tower team again.

thanks for testing!
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Re: G66 Using Coxxon's BZIIRemodeled - A Test

Postby Red Devil » Thu Jan 14, 2016 8:50 am

just finished fixing the default isdf weapons being highlighted in the factory panel; scion tomorrow/today
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Re: G66 Using Coxxon's BZIIRemodeled - A Test

Postby Juggernaut » Thu Jan 14, 2016 3:42 pm

I'm not sure what the bleeder does.

The bleeder I notice is like a tag weapon. Once you hit your target, they steadily lose health for a few seconds from this 'tag', leaving them open to other hits from other weapons. I found it quite effective, although short range and hard to determine if you hit your target or not.
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Re: G66 Using Coxxon's BZIIRemodeled - A Test

Postby Red Devil » Fri Jan 15, 2016 12:39 am

Updated zip to v1.14

+ Deleted the earthquake sound and replaced it with a much lower sound.
+ Fixed weapon highlighting in weapon upgrade screens for Matriarch and Kiln/Forge
+ Added Scorpion to Forge
+ Added Hunter to Matriarch
+ Added Kraken to Factory

tested in the editor only
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Re: G66 Using Coxxon's BZIIRemodeled - A Test

Postby Red Devil » Fri Jan 15, 2016 5:57 am

Fixed Jammers and increased health of Fury Tank after talking with Axe; Fury Tank only had 2000, so doubled it.

Also working on Random Pools after talking with Axe. Found that it is working, but it always just creates the first few pools found, so making it...randomer now.

Also, much thanks and a tip of the hat to Commando for providing tons of good feedback :-)
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Re: G66 Using Coxxon's BZIIRemodeled - A Test

Postby Red Devil » Sat Jan 16, 2016 4:44 am

making good progress on the random pools feature.
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Re: G66 Using Coxxon's BZIIRemodeled - A Test

Postby Commando » Sat Jan 16, 2016 4:16 pm

Are you sure random pools aren't working?

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Re: G66 Using Coxxon's BZIIRemodeled - A Test

Postby Red Devil » Sat Jan 16, 2016 8:23 pm

yup; it just starts at the beginning of the list and stops when it reaches the max, pretty much always building the same pools, starting at pool 1
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Re: G66 Using Coxxon's BZIIRemodeled - A Test

Postby Commando » Sun Jan 17, 2016 12:59 am

The pools on MPI Dunes v2 will switch back and forth so the random pools does work. That is unless something changed recently. When testing the elevated pool bug, it would move back and forth. This was just a few builds ago that it was confirmed working.

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Re: G66 Using Coxxon's BZIIRemodeled - A Test

Postby Red Devil » Sun Jan 17, 2016 2:29 am

like i said, they kinda work; it always starts in the low group, so 1 and/or 2 in that group are always built, so it appears that it is working, however, many pools in the other groups are never or rarely built. the way i am doing it now randomizes the groups and the pools within the groups, so all groups have a fair chance of having a pool in their group built, so they are more spread out on the map.
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Re: G66 Using Coxxon's BZIIRemodeled - A Test

Postby Red Devil » Wed Jan 20, 2016 12:11 am

some screenshots of initial starts showing random pools as white boxes:

Image

Image

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Image

Image

Image

Image

Image
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
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Re: G66 Using Coxxon's BZIIRemodeled - A Test

Postby Axeminister » Wed Jan 20, 2016 11:53 am

cool!
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Re: G66 Using Coxxon's BZIIRemodeled - A Test

Postby Red Devil » Thu Jan 21, 2016 1:16 am

Updated zip to version 1.20:

+ Fixed Random Pools; left objectification of those pools in, plus some debugging info for reference.
+ Reduced scrap flow of defensive teams, so gun towers and spires should not be built/replaced as quickly.
+ Using newest DLL now with newest AI functions commented out (Replace Escorts, Pool Defense, etc.)
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Re: G66 Using Coxxon's BZIIRemodeled - A Test

Postby Red Devil » Mon Jan 25, 2016 5:24 pm

worked to see why random pools sometimes builds one less pool than it says it does. *scratches head to see if that helps*
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
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Lifetime member of JBS and NRA


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