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Re: G66 Using Coxxon's BZIIRemodeled - A Test

Posted: Thu Jan 14, 2016 3:33 am
by Axeminister
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.
Red Devil rocks, basically. Tough game with Juggs and Windy, I finally had to end it because the chili was ready and the game was nowhere near ending at 1hr:30min.
Good stuff. I'm sweating from that. Trying to build stuff faster than they die, lol.

Re: G66 Using Coxxon's BZIIRemodeled - A Test

Posted: Thu Jan 14, 2016 4:01 am
by Red Devil
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!

Re: G66 Using Coxxon's BZIIRemodeled - A Test

Posted: Thu Jan 14, 2016 8:50 am
by Red Devil
just finished fixing the default isdf weapons being highlighted in the factory panel; scion tomorrow/today

Re: G66 Using Coxxon's BZIIRemodeled - A Test

Posted: Thu Jan 14, 2016 3:42 pm
by Juggernaut
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.

Re: G66 Using Coxxon's BZIIRemodeled - A Test

Posted: Fri Jan 15, 2016 12:39 am
by Red Devil
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

Re: G66 Using Coxxon's BZIIRemodeled - A Test

Posted: Fri Jan 15, 2016 5:57 am
by Red Devil
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 :-)

Re: G66 Using Coxxon's BZIIRemodeled - A Test

Posted: Sat Jan 16, 2016 4:44 am
by Red Devil
making good progress on the random pools feature.

Re: G66 Using Coxxon's BZIIRemodeled - A Test

Posted: Sat Jan 16, 2016 4:16 pm
by Commando
Are you sure random pools aren't working?

Re: G66 Using Coxxon's BZIIRemodeled - A Test

Posted: Sat Jan 16, 2016 8:23 pm
by Red Devil
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

Re: G66 Using Coxxon's BZIIRemodeled - A Test

Posted: Sun Jan 17, 2016 12:59 am
by Commando
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.

Re: G66 Using Coxxon's BZIIRemodeled - A Test

Posted: Sun Jan 17, 2016 2:29 am
by Red Devil
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.

Re: G66 Using Coxxon's BZIIRemodeled - A Test

Posted: Wed Jan 20, 2016 12:11 am
by Red Devil
some screenshots of initial starts showing random pools as white boxes:

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Re: G66 Using Coxxon's BZIIRemodeled - A Test

Posted: Wed Jan 20, 2016 11:53 am
by Axeminister
cool!

Re: G66 Using Coxxon's BZIIRemodeled - A Test

Posted: Thu Jan 21, 2016 1:16 am
by Red Devil
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.)

Re: G66 Using Coxxon's BZIIRemodeled - A Test

Posted: Mon Jan 25, 2016 5:24 pm
by Red Devil
worked to see why random pools sometimes builds one less pool than it says it does. *scratches head to see if that helps*