Author Topic: [EXPANSION]Hardmode Expansion - v0.99.4 - General Feedback Thread  (Read 113042 times)

Offline hellrazor

  • Moderator
  • Commander
  • ***
  • Posts: 2176
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: [ALPHA][EXPANSION][WIP]Hardmode Expansion - TODO List
« Reply #15 on: April 18, 2015, 07:25:41 am »
I dont think incendiary grenades make incendiary ammo's redundant... I think they were redundant to begin with. Inc ammo isn't very practical for doing damage on anything past sectoids and floaters. So a gun loaded with INC's is much less practical than a gun loaded with something else. INC grenades provide a handy dose of cleansing flame in a convenient package, without having to swap ammo or weapons.
The versatile weapons still have AP and HE ammo so I'd say they're still pretty versatile without the 3rd ammo type. But you could maybe offset the loss by adding in a stronger AP that can be researched? or pseudo plasma rounds? to keep multi-ammo weapons more relavent in the later game.
this is all just oppinion though.

I have a stronger AP Version. It is Alloy Ammunition for Standard Pistols, Rifles, Shotguns, Heavy Canons and Auto Canons.
So maybe removing the Incendiary Ammo for Heavy Cannon and Auto Cannon would be the way to go.
And Maybe remove the Incendiary Rocket and put in a Elerium Rocket or so (something which makes the Rocket Launcher longer usable, but still way weaker then the blaster launcher).

But this is only a suggestion.
« Last Edit: April 18, 2015, 07:29:03 am by hellrazor »

Offline Ridаn

  • Colonel
  • ****
  • Posts: 270
    • View Profile
Re: [ALPHA][EXPANSION][WIP]Hardmode Expansion - TODO List
« Reply #16 on: April 18, 2015, 06:14:31 pm »
I use Autocannon incendiary ammo to provide illumination on a regular basis. I do not think it should be removed.
Incendiary rocket on other hand.. never used it, and can`t think of a situation when I would.

Offline hellrazor

  • Moderator
  • Commander
  • ***
  • Posts: 2176
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: [ALPHA][EXPANSION][WIP]Hardmode Expansion - TODO List
« Reply #17 on: April 18, 2015, 08:14:17 pm »
I use Autocannon incendiary ammo to provide illumination on a regular basis. I do not think it should be removed.
Incendiary rocket on other hand.. never used it, and can`t think of a situation when I would.

So i could technically replace the incendiary missile for the rocket launcher with an elerium warhead missile (140 damage)

Offline hellrazor

  • Moderator
  • Commander
  • ***
  • Posts: 2176
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: [ALPHA][EXPANSION][WIP]Hardmode Expansion - TODO List
« Reply #18 on: April 19, 2015, 04:14:45 pm »
Today i started modding the expanded ubase maps.
So far i was forced to rework, most of the nodes... some weren't even linked properly, also a lot of walls missing and so forth.

To put a little enjoyment into all of this, i decided to redesign UBASE21 completly (the clone lab).
My current Version looks a little otherwise of course. See attachments.

Please let me now if you like it, then i place proper nodes for routes, otherwise i will play around with it more.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 8385
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [ALPHA][EXPANSION][WIP]Hardmode Expansion - TODO List
« Reply #19 on: April 19, 2015, 04:56:30 pm »
Very nice.

Offline Ridаn

  • Colonel
  • ****
  • Posts: 270
    • View Profile
Re: [ALPHA][EXPANSION][WIP]Hardmode Expansion - TODO List
« Reply #20 on: April 19, 2015, 05:02:59 pm »
Today i started modding the expanded ubase maps.
So far i was forced to rework, most of the nodes... some weren't even linked properly, also a lot of walls missing and so forth.

To put a little enjoyment into all of this, i decided to redesign UBASE21 completly (the clone lab).
My current Version looks a little otherwise of course. See attachments.

Please let me now if you like it, then i place proper nodes for routes, otherwise i will play around with it more.

I like this one better than previous one (it had two corridors on East and West sides, with LOS blocking power sources, right?).
I`m really glad that someone is trying to keep Expanded U_Base up to date.
« Last Edit: April 19, 2015, 05:08:00 pm by Ridаn »

Offline hellrazor

  • Moderator
  • Commander
  • ***
  • Posts: 2176
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: [ALPHA][EXPANSION][WIP]Hardmode Expansion - TODO List
« Reply #21 on: April 19, 2015, 05:14:07 pm »
Good to know that you like it. :)

I will place proper routes and spawn points.

I am just reworking ubase 2c into food processing plant.

i will also redesign ubase 18 and 19, since the do not have any purpose at the moment.

Offline hellrazor

  • Moderator
  • Commander
  • ***
  • Posts: 2176
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: [ALPHA][EXPANSION][WIP]Hardmode Expansion - TODO List
« Reply #22 on: April 19, 2015, 08:59:36 pm »
Oh well i did not like what i did with ubase21,
so i gave it another try see for yourself.

I like it much better.

Anyone care to comment?
« Last Edit: April 19, 2015, 09:02:02 pm by hellrazor »

Offline Ridаn

  • Colonel
  • ****
  • Posts: 270
    • View Profile
Re: [ALPHA][EXPANSION][WIP]Hardmode Expansion - TODO List
« Reply #23 on: April 19, 2015, 09:04:27 pm »
From a glance: ground level got more intersting, and now large 4tile units can move through mapblock and spawn there - great job.
I also fancy those new wall tiles :)

Offline hellrazor

  • Moderator
  • Commander
  • ***
  • Posts: 2176
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: [ALPHA][EXPANSION][WIP]Hardmode Expansion - TODO List
« Reply #24 on: April 19, 2015, 09:13:50 pm »
From a glance: ground level got more intersting, and now large 4tile units can move through mapblock and spawn there - great job.
I also fancy those new wall tiles :)

Well the double double doors could be a nightmare.
So i changed it once again.

Also now symmetric :>

I added proper routes to this version. I will put this version into my mod.
Once i am finished redesigning the maps i want i will make a extra thread for base modules (as a standalone version).
« Last Edit: April 19, 2015, 10:13:32 pm by hellrazor »

Offline hellrazor

  • Moderator
  • Commander
  • ***
  • Posts: 2176
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: [ALPHA][EXPANSION][WIP]Hardmode Expansion - TODO List
« Reply #25 on: April 19, 2015, 11:04:22 pm »
I did some work on putting ubase2c into some proper context, as a food processing facility.

I hope you like it.

Offline Dioxine

  • Commander
  • *****
  • Posts: 5137
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [ALPHA][EXPANSION][WIP]Hardmode Expansion - TODO List
« Reply #26 on: April 22, 2015, 04:23:57 pm »
Very nice and clean... too clean. I'd advise removing one of the cows and 1-2 tanks of each type, or rearranging some of their blocks into L-, H- and other shapes - such a perfect order of rectangles looks suboptimal :) Also - good luck with the expanded ubase, this thing really needs a fix!

Offline hellrazor

  • Moderator
  • Commander
  • ***
  • Posts: 2176
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: [ALPHA][EXPANSION][WIP]Hardmode Expansion - TODO List
« Reply #27 on: April 22, 2015, 05:56:12 pm »
Very nice and clean... too clean. I'd advise removing one of the cows and 1-2 tanks of each type, or rearranging some of their blocks into L-, H- and other shapes - such a perfect order of rectangles looks suboptimal :) Also - good luck with the expanded ubase, this thing really needs a fix!

Why would it be suboptimal?
It is the perfect order for storing stuff, to get it in and out quickly.

And btw i did a lot of work on the expanded ubase last weekend. Fix a lot of stuff reworked the rmp routes on all but 3 maps (i checked them they seemed to be ok, 2 of those will get reworked anyway.)

You can find the Version i put together on the last weekend here

But make a backup of the original files, because i did not rename them.
I tested it about 20 times to see if the aliens were behaving, and they did pretty good with the new routes.

Offline Dioxine

  • Commander
  • *****
  • Posts: 5137
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [ALPHA][EXPANSION][WIP]Hardmode Expansion - TODO List
« Reply #28 on: April 22, 2015, 11:48:23 pm »
I will be more blunt: suboptimal from the artistic point of view, or, to put it even more blunt, ugly :)

Offline hellrazor

  • Moderator
  • Commander
  • ***
  • Posts: 2176
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: [ALPHA][EXPANSION][WIP]Hardmode Expansion - TODO List
« Reply #29 on: April 23, 2015, 12:40:15 am »
I will be more blunt: suboptimal from the artistic point of view, or, to put it even more blunt, ugly :)

It's funktionell. The aliens are that way.