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Messages - ArmyUnit

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2656
Modification Help / Re: The Bug & MAS Mods --HOSTING NOW (NEW BUILD)--
« on: February 22, 2013, 07:19:32 PM »
Server is up. We are using HanHan's new build.

2657
Modification Help / Re: The Bug & MAS Mods --HOSTING NOW--
« on: February 21, 2013, 09:32:27 PM »
Server is down. I missed the whole thing, but it sound like the server went well, so I'm ok with that.

Well the server was fun for a while. I joined, got to be on the bug team, got people to have a "peace treaty" for a while, and then FOUND THE ARMYUNITSONLY FLAG. You may want to hide that better next time. XD

Haha, the red flag is there for when I decide to get some people to play on the third team as TremorMites.

EDIT: I did take some pictures:


A man and his spider pal


w-what is that terrible sight in the distance!? D:


NOOOOOOO SPIDE CAVE WHYYYYYY????Harbinger I will eat you for thisss


And shown here is the vertical tunnel that went all the way down to the TremorMite flag.

2658
Modification Help / Re: The Bug & MAS Mods
« on: February 21, 2013, 05:06:48 PM »
Server will be going up early because I have nothing else to do atm.
And I'll be going afk the moment it gains some momentum, because I couldn't sleep at all last night and I can hardly think straight like this.. =_=

2659
Modification Help / Re: The Bug & MAS Mods
« on: February 21, 2013, 12:16:21 PM »
Nah, the healing beds are sort of okay as they are.
Just the poison healing on the beds as well wouldn't be a good idea.

If people camp at the beds currently (without the poison healing beds), they could still be killed by poison or high damage things/knockback players (*cough* worms *cough*).
But when you make the beds heal poison too, the people camping the healing station would be even harder to kill.

Do mind the amount of heal of the beds is not that big, but healing poisons is a real big effect actually.
So i suggest something like an anti-poison dispenser on the back wall. ;)
Some bugs have most of their damage in poison.
Or at least, most of the effective damage.

Also, IDEAS EVERYWHERE BUT NO TIME TO EXECUTE THEM!

I guess I agree partially. One of my original reasons for adding the poison curing was to make Vein spiders less frustrating to fight in the medic bays, so I'll limit it to curing that poison on the trenchdig. The antidote dispenser is great idea though.

I'm going leave the cure beds on jitank's build, however, because I moved the healing beds to the MAS spawn. Hopefully this should lesson the spawn killing issues that MAS has been having on that build.

2660
Modification Help / Re: The Bug & MAS Mods
« on: February 21, 2013, 12:45:07 AM »
I expect people to camp the beds now.

If that happens I'll probably limit the beds to only cure vein spider and TremorMite poison (the 'disruptive' poisons).

2661
Modification Help / Re: The Bug & MAS Mods
« on: February 20, 2013, 05:46:42 PM »
Bump.

Back to the topic.
Will there be anything new this week on the server?

Changelog for Thursday's server:



   -Reduced the health of the Drone and Poisoner TremorMites.
   -Increased the health of the TremorMite Swimmer slightly.
   -Reduced the damage and and firerate of the TremorMite Drone Spines weapon.
   -The TremorMite Drone spines now stick into the ground.  :D
   -Reduced the number of pulses for the TremorMite spit poison
   -Added a running animation to the TremorMite Drone (this is a place-holder animation)
   -Added poison cure events to the MAS healing beds.
   -Fine-tuned the end of the Firefly's flying animation
   -Moved the Firefly to Mod2
   -Renamed 'Gamemode_Bugs_Mod2' to 'Ai_BugMod2' (This means people will have to redownload the entire mod :S)
   -Renamed 'Gamemode_Bugs_Mod6_BetaBugs' to 'Ai_BugMod6_TremorMites'
   -Added TremorMite Bite weapon


2662
Forum Games / Re: Dragon of Dalore
« on: February 18, 2013, 03:44:00 AM »
Well then, what are you waiting for?
Get to New Camelot ASAP!

2663
Modification Help / Re: The Bug & MAS Mods
« on: February 17, 2013, 08:48:57 AM »
An AOE type of thing for nearby tremors?

This is probably what I'll do. The question then is what should the AOE do? A straight up heal seems OP, and would also make the Swimmer quite useless as a healer.

So far I have only been able to come up with the following:

-AOE could remove all poison and negative effects from allies
-AOE could increase the amount of health allies gain from biting enemies for a set amount of time (this is as close to a heal as I'm willing to get)
-AOE could increase the amount of damage that allies deal for a short amount of time (does not include poisons)
-AOE could deal a poison to all nearby enemies. The poison should deal little damage but cause the the enemies to take 2x amount of direct damage (in many ways this is like the above option, except that robots are not effected)
-AOE could give allies energy (all TremorMites will utilize energy for some attacks at some point)

The effect could be one of those or a combination. I like the sound of the first two actually, so if I don't go with those for the TremorMite queen, I might give them to another queen.

I have some ideas on what stuff the queen could do.
Combat -
1. She would be able to spit the acid stuff like the other TremorMites. She will spit acidic poison darts (Acid spit and the Drone's ranged attack mixed into one) So this will be made.
 
2. She could also grab players with her mouth and throw them. Not so sure about this one.. Honestly, this would make her too powerful, but we shall see.
 
3. Since her egg sack looks like it has armor on it, she can only get hurt if you shoot the other parts of her body. This is a great idea! Since the Queen will act as a leader, she needs to be tanky, so making he take little to no damage from behind should help greatly with that. The TremorMite Soldier will have a similar ability, except she will take less damage from the front.

Supportive Abilities -
The only thing I can think of is being able to heal the other TremorMites like the Mite and Bug Queens. I'd rather not give her a full heal (reasons stated above), but it really depends on how things turn out in terms of balance.

Actually, the eggsack should be the weakest point, unless the tremors are really strange bei- Okay actually that sound legit. Yeah, you would know it's legit, consideringwhathappenedthaton etime

Also, i thought of something to counter the Powersuit, a bug that is.
I have had this idea for a longer time, but now it makes for an interesting tank-bug.


TANK!
USE HIS NOSE THINGY TO RAM EVERYTHING!
HE IS BIG AND BULKY AND TAKES MUCH LESS/NO DAMAGE FROM THE FRONT BECAUSE HIS FRONT LOOKS STRONG AND stuff!

HE IS A BUG TANK!
(Dynastinae or rhinoceros beetles)

*cough*Stag Beetle*cough* But actually I like the idea


Answers in bold.

2664
Forum Games / Re: Dragon of Dalore
« on: February 17, 2013, 12:51:00 AM »
Check through the bookshelf, could be something handy in there.

2665
Modification Help / Re: The Bug & MAS Mods
« on: February 16, 2013, 02:52:39 AM »
Anyhow, interesting stuff has been found and i am still questioning some stuff.

I'll try to get on steam tomorrow, but if I don't show up please send me a PM about it. :o




So tonight I finally decided to do a full MAS vs TremorMites TDM. Everything went better than I expected.. Except for all that silly talk about mating with TremorMite Queens. SKYRA I BLAME YOU FOR ALL THAT  Don't do that again please.

Initially the teams seems completely unbalanced in the TremorMite's favor, but then MAS started to get the hang of things, which resulted in the final round lasting over an hour long. C:


Of course, the TremorMites still need some balancing (mostly nerfing)
Here is some of what I have in mind:


-TremorMite Worker: This was easily the least-used TremorMite, and I believe that's because it's not very interesting in comparison to the other variations. To fix this, I am going to give the Worker the ability to grab players, which fits the 'worker' aspect of it. Also, the Worker, and actually all TremorMites, will be getting a poisonous bite that will deal nasty screen-shake, though the intensity and especially the duration will vary between the different Tremor types.

-TremorMite Poisoner: OP is the best way to describe this guy. I am going to be reducing the health or maaaaybe the running speed of the Poisoner. I will also nerf the poison in some way, but I am still undecided on what aspect of the poison I'll be changing.

-TremorMite Drone (the flying Tremor): The Drone was very strong, almost OP. I'll probably nerf the health slightly, and maybe the damage of the ranged spine attack. Also, I've been thinking about giving the Drone the ability to grab players, but I feel like that could make it too strong, soo.

-TremorMite Swimmer: This one is a little more difficult to brown townyze, because it's success and viability are directly related to how much water is in the map, and to how well the water connects to the different areas of the map.
Over all the Swimmer did seem to do well in water, but I feel like it should be swimming faster. I also need to replace the syringe with a more fitting and dynamic healing ability. Also, like the Worker, I might give the Swimmer the ability to grab players.

-TremorMite Queen: Of course, the Queen didn't actually show up during the server ever. :P
I need ideas for her combat and supportive abilities. Anyone got anything?

2666
Modification Help / Re: The Bug & MAS Mods
« on: February 15, 2013, 07:34:21 PM »
Bleh, I couldn't sleep at all last night, so I took a nap several hours before the server.
But then my alarm clock failed to go off >:C
(Edit: or maybe it just didn't wake me up. I might have been sleeping pretty hard :S)

Server is going up finally, Sorry about the delay.

2667
Off Topic / Re: You Can't Put Anything On The Internet That Isn't True
« on: February 15, 2013, 01:27:06 PM »
So it's like opposites day?

This thread sucks and you should feel bad.


2668
Modification Help / Re: The Bug & MAS Mods
« on: February 15, 2013, 12:57:16 PM »
Also, working on the grab item.

Woo

If you can get it done by next week, we might actually be able to release Mod 2 before March.


Also seems like you made the decision to change super mutants to beta bugs thingies and make the tremormites a seperate bug mod.
And the firefly got added to BM2. :)
Fireflies are the best annoying but cute bugs so far. :3

Yup. I'd like to include the Firefly in the initial release of Mod 2.
And actually the badge of "most annoying" goes to the Vein spider. :p

BECAUSE EYE AIDS



2669
Modification Help / Re: The Bug & MAS Mods
« on: February 15, 2013, 09:37:50 AM »
Not to mention that apparently the renderman isn't optimized for larger servers. ;P

Exactly. Although that does present some issues with my future plans. :S



Just added many pictures to the media post, and also removed some very old ones.
And I switched around some of the bugs in the very first post.

2670
Modification Help / Re: The Bug & MAS Mods --HOSTING NOW--
« on: February 15, 2013, 09:12:24 AM »
Is there a chance of a pill bug transport tank thing for bugs?

Pill bug, yes that's planned.
Transport tank thing for bugs? Not so much. Closest thing would be the Cicada, and maybe one of the ant or termite variations.

There server was really fun. When the unknown creature was let loose on the server, I had no idea what to expect. The first time I saw it I screamed in pure terror. I don't think I have ever screamed like that before in my life. I seemed to calm down after a long period of time and I wasn't as scared of him later on in the server.

Anyway, here are some pics of today's server. there are 5 in all. The first four will be in this post, the last one will be in my next post. I hope you enjoy them.

:S

I apologize about that, that mod won't be enabled for today's server.
And not that I think about it, I should have saved Renderman for April 1st, but oh well..

Anyway, those are nice pictures HanHan. The first two are good showcases of the new additions/changes to the bugs.
Actually that reminds me0, I need to update the images section of the first page :d


....








Oh, and don't worry, there will be plenty more of those 'unknown creatures' in the eventual future. Just will less jumpscare, because screw that crap. :L

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