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Messages - ArmyUnit

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2731
Modification Help / Re: The Bug & MAS Mods --HOSTING NOW--
« on: January 18, 2013, 09:00:07 PM »
Grabbing the roosterpit? Hmm, i am not sure how we would do that.
Is it possible to get the position of the pilot? If the wasp is near the pilot when it hits the vehicle with it's grab item/ability, it should be mounted to the vehicle at a specific mount point.

The server was fun, although me nor army took any pics.
We did try out some of the MAS ships vs the flying bugs. The MAS ships were hard to take down but we managed to do it. The ships were to powerful for the flying bugs.

Actually I was typing when you guys finally destroyed the gunship. :P

2732
Modification Help / Re: The Bug & MAS Mods
« on: January 18, 2013, 05:42:34 PM »
Will the server be starting on time today or will it be starting some what late?

It will be on time (aka, in four minutes It's up right now!)

2733
Modification Help / Re: The Bug & MAS Mods
« on: January 18, 2013, 04:29:51 PM »
The new egg sack for the queen mite look cool, I like how it has lairs on it.

Is there going to be any new bugs(the queen mite) on the server this weekend?

The Mite queen is done and ready for the server, so yes. :)

It's funny how you say that bugs don't have proper AA, while the fireflies soar through the skies in your server every time i visit it. :P

In their current states, none of the flying bugs can act as 'proper' AA, because they all use melee weapons (aside from the firefly). All wasps will eventually be able to grab onto the roosterpits of flying vehicles and attempt to smash the glass. This won't actually damage the vehicle, but it will allow the wasps the snatch the pilot out of the aircraft (I don't need this scripted till after the initial release of Mod4, which won't include the wasps)

Also, not that I think about it, I never have tested the AA capabilities of the current bugs.. :L

The bug team has four flyers now. The Firefly, Earwig, Dragonfly, and the Blue Wasp. I would think that would be enough flying bugs to take down a air ship.

Count out the Earwig. It's still pretty much ground-bound :P

While it is true that there are multiple flying bugs, they aren't very fast and i am not sure how they would be effective against the ships.

Though the firefly can blind the pilot (i think..), but the rest relies mostly on poison to do it's job.
That why i said, i have no idea what exactly the plans are for bug AA. :S
they aren't very fast and i am not sure how they would be effective against the ships.
they aren't very fast

Lies, the dragonfly is the fastest of all the bugs!


I would say you keep classes but after the first 5 points capped MAs economy (fifth is mines the source of mas income) gets tighter taking away the expensive stuff (exo suit first then security wasp after that anti-riot) or just caps are objective. and it might have some trench dig too.

Hmm, maybe. once I get the build finish, I might try this out (assuming I can figure out the events.. :S)
Also, the mines would usually be the first to be capped, being that it is the lowest point of the MAS base.

2734
Modification Help / Re: The Bug & MAS Mods
« on: January 17, 2013, 09:34:18 PM »
If you do get the flue I hope you don't get it to bad.

Well, if I get it at all I'll still be stuck in bed for a week or more, soo.. :(


Anyway, I've been working on the Queen Mite's egg sack:





She'll just be a healer for now, but eventually she will get an ability that will give her subjects a short boost of speed, and maybe temporary damage resistance (not full resistance).

2735
Modification Help / Re: The Bug & MAS Mods
« on: January 17, 2013, 05:28:38 PM »
Will this build be using some of the MAS vehicles(the air ships)? It looks big enough for them to be used.

It's scaled pretty well for the gunship actually. Problem is, the bugs still don't have a proper AA class for MAS Air vehicles to be balanced..


Also, I might catch the flu in the next couple weeks or so, since my dad just caught it apparently. :(

2736
Modification Help / Re: The Bug & MAS Mods
« on: January 16, 2013, 11:24:50 PM »
Maybe you could put the 'hill' somewhere in the middle, that way it won't be underground nor will it be above ground.

Also, will you be using the new build if you get it done in time?

eh? It's either above ground or it's not.

And I absolutely will be using this build if I can finish it on time. I kinda doubt that's going to happen though, since the bases take a long time to make.. :L

2737
Modification Help / Re: The Bug & MAS Mods
« on: January 16, 2013, 07:00:17 PM »
King of the hill
There should be an underground abandoned mas bug testing room or something

Maybe. I honestly don't think it would work well with the trenchdig mod though. If I put the 'hill' underground, then the bugs will always get to it first, because they absolutely beat MAS in terms of digging. And if I put the hill above ground, MAS will always get to it first because they spawn above ground.

Bugs siege MAS

I'll probably do this, though it does cause the difficulty of how to set up the cap point classes. If capping points disables enemy classes AND is the objective, then we would see the "winning makes you win harder" sort of game-play, which makes come-backs even harder and losing even less fun.

2738
Modification Help / Re: The Bug & MAS Mods
« on: January 16, 2013, 03:48:52 PM »
Will the praying mantis be ready for this weekend's server?

That was my goal originally, but then I decided that the Mantis would be useless if it didn't have it's special functions (grabbing and stationary invisibility, which is meant to simulate camouflage). I'll still be working on the Mantis, but I won't be including it on the server for some time.

Lately I've been working on a new desert-themed trenchdig build (because I am so sick of the old one):



Current differences between the old and new builds:

-New build is round and lacks visible walls (border is marked by the darker sand). This should make the build feel less closed in.
-Not as deep as the old build (because no secret TremorMite hive)
-Larger than the old build in terms of length and width
-The MAS base (will be located in the square pit) will reach much deeper in this build.
-The bug hive will be spread over a larger area, and will be more intricate.


Also, I'd like to change up the gamemode objective for this next build. Anyone got any good ideas?

2739
Forum Games / Re: Avatar Rating
« on: January 14, 2013, 09:18:40 PM »
10/10

2740
Modification Help / Re: The Bug & MAS Mods
« on: January 14, 2013, 08:28:24 PM »
I told him paint was bad for the liver but he wouldn't listen:



R.I.P Dragonfly :((

2741
Forum Games / Re: Dragon of Dalore
« on: January 14, 2013, 02:18:05 AM »
Bump.

Camera pls

2742
Creativity / Re: The new and improved 3D model topic!
« on: January 14, 2013, 12:54:55 AM »
Bushi might that be a new boss? :D

2743
Modification Help / Re: The Bug & MAS Mods
« on: January 14, 2013, 12:48:27 AM »
Last night I was thinking of some possible names that could be used for the ice wasp. Here are the names that I think would be cool for the wasp.
Cool names: Shard/Shardz and Iceus.
Cool names: Shard/Shardz and Iceus.
Iceus

!!!

Han that is perfect, thank you so much!

The Durham wasps is an interesting idea also, though it doesn't really fit with Iceus' back story.

2744
Modification Help / Re: The Bug & MAS Mods
« on: January 12, 2013, 09:44:02 PM »
Server has ended. Was pretty fun! :)

2745
Modification Help / Re: The Bug & MAS Mods --HOSTING NOW--
« on: January 12, 2013, 05:57:07 PM »
Server is up again.

He looks shiny indeed.
Did he eat too many cave crystals?

Nope, he was born that way :D

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