Poll

What to focus on first?

Polish and mod completion (add special functionality to bugs and stuff that have been needing it)
Finish and release the MAS Magma Exo-suit
Finish the MAS Scarab-Wasp playertypes
Create more ASN (robotic) playertypes
Finish up and release the currently exsistant but unrelased bugs (the Tremormites, the two spiders, BugMod 3, ect)
Work on the remainder of the wasps
Work on new bugs!
Create more MAS weapons/suits/items/ect

Author Topic: The Bug & MAS Mods (Server coming maybe)  (Read 732433 times)

That is a perfect name for my team and a great story to go along with it. Thank you Lordician for the awesome name.
Also, here is a pic of the base for HanCo (the base is complete but the rest of the build still needs to be worked on).
A rather simple name and i just had to think of a good story to go with it to make it a bit better. :P

Also, the dark black of the building might be a bit too dark. :)
Maybe pick a somewhat more greyish color for it?
I mean darkness is okay and all, but a black building with red details...
I am not really fond of that idea to be honest. :/

But yeah, maybe a bit more greyish tone fits better.

EDIT:
Got the grab item working, but it needs some work i noticed.
I will try to get a nice picture. ;)

Hmm... Apparently it crashes the grabbed client...
Woops...

EDITOFEDITEDEDIT:
Or maybe that was because i was multiclienting.. That could very well be.
I need a test subject.

MOREDIT:
I welcome all to page 250.
I am king of this page. ^^
« Last Edit: February 19, 2013, 06:09:24 AM by lordician »

It's the darkest grey in my color set but its lighter than the black. Soon I'll show you a pick comparing the two so you can see the difference better.
Here is a pic of a wall with three colors. The first one(on the far left of the pic)is the next lighter grey than what I have on my base. The second one(the middle)is the color I'm using atm. The third color(black) is the color that I didn't use.
Which color do you like better,1,2, or3?
« Last Edit: February 18, 2013, 02:59:21 PM by HanHan13 »

As i said, the current color is too dark, maybe the 1st is an improvement.

As i said, the current color is too dark, maybe the 1st is an improvement.
ok

I used the 1st color option for the base and it looks better now. Here is a pic of the new colored base.
Note: the roof and two parts of the floor I left the same color(it looks good that way).

Also, here is a sneak peek of what the build looks like so far.
« Last Edit: February 18, 2013, 04:25:33 PM by HanHan13 »

Bump.

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

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


I expect people to camp the beds now.

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).

If that happens I'll probably limit the beds to only cure vein spider and TremorMite poison (the 'disruptive' poisons).
Maybe make the poison only heal when you click something in the building?
That would force them to click something instead of just standing on something.

Maybe make the poison only heal when you click something in the building?
That would force them to click something instead of just standing on something.
Something like an emergency health pack on the wall, right?
If so, here is how I see it working. When someone clicks it, that person gets healed but you have to wait ether 20 or 30 seconds before you get healed again.  That will prevent people from camping at it all the time.

Something like an emergency health pack on the wall, right?
If so, here is how I see it working. When someone clicks it, that person gets healed but you have to wait ether 20 or 30 seconds before you get healed again.  That will prevent people from camping at it all the time.
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!

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.

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.
That is okay, but the main reason against poison healing beds was indeed that it wasn't a spawn room thing but instead a place with direct sight of the capture point.

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.. =_=

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.. =_=
Please do trenchdig