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 732521 times)

I might be able to help you on your project tomorrow.
What time will you be working on it(est)?

Also, Kill the Queens seems to fit better in this situation imo.

I wont be able to help build, because I'm working on a REALLY big project. SO far it's' coming along!

Good luck

Kill the Queens seems to fit better in this situation imo.

I might be able to help you on your project tomorrow.
What time will you be working on it(est)?

Also, Kill the Queens seems to fit better in this situation imo.

Will you have time to work on your build as well as mine, though?


I'll start experimenting with the leader gamemode, then. I am mostly sure it will allow for what we need for the Queens, but if it doesn't, what would be your secondary gamemode choice?

Will you have time to work on your build as well as mine, though?
If your referring to the build that you are currently helping me with, I'm going to continue working on it at the time we set up. I have nothing that I'm planning to do tomorrow. Just tell me the time and I will be there.


I'll start experimenting with the leader gamemode, then. I am mostly sure it will allow for what we need for the Queens, but if it doesn't, what would be your secondary gamemode choice?
Unfortunately that's the only one I could think of that sounded cool. :/
Answers are in bold.

Answers are in bold.

Oh silly me. I missed that you said tomorrow, and assumed you were suggesting we work on it Monday. :P
I might have time to work on the build tomorrow around 5:00-6:00 PM EST

sounds like a plan.
See you then.

How's the build coming along guys?

What's this? Trinity makes progress with a build?
NO WAY!!!

Actually, yes. I decided I'd worry about the eventing and AI work later, and simply toss a few placeholders around as I set out room placement and so on. I've already decided I'd probably force the player's path a bit in the trenchdigging portion, with a huge hive section and various digging areas on a (somewhat) linear path of digging lines that lead to the various caves. It'll be more open when players reach the 'town'.

Included picture: These placeholder skeletons (OR ARE THEY?!?) are currently hanging around in the Mite Room, which is just outside the main base to help supplement the player's loudouts. I'll scatter a few major caves around as we continue, but the general ghist is: Find a cave opening, kill the guardians, and capture the cap point from Admin team to victoreh. This will unlock the options to use the bugs related to that cave system, as well as a fast-travel node in the main Hive will open to that cave. I'm tempted to include a few other 'random' caves that have other AI too, with rewards such as extra points (to give the players incentive to find them, as those unlock bug strains) or some of the 'admin onlys' like Dready or the Tremors, naturally with high point costs once found.

EDIT: Interesting development, not sure why but can't seem to get the bots to notice a changed playertype when in minigame... least they didn't notice a guard bug biting their ankles. Army, Lordi, have you had similar issues with your own derping around with the AI? :S
« Last Edit: April 09, 2013, 06:09:01 AM by Trinity Armory »

What's this? Trinity makes progress with a build?
NO WAY!!!
:OOOOO

Actually, yes. I decided I'd worry about the eventing and AI work later, and simply toss a few placeholders around as I set out room placement and so on. I've already decided I'd probably force the player's path a bit in the trenchdigging portion, with a huge hive section and various digging areas on a (somewhat) linear path of digging lines that lead to the various caves. It'll be more open when players reach the 'town'.

Included picture: These placeholder skeletons (OR ARE THEY?!?) are currently hanging around in the Mite Room, which is just outside the main base to help supplement the player's loudouts. I'll scatter a few major caves around as we continue, but the general ghist is: Find a cave opening, kill the guardians, and capture the cap point from Admin team to victoreh. This will unlock the options to use the bugs related to that cave system, as well as a fast-travel node in the main Hive will open to that cave. I'm tempted to include a few other 'random' caves that have other AI too, with rewards such as extra points (to give the players incentive to find them, as those unlock bug strains) or some of the 'admin onlys' like Dready or the Tremors, naturally with high point costs once found.
Sounds amazing! :o
I agree to all of this, except for allowing people to play as Dready. That would be so game-breaking haha (yes even if access was difficult/limited to obtain). Dready only makes sense if he's fighting a large amount of enemy players.
Allowing TremorMites should be fine though. Tremors are (very) strong, but they are not bosses :P



EDIT: Interesting development, not sure why but can't seem to get the bots to notice a changed playertype when in minigame... least they didn't notice a guard bug biting their ankles. Army, Lordi, have you had similar issues with your own derping around with the AI? :S
This happens because guard bugs can be spawned from normal vehicle spawns, so the AI thinks you are a vehicle (yeah, pretty lame).
I will be fixing this as a convert the bugs to the new bot system.


Answers in bold.



--ANNOUNCEMENT--
I will be changing the server days to Thursday and Saturday (was Thursday and Friday).
This change will start this week.

Also, unfortunately I don't think I'll be able to finish the Bugs vs Mites build in time for this week's server. So hopefully this week or the week after it should be server ready.



How's the build coming along guys?

I'll let HanHan post pictures of her build (if she wants).
But here is the Bugs vs Mites build so far:


MAS Inc's Mining area


Top view of the mining area


Stairway found deeper in the MAS base. There will probably be a Security ASN at the top of this.


Top view. The Bug and Mite bases need much work. :L

At least I helped with some of the build by making the Bug and Mite spawn rooms.
Cool pics btw.

Also, My build is coming along quite nicely. Although it's taking a lot longer to make than my other builds did. :/
It will be awesome once it's done that's for sure.
If your lucky, you might get to see some pics of some of the build but you would just have to wait and see about that. :>

Just a heads up, the server is going to be an hour later tomorrow, because dentist appointment.


Make that two hours late. :L

Server is up now.
« Last Edit: April 11, 2013, 08:06:24 PM by ArmyUnit »

Today's server was ok. It took a while before more people joined though. :/
Hopefully Saturday's server should be a blast.

From my point of view, the server went from mostly empty, to normal, then really intense, and then utterly frustrating and disappointing.

Near the end, it seemed like I was the only player on MAS who understood that obtaining capture points meant anything. Even the weapons bay cap-point (which is DIRECTLY ABOVE the normal spawn point) was ignored by most MAS players, which is something that just doesn't happen usually.

I found this very frustrating because other than the cap point issues, MAS was winning for most of the round. There was even a period of time in which the bugs had a huge player advantage over MAS (10v5), yet MAS managed to almost perfectly defend their flag, and even capture some of the bugs' flags.



Anyway, the server was still pretty successful. I've come to the conclusion that the Spine Mite and Guard bug are probably too strong for an actual bugs vs mites TDM, so I'll be nerfing them to an extent.

Also, either the standard Mite will also be seeing a speed buff, or the poison mite will probably see a speed or health nerf. This is because the normal mite just isn't useful compared to the poison mite, and I'd like every bug to at least be somewhat viable.