http://www.taescalation.com/public_html ... 5_1_4a.zipTAESC BETA 5.1 TEST 4
New Units
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Arm Aegis Shield/Overcharge Generator
Core Corona Shield/Overcharge Generator
Arm Vulcan (Upgraded Variant)
Core Buzzsaw (Upgraded Variant)
Note:
Shield: 5x armor bonus for all buildings except underwarter
Overcharge: 2x Rate of Fire for all Energy based weapons)
Fixed
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Removed duplicate explosion animations
Fixed missing glow effect on upgraded Arm and Core Geothermals
Fixed missing flares from Core Geothermal Cannon
Fixed weapon velocity speed on Arm and Core MRPCs
Fixed open nano bays on Arm and Core Adv. Construction Subs and Mine Layer Vehicles
Completed
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Increased Arm Shooter weapon reload time (8->10), decreased unit speed (1.25->1.1), removed unitsonly (!)
Reduced Arm and Core Spy kbot LOS (768->640)
Reduced Arm and Core T1 Vehicle Factory Metal costs (-5%)
Modified Arm and Core Flak weapon explosion animations.
Lowered Metal, Energy, and Resource Storage production on all Arm and Core Construction units (20-50%)
Increased Energy output on Arm and Core Resource Generators (+50)
Reduce adjacency bonus output on all Arm and Core Fusion Reactors (-50%)
Increased overall cost (2x) and armor bonus (+25%) for Arm and Core Fusion Reactor upgrades
Lowered Core Geothermal armor when upgraded (-50%)
Removed Energy bonus from Arm and Core upgraded Geothermals
Removed armor bonus from Arm and Core LRPC upgrades (Buzzsaw and Vulcan -50%)
Restored ability to build upgraded Arm and Core RFLRPCs (Buzzsaw and Vulcan)
Increased armor on Arm and Core Solar Collector when closed (increased delay to close when hit)
Lowered Arm and Core Experimental Cannon weapon firepower (-50%)
Increased Core Overlord acceleration and turnrate (+10%)
Increased Core Manticore groundfire weapon DPS (+8)
Increased Core Dominator Metal costs (+64), lowered Armor (-78)
Increased Arm Stumpy and Core Raider aiming rate (+10) and weapon tolerence (+100)
Lowered Core Leveler weapon DPS (-20/12.5%)
Lowered Arm and Core Construction Sub Metal cost and buildtime (-25%), doubled armor
Reduced Core Doomsday Machine armor (-25%)
Reduced Arm and Core Rocket kbot weapon DPS (-10%)
Reduced Arm Fido weapon AOE (56->48)
Increased Arm Maverick weapon DPS (+5%)
Lowered Arm and Core T1 Fighter VTOL ground weapon DPS (-15%)
Increased Arm Penetrator weapon ROF (8->6) and Armor (+10%)
Increased all Arm and Core Tactical Nuclear Weapon firepower (+50%), lowered edge effectiveness (-50%)
Lowered overall costs of Arm and Core Ressurection Kbots (-25%)
Increased Arm Raptor Metal costs and buildtime (+12.5%)
Decreased Arm Aurora buildtime (-20%)
Lowered Core Sumo range slightly (750->720), increased LOS (480->512)
Increased Core Juggernaut weapon ROF (5->6), Energy to fire (2.4k->4.8K)
Increased Arm Aurora armor (+15%)
Decreased ROF on Arm and Core Fighter VTOLs (1.6->1.5)
Decreased ROF on Arm and Core Adv. Fighter VTOLs (2.0->1.8)
Increased Arm and Core Seaplane Platform overall costs (+50%)
Restored ability for Arm and Core Exp. Construction Vehicles to produce T3 Gantries
Added Construction units, Decoy Commander, and Exp. construction Vehicle to Arm Nomad build menus
Decreased Arm Atlantis (T3 Carrier) overall costs (-25%)
Increased Arm Tempest (Nuclear Sub) overall costs (+25 to 125%)
Pending
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stumpy/raider - speed or armor?
upgrade centers t2?
gates back to coms?
bombers - fix offscreening? how?
all units stunable T3 sea vs stuns
map compatibility (free up OTA spare weapon IDs?) so maps dont break... important?
chain effect on fus - inc. death explosion
Add Arm Transport Sub back?
Make Arm Maelstrom fully fledged Battle/Command Sub?
anti-hack from omni?
hoverplant costs lower / comm build?
hawks more los
veh spy?
coms stronger + hovers
veh cons stronger
gunships more costly or less armor
veh cons stronger
Merge Arm Fibber and Arm Escort (Fibber)
beh/mbt less - these seem expensive
T3 cheaper? 25% or so inc. lab! big change
///LRPC range back to 6144???
mobile fus...
mobile fark...
need Overcharge BP symbol - bolt? zap? (shield not needed since all buildings are)
CorACKs wouldn't build assist my super cannon upgrade until I told them to guard an ECV
fix names gorgon too talonish? Citadel, Warden? Barbican?
mission buildings with shields?
no hover t2 option on land - dead end tech...
sea vs land OP...
llt ?
hlt ?
***mrpc toast, amb
tl ???
missile_heavy mship, aatucks, aahovers
blod_anni ?
lrpc ?
flak 1 file now fix all
blod_doom
capturing upgrades
necro walk script???
solar armor
mex armor
makr armor
Merge radar units with flaks? jammers?
///armgeo AA weapon instead of armor?
mavs 2x ota metal costs etc. 600 dps? brign back scary mavs!?
FMT costs? Improve
Increase Core C.O.R.E. armor / add vlaunch rockets?
flames thru DTs?
merge nano upgrades?
omni sonar?
Anti-nuke protection or cloaking?
Fix all corpse changes!
Verify all unit height changes - penn!?
Add AA to Arm and Core Frigate ships - need updated models
Mobile Teleporter Gate?
Increase Arm and Core Scout ship LOS, remove AA
Add Stealth to Arm and Core T2 Bombers, remove mini-flakkers?
Fix missing Arm Maelstrom corpse / replace with tsub?
Merge/consolidate all Arm and Core mines
Fix range ring needed at 1024/512
Remove rings from shgens, asps, omni so AI will use them?
Fix Arm and Core hovercraft clipping when loaded
Add some new and better sounds to Arm and Core Forges
Add Spy resource drain detect?
Add Arm and Core L3 AA?
Add new (flame) ship for Core?
Demolisher railguns? new shot would be nice - maybe new explosion too / units only?
Fix signals on arm flags - check dreads...
Increase Flagship and ESY footprints
Flagships need to be nerfed?
Add Flagship corpses
Shatter effect on Aurora death (and others) // larger explosion?
Make Annihilator/Doomsday taller?
Eagle - poor man's skynet? Jamming? less LOS? cheaper?
1 flak weapon use script to speed up/slow down?!!!
...same for flame weapons?
90 BT on TAC weapons?
Add AA to T4 transports?
vlaunch as dgun/special cmd fire only // add rocket weapon? Add light?
Improve arm nuke sub and core scar nukes?
Need spy detector? spy decloak costs too cheap? remove para mine?
Add smoke trails for nukes/tacs?
Old comm hack style?
Add mobile upgrades! Chevrons on upgrade
- all units
- T1 = 25% ROF boost or 25% armor
- T2 = 10% ROF boost or 10% armor
- T3 = Special (see below)
- Beh/Cent (LLT / AA?)
- Raptor (Rockets) / Vind (BLODs?)
- Jugg/Siege (BLOD / ROF?)
- Decoys
Mants on/off?
Fix/Test MUATs when on Carriers/Pads
Fix Core Rancor corpse with legs on land, block on land, non-block at sea
Add Mini GUI -Fix menus for uber muats and?
///Upgradable mexes?
///Banking subs and hovers?
///Add ground fire AA option?
///Add MT upgrades?
Add special detects on airpads for large units?
Add Mission support back?
Add directional icon to factories? Direction factory rotation?
///Merge Spies and Rez bots?
///Merge Arm Jam ship and Fibber?
///Merge Core Leviathan and Hydra?
///Merge Arm and Core Dreadnaughts with Battleships?
Give Omnis sonar? lower costs?
Add Arm Orion and Core Viper corpses
Use Devolution front end files to fix rastering problems in start box
Fix Core GUI long buttons to B/W when no options available
Fix torpedo damages vs land buildings
Increase unload area of transport ships?
Add missing bubbles to Core Underwater Moho Mine
Fix Emp/TAC launcher showing ground when opening up to fire - shows terrain - NC
Thoughts
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Ranged unit should have less acceleration and turning... critical...
Check pelican... did you mess with it? should it be better at more cost? / pelicans vs medium hovers
Do we need sea planes? Just keep platform and add land planes and save IDs!???
Core nuke...
probably made a wrong firing point
I think the core silo firing point moves
when it launches
however, the ai nukes's restore script kicks in before it can fire
shift + 8 then x
I am seeing a pattern here (and should have spotted it much, much sooner). This entire debate stems mostly from gameplay style and culture: 'OTA' and 'New'. As a general rule it seems that OTA players are passionate about micro and precision skill with a handful of select units (Bombers, vehicles, mobile defense, etc.) while New players are about using a large count of diversified units (depending on situation, kbots, etc.) and are generally more defensive in play style. I highty respect the desires of the OTA camp and especially their openess to some of the needed changes, but we have obviously have won over a huge contingent of players by making a much larger number of tradiationally bad units actually useful.
Bugs
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Teleporter gates crash when linked over 32k pixes (about diagonal of 42x42 map)
Surfaced sub menus cannot be viewed when unit selected (only when unit is 'boxed')
Core Experimental Fusion is very hard to assist when paired with another in north/south configuation
Commander sometimes does not turn torso back to nano target if distracted while nanoing
Fully built Core Buzzsaw visually appears to fire from wrong barrel
AI
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ai building lancets on slate maps lol
AI no build cheat on easy - stall bug though...
AI gens+mmmks? force ai to build upgrades for fus and arm geo // weapons go to 5 resources + facs to 1
Omnis as resource? for ai so force group 1
Why wont vind attack via AI?
ai mkl/oly versions?
lancets on land lol
make l3 top weighted
less pels on land
less labs
ai TACs
less hcars?
ai no jammers
ai factories with spacers? + 4way
ai mkl - try footprint / it builds guns
ai mobile builders and cheat towers for medium?
AI nukes using AA script so it wont fire at planes - 5.0 nukes with special script?