Tremulous Forum
Community => Mod Ideas and Desires => Topic started by: Hydra on April 24, 2007, 07:33:29 pm
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i had some time free so i messed about with some models. (again :roll: )
(http://img463.imageshack.us/img463/1634/forwardbaseww3.jpg)
thort it could be a forward base that players can reheal and rearm. health of an armory + medi, can power nearby turrets and costs 16bp.
probably will stay an idea, would unblance the game too much......
..... unless i come up for something for the aliens..... hmmmm
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unless it could only be build in forward bases/non-power generated places, this would unbalance trem.
For aliens, i suggest that the bases would be invisible, and that humans have some kind of device that they can throw, to make the alien base visible again.
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Its pretty, but because of the quake engine, bounding boxes must boxes with square footprints.
My personal idea was an ammo rack.
No buying weapons, equipment, or grenades, but feel free to fill up on your bullet needs here.
6bp, size between a DC and a repeater, and 250-ish hp.
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Both sides could get a superior structure that would be limited to one (like hovel) and could not be built in reactor power area (only near repeater or self powered).
This structure could not be defence structure (turret, telsa, tube, trapper and hive) that can kill nearby things. Probly support structure that boosts players or heals them or gives weapons and ammo.
For humans it could be this repeater + medi + armory fusion.
For aliens special booster like structure that spreads huge creep net under it wich sucks all human "blood" that you spill near it and gives small ammount back to you for your health. basicly vampirism of 10-25% inside large radius of that structure.
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Boostegive.
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(http://img87.imageshack.us/img87/1731/shot0007cx4.jpg)
I made this pink tyrant
it captures humans and hump rather than slashing them
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CANDY TYRANT!!
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is it just me or is that tyrant charging his blaster?
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It looks like pink candel wax. Tyrant candels
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like the idea of a forward micro base. it means i won't have to trek all the way back to base 'proper' for ammuniation.
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you want a forward base get a good builder and have them make one
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the only problem with that is finding a good builder O.o
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Norsfore.
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CANDY TYRANT!!
BAD RISUJIN!!! *slaps*
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If anyone has seen me make my lairs, you know they pwnge.
Step 1: During S3 vs S3, decon a turret or two.
Step 2: Run WAY out to some random location, like the middle room at ATCS or some random niche in the Tremor vent areas.
Step 3: Build a repeater and 1-2 turrets.
Step 4: OWN CUZ U GOT URSELF A PWNG LAIR NOW!
NOTHING GETS BY MY LAIRS, THEY WURK EVRY TIEM!
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1 dumb marauder would be able to take it out.
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I wet play an yes 1!!!!1@ marderareru can be best but turet itss dhouts but o no io see
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Hello. :)
i had some time free so i messed about with some models. (again :roll: )
Thanks for wallpaper !! ;)
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OMG YES!!! AN HIV INFESTED TYRANT!! YES!!! HUG HUG HUMP HUMP ASS BUMP BUMP!
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it might be possible to make in that the human has 3 models with 3 hit boxes, running on that concept it might be possible if it was broken up into 2 or 3 different models.
as for aliens i had an idea for hovel or hive like structure that would produce a small insect every min that could be killed for an evo (max of 3 inserts at a time), also the insects would attack nearby humans so it acts like a defense structure as well. build 3 or 4 of them and u got some tyrant rush action.
because
drench kill = 175 cr
tyrant kill = 400-500 cr
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human/rifle = 1 evo
Bsuit/lcannon = 1 evo
seams abit unfair....
ps. the forward base idea would also encourage humans not to camp and come out more lolz.
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OMG YES!!! AN HIV INFESTED TYRANT!! YES!!! HUG HUG HUMP HUMP ASS BUMP BUMP!
phail
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Bsuit/lcannon = 1 evo
Lies, it's at least 3 iirc.
Um, maybe. I can't be arsed with checking, but humans can certainly give out more than one evolve point.
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+1 to ben.
human/rifle = 1 evo
Bsuit/lcannon = 1 evo
phail.
Try doing more then 33% of the damage.
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+1 to ben.
human/rifle = 1 evo
Bsuit/lcannon = 1 evo
phail.
Try doing more then 33% of the damage.
i dont know what servers you guys have been playing on, but its always been 1 evo per kill (100%) for me.
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+1 to ben.
human/rifle = 1 evo
Bsuit/lcannon = 1 evo
phail.
Try doing more then 33% of the damage.
i dont know what servers you guys have been playing on, but its always been 1 evo per kill (100%) for me.
What mod are you playing? o.O
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Cross the battpack with a medstation or a repeater. Infinite energy ammo or infinite medkits for you and any nearby teammates.
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what would you say for MED(Microwaves Energy Distributor) a structure are sendind energy to any location of map and cost lets say 32bps and is sending only 24bps and can be only 1 this structure and you havent to use repeater and player that used energy weapon have infinitive ammo and he havent get to back to refill ammo and hp of this structure would be same as armoury
and when this structure is builded you cant use these 24 near of reac and this structure would be available on s3
say your suggestion about this structure idea ;)
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present i thinking about new mod but i dont have idea how to make a mod x)
but i write all new features in mod and i will draw new models of weapon and class and i ask sb to make it :) for this time i invented a new rifle that you can see at this link: http://img213.imageshack.us/my.php?image=kbkendroxv4.jpg
and MED that you can see description in upper post ;)
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Ok, here how the system works.
For every 450 credits on the humans load-out, an extra evolve is distributed, for a max of 3 evos.
0-449 = 1 evo
450-899 = 2 evo
900+ = 3 evo
Now, on the other idea, make a 6bp building called an ammo rack, you can buy ammo but not weapons, equipment, or grenades there.
Integrating it with a repeater would only make more coding.
Integrating it with a repeater & medistation would take a dev 2 days to code the models so you could stand on it.
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Ok, here how the system works.
For every 450 credits on the humans load-out, an extra evolve is distributed, for a max of 3 evos.
0-449 = 1 evo
450-899 = 2 evo
900+ = 3 evo
so if you had a luci/armour/helm/nade, you would give 3 evos. but if you dropped the nade right before you died, you would only give 2?
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Exactly.
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Ok, here how the system works.
For every 450 credits on the humans load-out, an extra evolve is distributed, for a max of 3 evos.
0-449 = 1 evo
450-899 = 2 evo
900+ = 3 evo
wrong, the value of a human is ceil( 3 * (total_value_of_equipment / 900) ), which means...
0-300 = 1 evo
301-600 = 2
601-900 = 3
901+ = 4
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#define HUMAN_MAXED 900 //a human with a strong selection of weapons/upgrades
#define HUMAN_MAX_CREDITS 2000
#define ALIEN_MAX_KILLS 9
#define ALIEN_MAX_SINGLE_KILLS 3
Straight from tremulous.h (http://svn.icculus.org/tremulous/trunk/src/game/tremulous.h?view=markup)
Unless I misunderstand the code, the max you can earn is 3.
Besides, in a devmap session I killed a fresh luci-suit (1000) and I got only 3 credits.
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#define HUMAN_MAXED 900 //a human with a strong selection of weapons/upgrades
#define HUMAN_MAX_CREDITS 2000
#define ALIEN_MAX_KILLS 9
#define ALIEN_MAX_SINGLE_KILLS 3
Straight from tremulous.h (http://svn.icculus.org/tremulous/trunk/src/game/tremulous.h?view=markup)
Unless I misunderstand the code, the max you can earn is 3.
Besides, in a devmap session I killed a fresh luci-suit (1000) and I got only 3 credits.
ok you're partially right (that's what i get for trying to read code when i'm late for class, i missed the if(portion > 1.0f) portion = 1.0f;), humans can't be worth more than 3 evos, but my numbers for the boundaries are correct.