meh, ill update the source code later.
I'm in the middle of the two exam weeks. Got maths next. Done exams. School holidays! Woot!
UPDATE:
http://mirrorafile.com/files/QHYMB3KC/Lolards_v0.7.pk3New hidden class for aliens (no models required, you'll see) costing 9 evos. Apparently tyrant is recognised as a upgrade so if you're a tyrant you need 4 evos to evolve to it. (Tyrant in this mod is 7 evos due to its large health)
Trapper now can kill, but not efficient as it misses if the human is running and has negative knockback. If it misses, it will explode and damage whatever around its landing spot.
Luci now has halve splash damage, but keeps knockback. It also is slightly more powerful head-on and now you can lucijump back into base in one click with the secondary. (you need to jump as well otherwise you will just fly up a few units) Also, secondary is compressed and a efficient way to kill
pulse stronger
las stronger, but mathematically weaker as it swapped prices with shotgun
shotgun is now a semi-semi-automatic (i think i already have said this update, not sure but yeah) and is troublesome to reload (for realism. I still can't shorten the reload time depending on how many capsules in the gun left as i don't know the full variable name and know where to type it up)
Mass driver is now not useless and deadly to oneself againts dretches, but i might decrease its firepower as well if its too strong
Rifle - Weaker, but rapid as people didn't like the strong, but sluggish rifle
Hive - negative knockback so it 'brings you back in'
Tyrant heal rate modded (now 17hp/second with healmod, and cannot [still, trying to fix this] be fastened by booster). Also, its healing aura is now really x1.5.
Tyrant and goon's special dmg are decreased
Dretch now bites almost every structure, but damage multiplier has decreased from 0.5 to 0.2
Alien Barbs are now explosive like gpp's goon barb
Lasgun now has a mini-spread as it is now cheap
chaingun more accurate
Tyrant's viewing height increased to match (or get close) to gpp's value
Dragoon's slow-walk bug fixed from normal tremulous (not sure if anyone notice it, but to do it you hold pounce, walk and jump at the same time.) by giving the dragoon walljumping capabilities.
Human's jump stamina-take matches HUD. (3 blocks, 4 jumps. -1 block per jump, and when no blocks left, you can jump again but you will get tired. Previously it was 3 jumps, but -1.5 blocks per jump.)
ADV-marauder is faster.
Turrets are disadvantaged close-range. A defence control computer will fix it! (makes the dcc valuable for once)
Reactor damage decreased to make the rc still hop-able.
Overmind is now deadly. But if you manage to jump behind the om, you might kill it.
Medikit is now slower to start, but heals 1,8 times more unless you hit max hp first. It is also purchasable from armoury.
Grenade is now more powerful enough just to barely kill an egg.
__________________________________________
Blaster uses ammo but is more powerful.
Rifle, painsaw, grenade, battpack and jetpack now take up one slot. That means you can now use a rifle as a secondary weapon, but require a luci for explosive damage up high.
Some weapons have splash damage. (I think i got a little too carried away with them, but they do almost no damage anyways. Blaster - 3 Pulse 8 Grangerspit - 3 Flamer - 6 (half of direct hit) Luci - ¿(forgot but is half of direct hit)?
I'm planning on making Mass Driver explosive as well. Then i can bring back the ol' sniper from first qvm version! (135 dmg per 3 seconds)
_________________________________________
Bugs: Granger build menu. Its blank. But a normal granger still has its menu even at s3. I don't know what happened to it. I will update the source code later to see if you can find where i did wrong. Also the deconstruct bug (not mensioned here) turned out to be a mark-and-replace type deconning. My client's buildable health isn't showing so i didn't know.
_________________________________________
End of school holidays... i spent most of my miserable time merging qvms with Fuma's CoW bot code. Turns out this was a good thing because i actually recovered the advgranger builder menu.
Anyways, this time i wont give qvm cause ill just update my source code from now on. If the /build menu is there, there will be a qvm in it in base/vm.
Link =
Lolards qvm * doesn't work.../can't upload... ubuntu says 'Code already up-to-date'. Its not. I know that page is empty, so don't bother about using that link. Use this one:
http://mirrorafile.com/files/19PBM7LE/Lolards_v0.8.pk3Changes: Goon now has a bomb instead of snipe, but it still can be used as a snipe thought it requires some skill to actually throw it. You have to use inertia.
...its pounce and bite rate has been increased back to default value, and pounce damage has been decreased. But in return, there's massive knockback. [i can't find the knockback multiplier anywhere, sorry. In the 1.1 changelog it says it had tripple knockback, but in the source code is says knockback has been cancelled... now that i enabled knockback it keeps its x3 multiplier i think]
Basi - swipe repeat back to normal;adv basi health decreased
Pulse rifle -
bounces off walls *too overpowered, i cancelled this
...also stronger, but fires slower.
Shotgun - Weaker as it kills goons to easily. Especially the bots. [see below]
Vampire Mode - Attack to heal. What you gain and hp you lose when ur over-charged is proportional to your hp. I can't stop the pain noises when you lose ur extra hp though X(
....also you have to 'dodge' the turrets otherwise you'd have a hard time killing them. - I'm trying to fix this as the healing multiplier doesn't work for structures...
... recent bugfix: human and alien ghost ressurection fixed. [wait... i never uploaded the qvm with the bug here... so you're like "what?!?"

] - Credits go to Volt for giving me a massive tutorial pack on understanding the Q3 engine... thx!
MGturrets now rely on DCC for turning faster.
... then you'd have to snipe or zap.
ADVMarauder Zap - weakened, but still effective. You only need one zap on a naked human to kill them. It will just be painful to wait 3 seconds for that to happen though

....there's a glitch where sometimes it doesn't suck hp from enemies... i'm planning on removing vampire mode alltogether and implant it only for marauder zap and CKIT (if i can get it to work by doing little damage to aliens...)
Cades now more stronger than ever;they have 800 hp instead of 600 to deal with luci spammers. I might decrease it back down to 600 though.
Tubes are now harder to kill, but suprisingly extremely easy to kill from a distance due to the vampire effect. I'm trying to get rid of this vampire effect on buildables, or put a repeat rate on it somehow...
Hidden alien class - weaker and more useless than ever! [erm... why?!? Cause its overpowered!]
==CoW|BOTS v2.0 ADDED! [it took me whole holiday of two weeks to merge my qvm... be greatful. All credits goes to Fuma for his bot code.]==
-Goon bot AI in terms of pouncing is more accurate; it used to jump over people's heads and miss
-Luci has a longer charge [to deal with the merge anyways, this is normal] but experiances some blow-ups
-Human hidden weapon added to bot's buy list [see for urself... try sharing a bot who already has armour on 3000 creds]
-Human bot buys expensive weapons that included battpack in their price over non-battpack weapons [e.g. you know how MD + batt cost 450, it never gets bought, so i swapped those around, same goes with some others...]
-Anti-Haxor type aiming... it looks more of a chaingun recoil though, but it isn't that bad. The higher the bot skill level [when you do !bot add [name] [team] [level]] the less recoil it gets. So, 0 would be quite inaccurate, but not totally.
-Human bot Pulse rifle is kinda strong, so i'd lead them away from the base and avoid getting in combat with em.
-Human shotguns pwn. You'd keep away from those as well... unless ur a tyrant or a dretch - dretches are small targets and are too fast for bots to handle without automatic weapons.
As usual, tonnes more changes.