Client: http://rapidshare.com/files/429633075/empires_client_229.exe http://www.mediafire.com/?hqc9y999ey85ikg (Thanks Paradox) http://www.mediafire.com/?410lj4aqovx5dp1 http://presper.wan.extremscorner.cz.cc:8080/web/cd/arch?path=/empiresmod/patches/229-client.exe (Thanks Extrems) http://www.fileserve.com/file/dan2EMA http://www.megaupload.com/?d=LVMXMOCU http://www.sendspace.com/file/a4ad5d http://havoc9.com/downloads/empires_client_229.exe http://dl.german-slaughterhouse.de/empires/2.29/empires_client_229.exe Server: http://dl.dropbox.com/u/6615362/empires/empires_server_229.7z http://presper.wan.extremscorner.cz.cc:8080/web/cd/arch?path=/empiresmod/patches/229-server.7z http://dl.german-slaughterhouse.de/empires/2.29/empires_server_229.7z Changes: Empires v2.29 November 8, 2010 --------------------- Empires 2.29 Changes Balancing Changes: + Research time for Mediums reduced by 60 seconds. + Research time for Heavies increased by 90 seconds. + Base cost of Heavies increased. + Base cost of Mediums decreased. + Base cost of Artillery decreased. + Max weight of Artillery increased (+50). + All vehicle weapon costs halved. + Salvo Homing Launcher is now a 3 slot weapon. Reload time changed from 10 s to 6 s. + CV armor heat to target 0.14 -> 0.05. + Tracking systems (precursor to Salvo and Homing) research time/cost increased from 60/60 to 120/400 respectively. Added: + Materials using parallax occlusion mapping. + Custom vbsp.exe that is replacement for source2007/vbsp.exe for mappers that want to compile maps using LightmappedParallax. Removed: Modified: + Reverted RPG speed to 1200. + Updated particles. + emp_escort - Added geometry to last flag, added back pathway from 2nd flag once BE caps. - Added pathway for BE at new tunnel on first flag. - Raised skybox so you can fire mortar upward in most sections of the map. - Added doors to the canal/tunnel on 4th flag that are opened when you build the bridges. - Reenabled level 3 turrets. - Brenodi starts with 1 million resources. + emp_district402 - Disabled bleed. - Enabled sudden death with no revive after 45 minutes. - Moved capture points to make defense at the back viable strategy. - Changed tickets to 150. + emp_cyclopean - Shallowed water. - Fixed tree translucency. - New textures and new water included. - Flattened areas outside of main bases so barracks can fit. - Moved 1 of the center refineries. - Refineries start as built. + Default values for cvars in server.cfg. + Changed mortar reload animation rate from 27 FPS to 40 FPS. + Can holster mortar at any time. + Draw crosshair as red even hiding. + Changed Brenodi chat color to closer to purple. + Mortar shells don't collide with teammates. + Disable revive and squad revive on non-commander maps when sudden death starts. + Don't show scoreboard after game ends. + Changed commander name color to show health of most damaged armor side and vehicle body. + Removed stamina penalty for shooting scout rifle. + Changed scout rifle clip size from 5 to 10. + Reduced mortar reload speed significantly(almost half time). Fixed: + Simplified parallax shader to avoid BSOD caused by fault in graphics card driver. + Enemy commander hearing about vehicle construction. + Fixed incorrect player collision mask used on ladder. + Prediction bug causing non-smooth movement in spectator mode. + Don't show "Spawn blocked" when another player stands on spawn point.
Second Post! scary. wtf? trickster said he was gana keep it same as it is now. This IMHO is the most important update of them all!
oh cool, an update!!, to bad its sunday night here or i'd play it for a bit . any way thanks for the hard work!!
Useful medium tanks? I like it. Arty tanks were way too expensive. Maybe now they'll get more use. So comm chases will never end? How about 20 minutes? Logic. Thanks. Unrealistic, but fixes an exceptionally annoying shortcoming of the mortar. I like it. The scout might actually be a useful anti-infantry class. Nice.
High weapon costs boosted heavies a lot. Rail heavy costed 900, good medium tanked 1100 or more (not even composite).
Don't understand your calculation. Only standard weapons were too expensive but this mostly affected to cost of LT and AFV. A medium tank has normally 1-2 research weapons while a heavy tank has 2-3 research weapons on board. Therefore cheaper weapons will mostly make heavies cheaper. And here some new tank costs: (http://forums.empiresmod.com/showpost.php?p=335001&postcount=94) APC, 9xReflective, HeavyDU, Fission: Old=400 New=327 18% cheaper AFV, Reflective, Std.Cannon, Std.MG, Std. ML, Fission: Old=580 New=436 33% cheaper BE Medium, 16xReflective, Ranged, DU, Fission: Old=700 res New=480 res 46% cheaper BE Heavy, 20xReflective, 2xRanged, Fission: Old=910 res New=890 res 2% cheaper But the big problem will be the resource flow on the maps. We already have too many resources because of the wages. Making the tanks cheaper by about 25% will finally turn on tank wars on every map. From my calculation wages increases the overall resources by 10%-20%. With these additional 25% for tanks the resource output must be decreased by 25%-50% (hardcoded).
Instead of hardcoding it just bring your logic/calculations to Vicki/Trickster/InsertOwnerHere, see what they say, and set emp_sv_refinery_interval/multiplier. ...
MOOtant released before I could commit a single one of my infantry script changes, which I was adding today so that 2.29 could be released tonight, not the night before. It's still at 1500 speed in the scripts I was going to commit, and the scout rifle change was his. Blame him. None of the weapon changes I've done are included, only the tank stuff I committed like a week ago.