http://www.empiresmod.com/1_08_was_here_the_whole_time/empires_v2_1_rc3_client.exe user: emp_tester pword: fing_leaker_45 I want to release this publicly tomorrow so that people coming to the site will be reminded to vote in the Mod of the Year awards which ends in a couple of days. ------------------------- Empires 2.1 RC 3 Changes: -Added: when both teams reach 1 reinforcement on commander maps, the first team that reached 1 reinforcement starts a timer (default is 5 minutes; "emp_sv_stalemate_countdown" cvar controls the time with 0 turning it off) which kills their CV upon reaching 0; this is to prevent prolonged stand offs when there are no reinforcements -Fixed (RC1/2): walls could not be built with the Use key -Modified (RC1/2): the commander built walls jumping up to 75% complete on first heal was supposed to be in 2.0, but a bug prevented that from working sometime in the 1.x timeline; that bug was fixed but this feature was removed to coincide with 2.0's gameplay -Modified: vehicle armor as follows: absorbant armor, weight, from 15 to 12.5 (pair of extra plates for mediums and heavies) reactive armor, damage modifier, from 0.9 to 0.85 -Modified: vehicle weapons as follows: AP MG, cycletime, from 0.1 to 0.2 AP MG, damage, from 4 to 8 AP MG, clipsize, from 80 to 140 AP MG, total ammo clips, from 4 to 5 AP HMG, cycletime, from 0.09 to 0.18 AP HMG, damage, from 5 to 10 AP,HMG, clipsize, from 120 to 180 AP HMG, total ammo clips, from 4 to 5 standard cannon, heat, from 16 to 14 (to compensate for building damage-resistance change in earlier 2.0 rc's) Plasma cannon, cycletime, from 2 to 1 railgun, heat to target, from 3 to 0.5 ranged arty, cycletime, from 4 to 3 upgraded ml, clipsize, from 6 to 5 upgraded ml, total ammo clips, from 5 to 6 Salvo homing, lock on time, from 1 to 0.5
Wow, absorbant is really light now. I wonder will it be too light though... but it may not be because even you take a nuke and railgun on your heavy and good amount of absorbant, the absorbant isn't that good protection. Also I'm little doubtful about the reactive's damage modifier at 0.85 because composite already has that damage modifier and it is superior armor but in the other hand reactive weights a lot more and has less raw health so it won't be as superior as composite. So I don't know. I hope I'll find time to play at least this RC... :p
absorbant still sucks against missles but you get slightly more so combine with it being good against high volocity weapons its pretty good now
Only salvo homing was changed? Why not regular and upgraded homing? I was trying them out last night with Munkey and all three seemed to lock on with the same amount of time. Also, why did the NF Heavy loose the extra missle slots? I thought that was a good feature. Will this be a patch to 2.0, or will it be a full install? I'm hoping for both.
I was just saying when I saw the patch notes, wonder what the league will do. I wouldn't mind having a stalemate countdown of like 30 minutes or something.
real shame about the stalemate counter imo. I guess some people must have complained, but it was one of the best parts of the game in my opinion, always exciting for the people that stay alive. When you're on one ticket and you fight the enemy down to 1 ticket, really great moments.
remember in the really old games of empires where you could drop to 0 tickets and the game was over, let's call this feature Bob. And everyone would be CONSTANTLY screaming over mic and chat. DON'T SPAWN DO NOT SPAWN YOU WILL LOSE US THE GAME. well Bob, welcome back.
Loose? The NF heavy tank did not change nor did it get looser. The stalemate countdown starts when you get to 1:1. At that point, the game slows down a lot, and when only a few players are left, it can drag on. I could do something where both teams are affected, ie when the timer count downs then both CVs get only a sliver of health and can't be repaired or both teams get infinite resources.
what about a sudden death? Where both cvs start losing health, which would be repairable but with time the speed at which health is lost would increase, forcing your team to either act fast or put more engineers on the job. A boring task, but if winning means that much to you, lose some guys on repairing.
Yeah its fun when you know whats going on.. But imagine you just spend hours downloading this mod and finally get into a game and you cant spawn... you wait... and wait... and then finally... Fuck it.. this mod sucks that happens alot
That could end in what team can get all its engineers repairing the cv. Would be interesting though. Rush a HE arty at the nme cv and blow all the engies repairing in 1 shot FTW.
I don't remember any stalemates longer than 5 minutes in last month. IMHO there's no need to end the game faster at all. It's more fun to play when you know that you have to be very careful.