Awhile ago i found some scripts while going though some old stuff from a couple years ago that were never really finished. I never actually got a chance to test them on a large scale i did however test with a few people. If you are interested please join this group for more details about upcoming tests. These are based on 2.6.9 the time when nothing could actually be push because of the push server was broken. I will attempt to play a normal round of empires with these scripts however i need about 20 people to do that. I finally get to test like 2 years later.... Group:http://steamcommunity.com/groups/EmpiresDedicatedtesters current up to date scripts: https://www.dropbox.com/s/8btuunjmjiswelt/Empries scripts redone v1.a 7-29-2016 4pm.zip?dl=0 How to install the scripts To install extract the contents from the zip folder then copy the scripts folder into your empires/empries/scripts folder and overwrite everything. Make sure you backup your original scripts folder Time:http://www.timeanddate.com/worldclock/fixedtime.html?msg=script+test&iso=20160731T20&p1=1318 Server:jekotian Teamspeak: 23.255.170.63 There are way too many changes to list so here is the general idea Changes and tweaks include Redone infantry combat Better recoil Redone version of the engineer smg's minimum damage falloff of 10 for all infantry weapons slight tweaks on all weapons redone bear redone spread patterns on some weapons an overall better feel to the infantry weapons Infantry resists - gren = 25% scout = 25% rifleman = 10% engineer = 15% scout is now the close range class tweaks to the rpg that include a faster projectile moving speed and a closed aiming reticle when moving Scoped rifle rework vehicle combat changes All of the existing missile weapons redone to make them alot easier to use 4 new light tank weapons to make the early game tank combat alot more interesting All of the existing mg's redone every anti tank mg now have an apc hmg version this includes bio hmg and he hmg be meds and nf meds can now carry the same amount of weapons and Armour to them more balanced Cost of base tank chassis and armor reduced (tanks to be made cheaper and tanks being easyer to kill) Armours Regen - 70 hp - 10 cpp - 15 weight - regenerates - take more damage from bio weapons Compo - 90 hp - 20 cpp - 15 weight - takes 20% less damage from weapons - 10% rpg resist Reflective - 80 hp - 10 cpp - 15 weight - angle modifier Reactive - 100 hp - 10 cpp - 15 weight - takes 20% more damage from gren rpg's aluminium(plain) - 40 hp - 5 cpp - 10 weight absorbent - 80 hp - 10 cpp - 15 weight - takes less damage from faster projectiles (cannons) The whole idea is for every Armour to have a positive and negative then comp to become like it was in the past the strongest Armour in the game however to most expensive Planned changes A upgrade for the grenidier rpg to make it more viable later on in the game EG damage upgrade New smoke grenade particle effect (zooms smoke effect that is sexy as fuck) Conncusion grenade = EMP grenade Grenadier specific sidearms - Burst pistol for NF - Machine pistol for BE If you do attended this test please provide feedback it is key. Please not this test is not official THESE SCRIPTS ARE BASED OF 2.6.9 Credit goes to the previous scripter trickster that these changes are based off.
It was stuff that i was going to test years ago when candles was still around however i never got the chance because of when all that shit happened. Also paradox how many times do i have to tell you im not spike im scar. I don't really have much of an ego anymore.
talking about people with ego's paradox can you actually lead whiskey in the league game as theres no one else to do it and i had to do it last time...
all of the fucking infantry weapons are too goddamn good, completly no recoil but the feel of smg2 was breddy good and pinpoint shooting pistols are shit, the same with autoaiming rpg (the faster projectile was actually good) resists were too big, the enemy armor was literally eating bullets armors were nice, rails felt even too powerful, but balanced mk1 auto was shit, too small dmg to kill anything, but the mk1 bio was pretty good, and could be too good with tactic to block enemy rax entrances (because it's very fast research prob) blimps when
thanks for the feedback for the small scale test earlier avatrix hopefully we will get alot more people in this test so everything can be tested alot more thoroughly
yeah the mk1 auto is abit shitty if you don't land all the shots :< 25 dmg per shot if you land all 3 its 75 dmg
thats when the light tank weapons are from https://forums.empiresmod.com/index.php?threads/afew-more-light-tank-weapons-yes-or-no.19661/
Been helping test these over last few weeks, its a lot more interesting to have new weapons for lights to give early research trees a bonus. Overall the smgs are way more satisfying and ML's for tanks are a lot easier to use which helps NF out compared to BE's fast dual point and click cannons. Still needs balancing overall but a good step in the right direction.
So I participated in these initial tests, and here is my feedback. -I like the new homing missile, it feels waay better to use. -Bio mg and the new light tank anti-vehicle mg, feel much more like actual anti-vehicle machine guns. and for once, bio can hit infantry -I like the new light tank weapons. Empires has needed some extra stuff like this for a long time... -Infantry combat is faster paced, shotgun op though. -Whole game feels like "empires on steroids", which may be an improvement from the SnailPires that we have occasionally. -Tanks feel overall weaker, as the armour values are lower... this has caused tank combat to become much faster, less of a stalemate, tanks actually die now if you aren't paying attention. Some negatives? -Literally everything has changed, its based off old script values, not the current ones, so cannot be easily compared to what we currently have. -It's honestly too Fast Paced for me... If you aren't on peak form, then you just get wrecked. I feel it will have an astronomical skill ceiling. and those pro players, will just be harder to beat. Not a noob friendly situation currently. -Currently each tier of tanks is overwhelmingly more powerful than the previous. Medium tanks have literally no chance vs heavies now Looking forward to the next test though. Overall, it's still empires, but different. And deserves a larger test than 5 people.