Garry's Mod
MelonWars: RTS
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Actualización: 8 MAR 2017 a las 11:32 a. m.

For those who like playing in big maps:

Hey, thanks to the suggestions of Durendal5150 (a long time ago), i present to you the Radar, which could make playing in larger maps that much easier.

+ Added the Radar, a new passively energy consuming building that can detect nearby enemy units
+ Added the Medical Bay, a new building that heals up to 10 at a time units in a very big radius, but consumes a lot of energy per heal
+ Shredder, Over-clocker, Large Gate and Gate's Power cost reduced from 1 to 0
+ Large Gate's Energy cost drastically reduced, and open height slightly increased
> Changed prop angle snap from 15 to 45 degrees, for easier snapped placement

+ Fixed units always missing their shots at solar panels
+ Fixed units being unable to damage hard to hit props. The shot will seem to miss, but the damage will be applied anyway
> Removed some unnecesary console messages

Actualización: 7 MAR 2017 a las 8:46 p. m.

The Performance and Generator update:

Hi there, long time no update, huh? I got a few bad performance messages here and there, so i decided to hop back in to make some minor performance improvements. While i was scrambling through the old code, i got cought up in the nostalgia and chose to add an extra unit, why not.


New Building: Steam Generator
> Produces energy 10 times faster than a solar panel, but uses 20 water per second to do so
> Can be turned on and off by looking at it and pressing E

Performance improvements:
Healthbars were the biggest cause of performance drops when selecting large groups of units. Its still not perfect, but hopefully, changing all the 2D3D renderings to HUD drawing will help the frame rates a bit.
> Healthbars, unit movement, unit targeting and point capturing displays have been changed
- Units no longer glow when selected

This update doesn't mean im working on MelonWars full time again, but it could mean that i might add a new unit here and there. Let me know if the balance in the new building is out of whack, i didn't test it at all.
Have a nice day!

Actualización: 14 SEP 2016 a las 10:16 p. m.

Gate Update:

This was a long needed feature. What i don't know if its cool or not is the Large Gate, which seems like a cool yet maybe unnecesary idea. Let me know what you think!


New Buildings:
+ Added Gate, which can be opened and closed with E and give enough space for units to pass through
+ Added Large Gate, which opens a wider area for more units, or a big contraption to pass through. Requires energy to open and close. Its 10 times as durable as the Gate

Minor tool changes:
> Moved the barracks to the bottom of the list, to make the other more useful buildings appear first
> Tinted the barracks' buttons light cyan, to diferentiate them easier

Minor fixes:
+ Fixed a lua error when trying to stop the movement of a contraption
> Fixed Energy menu having an unnecesary scroll bar
- Dummy Player Tool removed, and with it the MelonWars tab. The tool has been moved to the Tools tab
- SinglePlayer related entities can no longer be spawned from the Entities tab

Actualización: 5 SEP 2016 a las 8:42 a. m.

Whiplash!

- Tesla Tower can no longer shoot through walls
- Tesla Tower's energy per shot increased from 10 to 15
- Tesla Tower's range decreased from 350 to 250
- Tesla Tower's damage reduced from 5 to 4
- Solar Panel's energy generation reduced by %66
- Main Building's energy generation reduced by %80
> Over-Clockers description fixed
> Over-Clockers now print a message showing that they must be placed next to a Barracks.
+ Unit transport no longer poofs out of existance when activated. Instead, it drops the units and enters a 10 second cooldown in which units can't enter again.

Actualización: 4 SEP 2016 a las 10:30 p. m.

These things keep getting past me...

+ Fixed Outposts not showing their territory
+ Fixed a bug that prevented the spawning of Turrets
+ Fixed Unit Transport just dying

Actualización: 4 SEP 2016 a las 9:03 p. m.

Minor fixes:

+ Updated the Help menu to display up to date info
+ Fixed HUD showing the units power cost, instead of the credits cost
+ Fixed Over-Clockers consuming power even if the connected Barracks was at max capacity
+ Fixed Over-Clockers not working with Contraption Assemblers
+ Added the credits for people whom's suggestions where added to the game.
- The custom campaigns completely broke with the last update, so i'm removing the Campaigns submenu entirely
> Team and Help submenu buttons switched places

Actualización: 4 SEP 2016 a las 1:24 p. m.

Mass Production Update:

Hey guys! I'm really excited about this update! I had little time to test it, so it might be a bit buggy and unbalanced. I've added some buildings to finaly make use of the energy system, and made contraptions a thing now! I hope you enjoy.

New Tool:
+ Added the Contraption Manager tool, in the Contraption menu. It allows you to save and delete contraptions for later use in your melonwars matches. If you're in sandbox mode, you can spawn them directly from the tool. In order to save a contraption, type a name in the text box, press Enter, and then click on your contraption.

New Buildings:
+ Added the Contraption Assembler. A workshop that can replicate previously saved contraptions. Press E on it with your Player Tool in Selection mode to access your contraption library.
+ Added the Over-Clocker. A building that has to be built right next to a barracks, and it will accelerate its building rate at a cost of energy consumtion
https://i.gyazo.com/9c5e0cbf93f245d4955ba2f5f62cf174.gif
+ Added Tesla Tower (suggested by Squid-Inked). A static defense with good range that will deal heavy damage to the 5 nearest enemies at a cost of energy consumtion
https://i.gyazo.com/9a53f42b519ba06ca799adeb504e4361.gif

Minor Changes:
> Any entity that can be activated with E, now can only be activated if the Toolgun is in Selection mode (not spawning anything)
- Reduced health of engine, propeller and hover from 150 to 50
- Reduced energy transferal speed, as it was a big performance hit on bigger electrical networks

Fixes:
+ Potentially fixed admin options not changing (only works for server owners tho)
+ Fixed Elevator's pad taking up 5 power instead of 1

Actualización: 1 SEP 2016 a las 9:24 p. m.

Small things add up Update:

Even tho my focus for the upcomming updates is primarily Contraptions and Energy, here are some of the features i've added so far for the update, and a bunch of little things here and there that i think are nice. Plus, some heavy balancing around Gunners and Missiles! (Disregard the things in the energy menu, they do nothing for now)


Tool changes:
> The main tool will be moved to the Tools tab. For the next few updates, there will be a dummy tool in the Melon Wars tab to notify players that don't read this of the change
- Buildings now have a mandatory 90 degree angle snap
- Buildings can no longer overlap each other
+ The sell tool now has a 1 second charge up time, instead of 3
> Special menu changed to Contraption menu
> Sell Tool moved to the Base menu

Contraption changes:
+ Propellers and jetpacks can now fly over water
+ Selection and movement orders are now positioned on the surface of water, instead of the bottom of the ocean
+ Engines now provide a certain keep up-right force, plus they point in the direction they want to move. You now have to place them pointing forward!
+ Selecting any part of the contraption will select it as a whole
- Propeller force has been reduced dramatically
+ Propellers no longer activate after a timer. You now have to press E on them in order to activate them and all sorrounding propellers
+ Added Hover pads, which act as low altitude propellers

Balance changes:
- Missiles damage drastically reduced from 10 to 3 (Missiles now serve their intended role of chiping away the health of entire squads, but they can't just eliminate them so efficiently on their own)
+ Gunners now start firing 1 round per second, and over the course of 15 seconds of continuous firing, speeds up to 5 rounds per second. Its fire rate slows down while not firing. Makes the gunner more devastating the longer it stays in a fight, starting off dealing the damage of 1 and a half marines, it goes up to dealing the damage of around 8 marines if it gets to full speed
- Gunners health reduced from 40 to 30
- Gunners speed reduced from 100 to 80
+ Reduced te cost of elevator pads from 500 to 250

Other:
+ Energy is now transmited in a much faster and performance friendly way
+ Added the "Contraption Assembler", which has no function as of now

Actualización: 29 AGO 2016 a las 5:29 p. m.

The Polemic Update

For those who didn't read the announcement about singleplayer, here it is:
------------------------------------------------
Let's change direction.
I can't add a fully fleshed singleplayer mode if the game itself is not even near fully fleshed. With a heavy heart for all those people who don't have friends to play with, i hereby announce that im halting the developement of the singleplayer features in order to keep working on the addon's core. Working on the singleplayer took way too much of my time, which i could have use to actually make progress with the mod. I want to polish the contraptions, make electricity a thing, add more buildings, more units and fix a lot of bugs. I hope you understand. I have deviated from my vision of the addon, and if i don't enjoy working on it, i don't think i can make it enjoyable. I'll go back to making the things i consider will be the best for everyone.
------------------------------------------------

This is the update in which i stop giving you what you want to give you what you need. I practically decided to upload this now so that people stop complaining about singleplayer not working as if it was some kind of bug i'm not aware of.
In this update i add some long needed features, and start making my way towards a Grand War mode, meant for players who prefer longer wars in a huge battlefield, adding a bit of city management and a lot more buildings for you to expand your base.
I'm adding an Energy feature, and there is already a way to Generate, Transport and Store it, but nothing that consumes it, so as of now it has no purpose in-game. I will soon add a few buildings and units that use energy.

Changes:
+ Fixed a bug that caused turrets to flip upside down when spawned
+ Changed the info on some units to have correct numbers
+ All units and buildings now have a ghost representing where it will spawn
+ Buildings can now be spawned rotated
+ The territory in which you can build is now displayed with an outline that will blend within multiple zones
+ There is now a HUD alert when your base gets attacked
- Singleplayer menues now have an alert indicating the deprecation of the feature
> Energy submenu, Energy Relay, Solar Panel and Capacitor have been added, but lack a purpose for now



TL;DR:
I WILL NO LONGER WORK IN SINGLE PLAYER FEATURES, AND I WON'T BE FIXING ANY BUGS, NOR ANSWERING ANY QUESTIONS ABOUT THIS.

Actualización: 15 AGO 2016 a las 9:19 p. m.

Hey guys. I'm still working on making the campaign making more powerful and versatile. I'm really greatful to the people that have been trying out the campaign making feature and given feedback on it, and i'm also really sorry for any inconvenient they might find during this updates, but it's inevitable if we want this feature to grow.

The Waypoints now work a bit differently:
> They no longer hover several meters of the ground. Instead, they stay a few centimeters of the ground.
> Units now spawn at the first waypoint of a path as oposed to in front of the Enemy Base tower, allowing for multiple enemy spawn points.

These 2 changes will break your current stages a bit, so i've added some commands to ease the update.
> mw_singleplayer_waypoints_reposition: Moves all waypoints down a set distance to fit the update. Make sure to run it only once.
> mw_singleplayer_waypoints_increment: Increments the "waypoint" variable of every waypoint by 1, useful if you want to add a new waypoint at the start of each path
> mw_singleplayer_waypoints_decrement: decrements the "waypoint" variable of every waypoint by 1, useful if you accidentaly used mw_singleplayer_waypoints_increment too many times

I've also added a few more commands to the stage text, so check that out in the campaign making discussion.

Other Changes:
> mw_debug_waypoints_visible changed to mw_singleplayer_waypoints_visible
> Cheat detection on singleplayer campaigns has been disabled, for now
+ Waypoints now display which "waypoint" and "path" they are set to when visible
+ The "set", "add", "setpower", "goto" and "if" commands are now available for use in the stage txt. More info on the Campaign Making discussion
+ Fixed a bug that allowed units to move through capture points
+ You can now ask for how many McGuffins you have captured in the stage text with the new "if" command
+ If you press E on a captured Water Tank, it will destroy itself and grant you 1000 water
+ Waypoints are now completely uninteractable while invisible, but can be moved and edited while visible
+ Campaigns can no longer be launched from the incorrect map
+ Gray medics now follow the last spawned non-medic unit (i recommend not spawning the medics as the first unit of the wave)