Garry's Mod

Garry's Mod

MelonWars: RTS
Viser 131–140 av 142 bidrag
< 1 ... 12  13  14  15 >
Oppdatering: 5. mars 2016 @ 15.30

Minor Control Update:

I added two new controls to hopefuly make this more easy to use. You can now close the menu with R, and use LCtrl to stop selected units. Also, an in-game warning should prevent the "Its not working" comments.

Changes:
+ Pressing Left Control will tell all selected units to stop moving
+ Pressing R again while the menu is open will close the menu. Its hardcoded to be R, so if anyone has his Reload key bound to anything else, im sorry, ill look into it. Also, im worried this might close the menu as soon as it opens. Let me know if it works.
+ Added a warning if you attempt to use the addon in singleplayer, explaining that it doesn't work unless you are in multiplayer

Bug Fixes:
+ Fixed melons shooting at mines and mortar shells
+ Fixed a bug in which changing teams via spawning a main building from the admin menu didn't update the power
> "Main building under attack" alarm sound's position and volume changed

Oppdatering: 4. mars 2016 @ 12.19

Nuke vs Sniper Update:

In my attempts to buff attack and nerf defence, i have changed the way snipers and nukes interact.

- Sniper's damage reduced from 50 to 30.
- Sniper's fire delay reduced from 8 seconds to 6 seconds.
> Overall, the sniper's damage per second was only reduced by 4%, but it can no longer one shot Nukes, Missiles and Gunners.
+ Nuke's health increased from 50 to 65
> The Nuke can now survive 2 sniper shots.

Oppdatering: 3. mars 2016 @ 20.28

Nukes and Refunds Update:

Does anyone even read this?... Anyway.
After the test earlier today, i think i came up with a few changes that might improove the experience.
Overall, there was a nerf on Turrets to discourage turret spam, an overhaul on the Nuke, to hopefuly make it a viable ram, and a nerf on base props' health. These changes are intended to enhance the breaching power of the Nuke.
There is also now a Refund mechanic, explained below, and a lot of buffs on the Shredder, so maybe people will show it a little love.
I have yet to try this changes on a match, so im not sure how balanced they are. Let me know if you get yourself in a match, and tell me how this changes affect the gameplay, if they even do.

Nuke overhaul (following changes apply to the Nuke):
+ Max health raised from 20 to 50
+ Explosion timer reduced from 3 seconds to 1.5 seconds
+ It no longer target units automatically (but it can still be forced to)
+ It now explodes like a bomb when killed, as opossed to just dissapearing
- Cost raised from 1200 to 1500
- Speed reduce from 70 to 50

Update:
+ You now get a refund if you undo units or walls before 30 secconds.
When removed in any way, the entity checks this conditions. If they all apply, you get your money back:
> The entity must be at full health
> The entity must be less than 30 secconds old
> If the entity is a unit, it must not have fired (or healed)
+ Legalized contraption now get automatically given the physical properties of Ice, to allow for easier movement

Balance:
+ Shredder's return raised from 50% to 90% of the units value
+ Shredder's max health reduced from 50 to 20
+ Shtedder's cost reduced from 800 to 500
- Turret's damage reduced from 4 to 3
- Mortar's max health reduced from 100 to 75
- Contraption Legalizer's cost multiplied by 5
> Base Prop's health and cost reduced by 25%
> Sniper's and Mortar's avilability to shoot now depends on its velocity, rather than if they have an order to move

Bug Fixes:
+ Fixed script errors when bombs or nukes explode
+ Fixed script errors when order melons before the player attempted to select melons for the first time
> Units that get spawned as turrets have a different collision group, to prevent them from conflicting with contraptions

Oppdatering: 3. mars 2016 @ 9.42

Quick Fix:
+ Fixed an overlook that made the Elevator Pad disappear the Buildings menu.
- Removed a developer testing weapon that shouldn't have been uploaded.
> Updated Barracks' and Munition Factory's description to inform the player how to set rally points.

Oppdatering: 3. mars 2016 @ 9.35

Missiles Update:

A new unit has been added to the game! Welcome the "Missiles".

Changes:
+ New unit: Missiles:
Similar to the Gunner in stats, but fires homming missiles. It serves the role of an early game crowd control. It deals small but reliable area damage. It can't shoot over walls like the mortar does, deals less damage and has a smaller blast radius, but it can shoot while moving and has a tinier minimum range, making it more of an independent unit.
> Rocketeer is now called Jetpack, to avoid confusion.

Let me know what you think about the Missiles. I haven't tested it yet on a real game, but i think it will play its part.
Hope you enjoy!

Oppdatering: 29. feb. 2016 @ 13.10

Contraption Update:

Contraption Legalizer is now available, in BETA stage.
Im sure its very buggy and i would like your help to find any problems or exploits.

In order to legalize a contraption, it has to be unfrozen. shoot at it with the Contraption Legalizer tool, and accept the popup. Any hoverballs, wheels, thrusters, balloons or any other entity spawned with the toolgun will be removed, leaving only props and constraints. To make your contraption movable you'll have to add Engines, which are a strong melon that can move even if attached to something, and cant shoot. You can also use propellers, which are a melon version of another addon i made (but did not upload) and will try to stay a certain height from the ground.

Comming soon will be options to change the target height of propellers.

Oppdatering: 27. feb. 2016 @ 15.55

Power slide update:

+ Added an option to change the Max Power, anywhere from 10 to 300. Lower than 70 can be boring for large maps, but suitable for tiny skirmishes, and bigger than 150 can be quite hard on most computers if there are multiple teams.
I find 100 to be a suitable number.

The option is there, you can do whatever you want with it (You can also change it to any number with the console command mw_admin_max_units).

Oppdatering: 27. feb. 2016 @ 12.34

Performance Update:

Hey, i noticed some of you had performance issues. You were right. I found the problem and i fixed it, it was a few lines of code that messed up everything.

Update:
+ Huge performance boost (it was a problem with pre-cacheing materials)
+ The mod now doesn't consume any resources just by being installed.
+ Changed a few hud elements from circles to rectangles, as circles are apparently a big performance hit.

Sorry about that, i hope it is now playable for most people. The moments when this mod drops the most fps is when a large group of melons collide with each other, but that are physics problems and im not sure i can fix them. Ill do my best.

Thanks for playing!

Oppdatering: 25. feb. 2016 @ 22.23

Big Fix Update:

Hey, big update today!

Gameplay changes:
+ Sniper model changed to Propane Tank. They are now tall enough to shoot over allies.
- Mortar and sniper range reduced from 600 units to 500 units.
+ Turret range raised from 400 units to 550 units, now being the unit with the longest range.
+ Ramps are now less steep to allow units to easily climb them.
+ Increased the distance at which you can capture an outpost or capture point from 50 units to 100 units.
+ Added a 15 degree angle snap to the Base tool.
+ Added Reset Credits (sets all credits back to 2000) and Reset Power (sets all powers back to 0) buttons to the admin tab.
+ Rocketeers now always fly, as opposed to flying only when they are ordered to move.
> Prop list changed.
> Capture points and Outposts now loose their team half way through the process of another team capturing.

AI Improvements:
+ Melons now try to shoot their target even if there is an enemy wall in the way.
+ Now its much easier for the Mortar and the Sniper to go up slopes.

Visual changes:
+ Capture points and Outposts now have an indicator that shows the capture process.
+ Its now more clear when the player is spawning normally or as turret, to avoid mistakes.
+ The prop preview now correctly shows the angle, to know if props are ramps, floors or walls.
+ Units spawned as turret now have a shiny texture.
+ The Nuke explosion is now more impresive.

Bug Fixes:
- Fixed a bug that bounced Mortars and Snipers back when trying to climb a slope.
- Fixed bug that made units attack their own main building (maybe)
- Medics can no longer heal enemies.
- Retired the old tools.

Oppdatering: 23. feb. 2016 @ 16.29

Minor bug fix:
- Fixed a bug that prevented the player from building turrets on base walls
- Fixed a bug that prevented the shredder from spinning