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Archive => Modding Forum => Topic started by: Mohican on July 18, 2009, 02:46:44 am



Title: DISCUSS: The Extreme Mod improvement Thread
Post by: Mohican on July 18, 2009, 02:46:44 am
So now you can play Extreme Mod with XR, on one of our 2 dedi servers:
    EXTREME MOD EU (http://www.newerth.com/?id=serverlist&details=83.142.226.16:11445)
    EXTREME MOD US (http://www.newerth.com/?id=serverlist&details=69.65.40.20:11438)

Please post here any comments you may have on improvements or balance adjustments you would like to see.

Here is my first idea, to add an extra slot in the inventory:
- Allow 2 weapon slots for Humans!
- Allow 2 melee slots for Beasts!

Over to you now!   :-P

(http://www.newerth.com/mohican/project_extreme/barbarian.jpg)

(http://www.newerth.com/mohican/project_extreme/fade.jpg)


Title: Re: The Extreme Mod improvement Thread
Post by: Lueshi on July 18, 2009, 04:06:42 am
First impressions: really original and really fun!

Things I've discovered from messing around as well as some thoughts:

- Fade can Blink while immobilised, not sure if this is intentional
- I can't seem to either hurt or heal anyone with the Druid unit. No idea what its purpose is.
- The Wizard's elec spell and Lethal Injection IMO add too many OHKO attacks to the game. The elec spell in particular is a really cool idea but perhaps could be executed better. Imagining a big game I envision Wizards saving up their mana (you need full mana to use it) and waiting for a fighting unit to get a block in before casting. This would just be... not very fun, imo. As for Lethal Injection I think it's a good idea to make it impossible to use right after blocking... or change it in some other way. I dunno about you guys but I think elec buff and siege is enough OKHO already.
- Currently humans seem OP and the beasts kind of boring in comparison. The only new thing that really made me go wow! was Blink. Plague, Fire Claw, etc are all cool additions but in comparison to stuff like Static Field and the Wizard they're just not as interesting.
- Barbarians with elec will absolutely demolish sublairs.
- The mega buff is awesome!


Title: Re: The Extreme Mod improvement Thread
Post by: Xanther on July 18, 2009, 04:40:09 am
Howdy,
just had a problem trying to get into the EU server
it starts to load then I get this msg as it crashes
file_bufParseBlocks: Invalid block

I can still play on other servers just not the Extreme Modded one

(Edit) Fixed it by re-downloading the update


Title: Re: The Extreme Mod improvement Thread
Post by: Enliven on July 18, 2009, 05:42:03 am
can't see people playing this at all unless you fix balance (see my post in tester forum), though I might steal blink for chocolate savage :o

P.S. It's Protrozz, not Protozz :)


Title: Re: The Extreme Mod improvement Thread
Post by: Mohican on July 18, 2009, 11:45:54 am
Some Explanations on the Druid:
- He has faster melee than Medic.
- Item1: Replenish (Gives target Full mana & Stamina).
- Item2: Wood Decay (Effective only on Siege and Buidings).
- Item3: Invisibility (passive).

I think the druid is a bit weak right now compared with wizars, and probably needs powering up a bit:
- Replenish replaced with fire buff.
- Wood Decay inflicting also some (smaller) damage on normal unit.


Title: Re: The Extreme Mod improvement Thread
Post by: Tjens on July 18, 2009, 11:47:09 am
Maybe it would be nice to give the barbarian his off-hand sword backwards, like pictured in menu screen of original savage. The animation is kind of dodgy however, even with the off-hand sword in it's current posistion, maybe you can find someone to fix it up a bit :o

For the druid: maybe he can reduce the armour of units with in the same way the shaman protects units?

Thats all I could think off for now


Title: Re: The Extreme Mod improvement Thread
Post by: Helios on July 18, 2009, 03:04:58 pm
For the druid: maybe he can reduce the armour of units with in the same way the shaman protects units?

I like this idea, should be for buildings too. : P

edit: nvm decay already really good for buildings


Title: Re: The Extreme Mod improvement Thread
Post by: ТЫ on July 18, 2009, 03:15:19 pm
Couldn't get it to work. Keep getting same error. Do I need a fresh install??
After fresh install same error. Am trying to connect to Extreme.


Title: Re: The Extreme Mod improvement Thread
Post by: UnnamedNewbie(20) on July 18, 2009, 03:22:12 pm
Can't connect to server. Error message attached.

Already tried a reinstall.


Title: Re: The Extreme Mod improvement Thread
Post by: ТЫ on July 18, 2009, 03:23:32 pm
Can't connect to server. Error message attached.

Already tried a reinstall.
likewise error


Title: Re: The Extreme Mod improvement Thread
Post by: Trigardon on July 18, 2009, 03:27:44 pm
- Replenish replaced with fire buff.

Please don't. That would make both (human + beast magic) too even. Let it be - it makes him a powerful anti-siege weapon. :-)


Title: Re: The Extreme Mod improvement Thread
Post by: REBORN / 1UP on July 18, 2009, 04:25:50 pm
lot of fun. but with items capable of doing what is shown in the screenshot you will have to reevaluate the meanings of exploits...


Title: Re: The Extreme Mod improvement Thread
Post by: $hacaR on July 18, 2009, 04:45:44 pm
i think that the new pred needs some kinds better skin, a bit more ligh in it or something...
and the teleporting is a bit to overpowerd i think..
What do u think about:
- a small waiting time (only 1 or 2 secs) but then a teleport a bit more far..
that would rock i think  :-)


Title: Re: The Extreme Mod improvement Thread
Post by: Mohican on July 18, 2009, 05:05:25 pm
I have made some adjustments this afternoon:

RESOURCES
- Increased stone in all mines by 50% (So Tech Tree can be fully researched)

WIZARD:
- Wizard Stop causes slightly more damage.
- Wizard Elec & Mag now only require 80% mana.
- Elec now need base level 3 (was 2).
- Mag now need base level 4 (was 2).

DRUID:
- Decay now cause some damage on non-siege units (and 'slightly' less on buildings).
- Decay now need base level 3 (was 2).
- Invisible now need base level 4 (was 2).

Hope this makes sense to u guys!   :mrgreen:


Title: Re: The Extreme Mod improvement Thread
Post by: DarknesS on July 18, 2009, 05:06:43 pm
After playing every unit in this mod a bit I have to say it is quite fun (especially lethal injection + nomad rocks). However it is totally imba and humans get much better tech.

l4 units melee: babarian > fade
You can't attack with blink so it only helps a bit to get close if someone hill-whores and maybe you can confuse him a bit.
Basically it is rabvenom vs legio that can block freehits. Since freehits would do more damage than the venom part of rabvenom humans have an advantage in melee (imho).


Beast l4 weapons:
rabvenom is nice, but since humans get a l4 unit that has hp of legio and can blockspam it's not really an big advantage.
hazeclaw is totally useless.
freezsclaw is so so but not really good.
fireclaw is nice, but you are stuck with no hp / stam after frenzy runs out.

Human l4 weapons:
explosion crossbow: Direct Damage + AoE not greatest weapon but not bad since it's easy to hit with
coil 2: lol. Fucks beast.
static field: dunno
lethal injection: fun to play with (especially as nomad). But not very good compared to coil 2 and useless if you meet 2 preds since you'll die for sure during cooldown of weapon (no chance to reloc after firing).

Wizard immob pretty much kills melee beasts with his immob ray (how exactly does it make sense to have a support unit that helps human to easily rape beast in melee and only give beast melee weapons as l4 tech?). You can try to blink out of it (IF you have a fade, otherwise you can just think about what you want to buy for respawn), but that only makes you die slower since you'll be stuck with trying to get away while you get coiled and can't attack.

wizards mag buff + balli = lol. (I suppose elec also works).

Good use of Druids + Shamans + Summs could rape a human base but requires lots of teamwork (so most likely won't happen).

Basically babarian + reloc + double coil > everything beast have.

If you don't believe me that this mod favors humans then get some experienced players tech l4 and let them fight and see how beasts will get raped.

Oh yeah and the changes mohican just posted make it even worse for beast. gg.


Title: Re: The Extreme Mod improvement Thread
Post by: wormite on July 18, 2009, 05:22:22 pm
Several suggestions for the shade skill,mainly because I don't like the current blink because,
1. Not much help with melee, which is the huge thing for adv. beast player.
2. Enables too much exploits.
Possible replacement:
1. A very fast regenerate skill that can be activated from time to time. This makes it much harder to kill and makes adv. player hit and run easier.
2. A mist like skill that can be activated from time to time, it is much confusing than blink.
3. A emergent stamina regeneration, that can be activated from time to time.
4. A temporarily invisible/shield like skill that can help them to kill under heavy firepower. Which has bee a really huge thing in human vs beast.


Title: Re: The Extreme Mod improvement Thread
Post by: Mohican on July 18, 2009, 05:39:04 pm
Regarding the blink, u guys seem to forget that you can use it to move fast across the map without using up your stamina.

The Haste is not useless. It increases both the unit speed and melee attack speed by x1.2 (not negligeable).
I could however increase that further (maybe x1.35) so the effect is more visible (think of Pred with the melee speed of a Stalker).


Title: Re: The Extreme Mod improvement Thread
Post by: Enliven on July 18, 2009, 05:47:12 pm
I just wish there was a documentation on this mod. Some abilities take time to figure out (what does the megabuff do?).


Title: Re: The Extreme Mod improvement Thread
Post by: wormite on July 18, 2009, 06:32:03 pm
Regarding the blink, u guys seem to forget that you can use it to move fast across the map without using up your stamina.

The Haste is not useless. It increases both the unit speed and melee attack speed by x1.2 (not negligeable).
I could however increase that further (maybe x1.35) so the effect is more visible (think of Pred with the melee speed of a Stalker).

I think moving across the map is not such an issue for beast, they are already pretty fast.
Haste does increase the melee attack speed, but if you compare the effect of it with rabid, it still too small, Just imagine a stalker with better range and better health but no stamia, it is still going to be pwned. Faster attacking speed does not give you a better chance if it's against a good human player.

I think you need to think about the fighting part. Especially in this case melee part.


Title: Re: The Extreme Mod improvement Thread
Post by: Ulquiorra on July 18, 2009, 06:49:17 pm
twas me up that tree :P

blink time needs reducing, i was getting up trees in like 5 secs n then jumping from tree top to tree top (i asked chip he said it twas fine ;P)

blink+range = problem, i could have sat in a tree ungetable for ages with lightning fireball or temp xD

i say give beats fire a ranegd firwe, say summat like firestorm, burns the ground around them when used but also is a uber blaze

or for strata something like a huge icical which does huge damage xD


Title: Re: The Extreme Mod improvement Thread
Post by: Mohican on July 18, 2009, 07:17:07 pm
Did some more adjustments:
- Made Haste noticably faster (affects: Speed, Stamina Regen & Melee)
- Explo Crossbow now deals some damage to ennemy buildings (about half amount of launcher).
- Fixed the plague icon showing up as rabid.


Title: Re: The Extreme Mod improvement Thread
Post by: Trigardon on July 18, 2009, 08:20:13 pm
Mohican be careful with increasing the speed. It makes animations crash (see 4th tier coil rifle mark II - does look shitty :-()


Title: Re: The Extreme Mod improvement Thread
Post by: Enliven on July 18, 2009, 10:55:31 pm
btw enable all tech in warmup.


Title: Re: The Extreme Mod improvement Thread
Post by: Enliven on July 19, 2009, 12:49:26 am
and lol @ op humans


Title: Re: The Extreme Mod improvement Thread
Post by: McNasty on July 19, 2009, 11:02:04 am
Several suggestions for the shade skill,mainly because I don't like the current blink because,
1. Not much help with melee, which is the huge thing for adv. beast player.
2. Enables too much exploits.
Possible replacement:
1. A very fast regenerate skill that can be activated from time to time. This makes it much harder to kill and makes adv. player hit and run easier.
2. A mist like skill that can be activated from time to time, it is much confusing than blink.
3. A emergent stamina regeneration, that can be activated from time to time.
4. A temporarily invisible/shield like skill that can help them to kill under heavy firepower. Which has bee a really huge thing in human vs beast.


I really like the idea of being able to silently 1-2-3 legos in a huge group of humans without having to worry about getting shot in the face with coil flux and ballistas.  That would be nice  :-)

I have yet to check out the mod myself, but it looks really freakin' cool!  Nice job on it


Title: Re: The Extreme Mod improvement Thread
Post by: Ulquiorra on July 19, 2009, 01:30:21 pm
the mod needs more reffs tbh, ima hating the idots who are walling to get to humie base with fade -.-

trees were said oki but walling isnt =/, please enlist some new refs :*(


Title: Re: The Extreme Mod improvement Thread
Post by: Mohican on July 19, 2009, 01:46:24 pm
Here is the next round of improvements:

- Druid Melee slightly less powerful against other units (but still destructive on buildings & siege)
- Slightly slower Wizard Mana Regen (to decrease the amount of buffing).
- Improved Barbarian Textures by czud.

(http://www.newerth.com/mohican/project_extreme/barbarian.jpg)


Title: Re: The Extreme Mod improvement Thread
Post by: Mohican on July 19, 2009, 01:50:38 pm
Oh, I wanted also to mention that I plan to fix the walling Exploit with Blink... But it will take some time so be patient please!
 :mrgreen:


Title: Re: The Extreme Mod improvement Thread
Post by: DarknesS on July 19, 2009, 01:59:15 pm
I'll tell you how this mod plays atm:

3:1 stats for hums with almost even teams.

Beast melee is useless since you'll get hit by wizard ray in melee and die before you switch to blink.
Babarian + coil rape all beast melee preds.

Everyone camps with summ now since that's only chance not to get raped.


Title: Re: The Extreme Mod improvement Thread
Post by: Mohican on July 19, 2009, 04:23:45 pm
And another round of improvements:

- Fixed the Fade's blink Wall & Tree Exploits.
- Tamed the Wizard's stop weapon down (Effect similar to immobilizer + stamina drain, instead of total paralysis).
- Improved Fade Textures by czud.

(http://www.newerth.com/mohican/project_extreme/fade.jpg)

Getting there, bit by bit!
:mrgreen:


Title: Re: The Extreme Mod improvement Thread
Post by: Ulquiorra on July 19, 2009, 04:36:45 pm
so no more tree climing :O?

(ps u rule mohican xD)


Title: Re: The Extreme Mod improvement Thread
Post by: UnnamedNewbie(20) on July 19, 2009, 05:14:20 pm
Less afford into mods which get played for 2 days and more into XR performance increase and bug fixing.


Title: Re: The Extreme Mod improvement Thread
Post by: ТЫ on July 19, 2009, 05:30:22 pm
Less afford into mods which get played for 2 days and more into XR performance increase and bug fixing.
Seriosuly fix bugs and increase perfomance! I mean fix bug whne viewing score board! I dont feel like having 30 fps when vewiing it :( althought you are doing a great job mohican, dont get me wrong im not trolling :)


Title: Re: The Extreme Mod improvement Thread
Post by: Helios on July 20, 2009, 11:40:14 am
To make it a bit more balanced you should get rid of the 2 less effective melee weapons (fireclaw/iceclaw) and add a couple good ranged weapons. 

Maybe an improved tempest that does 20 more dmg, has 1.5x the ammo, shoots a little faster, and has pierce (like coil). 

Or perhaps some type of chain lightning weapon that jumps to multiple targets when they're too close, that would keep humans from bunching up to melee people (may also help counter the wizard slow).

Four melee weapons just isn't cutting it imo vs the far improved tier4 ranged weapons that humans get.


Title: Re: The Extreme Mod improvement Thread
Post by: Mohican on July 20, 2009, 12:18:36 pm
Four melee weapons just isn't cutting it imo vs the far improved tier4 ranged weapons that humans get.

Beasts are good at melee, not ranged.
Here's my assesments of the weapons:
- Plague: Powerful combo of Poison+Rabid (lLevel 1 Fade kills a Level 1 Lego in 2 strikes).
- Haste: Powerful 33% speed increase in all respects (Melee attack, movements, stamina regen)
- FrozenClaw: Useful effect simliar to the Wizard's stop. (Could be improved by making the Frozen state last longer).
- Fireclaw: Too similar to poison atm (only causes 40HP extra damage). It could be improved by causing more residual damage than Poison and Plague.


Title: Re: The Extreme Mod improvement Thread
Post by: Helios on July 20, 2009, 12:28:05 pm
Humans got a lot of things that make beast melee a lot less effective (wizard stop, wizard buffs, lethal injection, barbarian).  Just buffing the 2 melee weapons isn't going to do much of anything for the balance of the game.  


Title: Re: The Extreme Mod improvement Thread
Post by: Enliven on July 20, 2009, 12:28:37 pm
Blink is too short now that it's fixed, maybe add some range :| also, change blink weapon from
objset hitunit "die"
to "pierce"
so you could blink past people.


Title: Re: The Extreme Mod improvement Thread
Post by: Trigardon on July 20, 2009, 12:29:23 pm
Blink is too short now that it's fixed, maybe add some range :| also, change blink weapon from
objset hitunit "die"
to "pierce"
so you could blink past people.

I like and approve this idea :lol:


Title: Re: The Extreme Mod improvement Thread
Post by: WarDragonZ on July 20, 2009, 12:56:37 pm
ideas:

Melee: "Vile Blades": On hit, the Vile Blades strike vital areas, weakening the target: increases all damage the unit takes by 20% and restores 100% of the beast's stamina, stacks up to 5 times, each stack lasts 5 seconds. (stacks with other melee weapons, as in, demon claws DoT + siege =8x siege pierce on full stacks, or 120% ranged damage when a player is under the effect of Ophelia's Gift)

Fire: "Demon Claws": Stamina regen + 25%, move speed + 10%, swing speed + 20%, leap speed + 20%, damage + 30%, the fiery rage granted by the shrine grants the beast a 10% damage DoT (over 5 seconds) on strike, DoT full damage trough mag buff, DoT x4 building pierce and siege pierce. - (beast using this gives off a feint red glow)

Strata: "Ophelia's Gift": swing speed - 20%, Damage + 30%, on hit absorbs the energy of the unit, damaging all human (except the human struck) units in a large radius around the target with magical energy, increases mana regeneration of surrounding players by 300%, including summoners. If a unit with Ophelia's Gift strikes another unit with mana or divine energy (chaplain stuff) it drains 100% of whatever they currently have and deals it as damage to them. Damage dealt in this manner also heals the beast with Ophelia's Gift (only the mana drain damage). Increases damage of all ranged weapons beasts use in the area by 20%. (unit glows blue)

Entropy: "Energy Blades": health + 20%, Unit takes -25% damage from all sources and -50% from all splash damage, unit regens as though it had the chaplain potion effect. On melee hit: The beast's vigor and strength is transmitted to his allies by powerful magic restoring his stamina completely and 50% of the stamina of surrounding beast units. (unit glows green)

Put some shit like this into the game and you'd have some variety, imo. Since you only want beasts to use melee, make it worth it.


Title: Re: The Extreme Mod improvement Thread
Post by: UnnamedNewbie(20) on July 20, 2009, 12:57:19 pm
Four melee weapons just isn't cutting it imo vs the far improved tier4 ranged weapons that humans get.

Beasts are good at melee, not ranged.


They have to be, since they don't have one useful ranged weapon.


Title: Re: The Extreme Mod improvement Thread
Post by: Mohican on July 20, 2009, 01:01:03 pm
I had a simple idea:
Instead of burning the target with the fireclaw, self-buff with Fire for 3s instead.  :-P
The effect should be devastating!


Title: Re: The Extreme Mod improvement Thread
Post by: Helios on July 20, 2009, 01:03:45 pm
Four melee weapons just isn't cutting it imo vs the far improved tier4 ranged weapons that humans get.

Beasts are good at melee, not ranged.


They have to be, since they don't have one useful ranged weapon.

Yah I mean buffing human ranged by a lot (when it was already better than beast ranged or melee imo) and their melee ability by a bit, while just buffing beast melee a little  isn't a fair tradeoff.


Title: Re: The Extreme Mod improvement Thread
Post by: Mohican on July 20, 2009, 01:19:54 pm
I had a simple idea:
Instead of burning the target with the fireclaw, self-buff with Fire for 3s instead.  :-P
The effect should be devastating!

And also, I could replace FrozenClaw effect with Self-buff similar to Wind Shield.


Title: Re: The Extreme Mod improvement Thread
Post by: Ulquiorra on July 20, 2009, 01:21:03 pm
I had a simple idea:
Instead of burning the target with the fireclaw, self-buff with Fire for 3s instead.  :-P
The effect should be devastating!


do it xD (when u have time ofc :P)


Title: Re: The Extreme Mod improvement Thread
Post by: Tjens on July 20, 2009, 01:59:00 pm
I had a simple idea:
Instead of burning the target with the fireclaw, self-buff with Fire for 3s instead.  :-P
The effect should be devastating!


What about a "fire buff" of 3s on the target? On hit it gives moderate (immolate like you have now, only less) damage to the target itself but the radius would be hard hitting against allies. This can prove intrestign against demo runners trying to stick together, being forced to spread out making them less effective.


Title: Re: The Extreme Mod improvement Thread
Post by: UnnamedNewbie(20) on July 20, 2009, 02:04:29 pm
Maybe you should leave fireclaw as it is when you hit an enemie, but when you hit an ally he gets a 1s-2s firebuff. Would improve teamwork and could look really great in bigger fights when preds always hit each other to get fire.


Title: Re: The Extreme Mod improvement Thread
Post by: Mohican on July 20, 2009, 02:10:16 pm
Maybe you should leave fireclaw as it is when you hit an enemie, but when you hit an ally he gets a 1s-2s firebuff. Would improve teamwork and could look really great in bigger fights when preds always hit each other to get fire.

That sounds brilliant!!!


Title: Re: The Extreme Mod improvement Thread
Post by: Neth on July 20, 2009, 04:21:40 pm
Idea for blink:
you target <smbody.> and blink just behind him and face his back + increase cooldown.


Title: Re: The Extreme Mod improvement Thread
Post by: Mohican on July 20, 2009, 04:38:03 pm
Idea for blink:
you target <smbody.> and blink just behind him and face his back + increase cooldown.

That sounds good. It would require some coding, but I will look into it.


Title: Re: The Extreme Mod improvement Thread
Post by: Mohican on July 20, 2009, 04:41:41 pm
Here are the latest adjustments:
- Fixed some more Blink expoits (and I have more work on this still! :lol:).
- Fixed Coil Mark II anims.
- Adjusted Wizard Elec/Mag (they cant Buff siege units anymore)
- Changed FireClaw: Player gets a 2s self-buff (fire shield) when hitting enemies.
- Changed FrozenClaw: Same slow down effect, but added damage like poison on top!
- Fixed FireClaw corpse exploit.
- Added Elec Buff model for Workers, Medic & Wizard.
- Added Officer Flag model for Medics/Wizard/Druid.


Title: Re: The Extreme Mod improvement Thread
Post by: Enliven on July 20, 2009, 06:38:41 pm
Wth, a fire selfbuff? really?..


Title: Re: The Extreme Mod improvement Thread
Post by: Tjens on July 20, 2009, 06:55:06 pm
Maybe you should leave fireclaw as it is when you hit an enemie, but when you hit an ally he gets a 1s-2s firebuff. Would improve teamwork and could look really great in bigger fights when preds always hit each other to get fire.

Do this instead!


Title: Re: The Extreme Mod improvement Thread
Post by: Mohican on July 20, 2009, 08:50:47 pm
The FireClaw is way too powerful now.
Gonna switch it back.


Title: Re: The Extreme Mod improvement Thread
Post by: Tjens on July 20, 2009, 08:56:03 pm
Maybe reduce the damage output a bit  :mrgreen:


Title: Re: The Extreme Mod improvement Thread
Post by: Enliven on July 20, 2009, 09:16:51 pm
blink weapon from
objset hitunit "die"
to "pierce"


Title: Re: The Extreme Mod improvement Thread
Post by: Mohican on July 20, 2009, 11:29:46 pm
Next round of improvements:
- Infinite Gold during Warmup
- One new weapon each for Druid & Wizard (the druid's new weapon allows to buff allies with invisibility. my hope is that this will help counter-balance the ranged advantage of humans).
- Fade can now blink through another unit, to get behind it (objset hitunit "pierce").

 :mrgreen:


Title: Re: The Extreme Mod improvement Thread
Post by: Mohican on July 21, 2009, 11:51:26 am
Next round of improvements (thx for Enliven's help)
- Fixed Druid's Decay Weapon Anim
- Fixed Static Field Effect (FPS drop)
- Improved FrozenClaw Effect
- Shortened Fade In/Out Effect
- Adjusted Lethal Injection Weapon


Title: Re: The Extreme Mod improvement Thread
Post by: Mohican on July 21, 2009, 01:01:44 pm
I would like your opinion on a change to the Beast weapons.

At the moment:
- Plagues like Venomous+Rabid
- Haste gives 33% speed boost
- FrozenClaw like Venomous+Snare
- FireClaw like improved Venomous

What if I change that to:
- Plagues like Venomous+Carnivorous
- Haste gives 33% speed boost
- FrozenClaw like Venomous+Snare
- FireClaw like Venomous+Rabid

Please let me know....


Title: Re: The Extreme Mod improvement Thread
Post by: Tjens on July 21, 2009, 01:08:11 pm
Maybe you should leave fireclaw as it is when you hit an enemie, but when you hit an ally he gets a 1s-2s firebuff. Would improve teamwork and could look really great in bigger fights when preds always hit each other to get fire.

What ever happend to this idea (or mine for that matter)? The way it is now makes weapons almost seem the same, with only minor diffrences, while the human wier is way more intresting


Title: Re: The Extreme Mod improvement Thread
Post by: Enliven on July 21, 2009, 01:26:59 pm
My suggestion:

- Plague like Venomous+Rabid (no change)
- Haste gives 33% speed boost (no change)
- FrozenClaw like snare (or full immobilise?) plus enemy attack speed nerf
- FireClaw like improved Venomous plus _your next attack deals more damage_


Title: Re: The Extreme Mod improvement Thread
Post by: Trigardon on July 21, 2009, 01:34:06 pm
My suggestion:

- Plague like Venomous+Rabid (no change)
- Haste gives 33% speed boost (no change)
- FrozenClaw like snare (or full immobilise?) plus enemy attack speed nerf
- FireClaw like improved Venomous plus _your next attack deals more damage_

I like your ideas I would do the more damage on plague instead tho. :mrgreen:


Title: Re: The Extreme Mod improvement Thread
Post by: Mohican on July 21, 2009, 01:36:55 pm
Ouch En!
It sounds good on paper, but cant think how I'd implement both ideas...
For instance, to increase melee speed (haste) I had to create alt_melees for all beast units, which took ages to get right.
Dont fancy having to create alt_melees for humans just for the frozenclaw (also there is no way to switch to alt_melee with states).


Title: Re: The Extreme Mod improvement Thread
Post by: Enliven on July 21, 2009, 02:06:30 pm
Well there are some easy alternatives:

Fire claw: one and a half or double damage in addition to damage over time: stateSet damageMult 1.5 //2

Frost claw: complete freeze (stateSet speedMult 0; stateSet jumpMult 0) and debuffs target: stateSet damageFlags +strip_states


Title: Re: The Extreme Mod improvement Thread
Post by: Mohican on July 21, 2009, 03:41:29 pm
Next round of improvements:
- Now showing description for inventory slots in player loadout (allows checking info about Wiz & Druid weapons).
- Fixed bugs with Barbarian's anims.
- Fade has 50 extra HP.
- FrozenClaw now slows AND debuffs target.
- FireClaw continuous damage now more intense.

Let's see how that goes! (I try to make changes small, step-by-step).


Title: Re: The Extreme Mod improvement Thread
Post by: LaDy on July 21, 2009, 07:49:22 pm
I cant be bothered reading 5 pages so if i wrote something that has already been said just ignore it.

Beast -
1. all the new addtional weapons are good, mb when its played more we could notice whats need a nerf and vice versa.
2. fade : um, bugged like hell + its pretty pointless and barbarian is imba comparing to it.
3. the mana the summs have seems to be, kinda nerfed.
4. behe shield, is useless?

humans :
1. lethal injection - OUT, its impossible to aim with, and when you do hit, it insta kills. needs to be replaced with a different weapon.
2. the new xbow, has too be much stronger, about as launcher stronger atleast, this how it was in ex2.
3. discharger and coil are good.
4. barbarian needs to be slightly nerfed, speed wise, its way too fast.

about the druids and the wizard.
They seem to be kinda of stupid, imo tier 4 should just give the shaman/wizard new items ( 2 )
1. this mana thing they already have.
2. decay.
And maybe even more cool stuff, that a shaman can choose.

didnt have much time to look at humans siege or wizard.soo..


Title: Re: The Extreme Mod improvement Thread
Post by: Enliven on July 21, 2009, 07:55:41 pm
The beast melee improvements are still not enough. Basically, if you get blocked, you're dead.


Title: Re: The Extreme Mod improvement Thread
Post by: Helios on July 21, 2009, 09:14:59 pm
The beast melee improvements are still not enough. Basically, if you get blocked, you're dead.

Just buffing the 2 melee weapons isn't going to do much of anything for the balance of the game. 

(http://img29.imageshack.us/img29/2827/deadhorsep.gif)


Title: Re: The Extreme Mod improvement Thread
Post by: LaDy on July 22, 2009, 12:17:38 am
I actually found the venom + rabid weapon to be pretty good.
Though, does it take as much hp as the actual venom?


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: Ulquiorra on July 22, 2009, 01:15:17 am
more i think as it hurts though sheild of hummies


Title: Re: The Extreme Mod improvement Thread
Post by: Mohican on July 22, 2009, 10:10:50 am
I actually found the venom + rabid weapon to be pretty good.
Though, does it take as much hp as the actual venom?

Plague does 40% more continuous damage than Venomous.
FrozenClaw does same continuous damage as Venomous.
FireClaw does 130% more continuous damage than Venomous.


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: Seriti on July 22, 2009, 12:32:53 pm
Beasts are good too.

Haste+Sac :P


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: Neth on July 22, 2009, 01:02:57 pm
suggestion about fireclaw: let this weapon "buff" for 1 sec some object (player) with firebuff. Still wont do damage on target, YOUR teammates and you, but will damage YOUR enemies. Kinda splash but melee.
Exploxbow is weak. Better to make smthnig like mmbow but without instability.
Frozenclaw - completly disables building for 1 sec. Any building

Also I wish to see some lvl3 items =P I have alot of suggestions on this point


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: UnnamedNewbie(20) on July 22, 2009, 01:06:37 pm
Imo screw all the melee and add ranged for beast... with fire you could make e.g. a improved fireball, which has less damage as the normal, but a MUCH bigger splash range and all enemies in splash radius burn (same effect as fireclaw)....


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: Mohican on July 22, 2009, 01:43:56 pm
suggestion about fireclaw: let this weapon "buff" for 1 sec some object (player) with firebuff. Still wont do damage on target, YOUR teammates and you, but will damage YOUR enemies. Kinda splash but melee.

Ok, in this case I could reduce the FireClaw continuous damage to match Plague, and add the ability to Buff Team Mates with Fire for 3 sec.

Frozenclaw - completly disables building for 1 sec. Any building

Not a bad idea.


Also I wish to see some lvl3 items =P I have alot of suggestions on this point

Give your sugggestions then please!


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: Neth on July 22, 2009, 02:32:08 pm
okay
but before - why 3sec??? its imba. Youll need to contineously attack your teammate to keep him buffed - seems pretty balanced.

items:
beast:
Normal tier 3 - bloodstone - regens 2 hp per sec (stacks with rabid ;)) 1000 gold
fast regen will help to restore after some pushes or while escaping, but useless in direct combat

Entro tier 3 - reincarnation - you will revive 5 sec after death at cost of losing all your items(not weapons) and with a half of your hp 1000 gold
maybe imba with carni. smting like beasts reloc - can save your life. Also note, that this kill will not count as death, and no gold/ammo will be dropped

Strata tier 3 - strata shield - drops antirange shiled on an square area of 2*2 preds. No range weapons can hit anyone inside, but also same for dealing range damage to outside (sac INCLUDES!) - 1500 gold
creates 4 "windwalls" around the caster. No windwall that covers top (so towers can still hit)

Fire tier 3 - fireflower seed - use like disruptor. sets enemy on fire 10 dmg per sec for 10 sec in area. Buildings get 100 imidiate damage. 5 charges max. 2 "legos" in radius. Cost 100 gold
Weak, but nice against lots of enemies. Sometimes useless bcos you cant stack fire by dropping alot of this stuff. Another "nice" side of this weapon is the damage to buildings bcos each of beast could deal 500 dmg to buildings without engaging it with melee or buying a siedge

humans:

Normal tier 3 - bracer (shield) - if you shield some damage it will deal to you only 5% (not 20%) - 1000 gold
imo an interesting melee buff item. Its sometimes better to choose this instad of some ranged weapons

Mag tier 3 - slow ward - plants a magnetic mecanism, that slowes enemies that comes closer to this mecanism. The closer you are, the slower you'll become. Have 100 hp and cant be hit by the range weaponary. Slows up to 90% movespeed. Stands max 30 seconds. Up to 10 this things could be sold at one time. 2000 gold.
Very powerfull but veeeery expencive. It will help to overcome those fast leaps of preds.

Elec tier 3 - electroarmor - deals 50 damage to anyone who hits this unit (even if you block) - 1000 gold
Another musthave for melee build. Kills scavs at ease. Still good against fade and preds if you are block pro

Chem tier 3 - stimpack - same as chem buff but /2 time - 500 gold
Nice for those who like demorunning but hate when there is no chembuff or to increase duration of chembuff


also... i wish to see buildable walls. 2*tower hp and with hight lower than towers
probably different suggestion about beasts walls. Can tell if you need


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: UnnamedNewbie(20) on July 22, 2009, 02:54:59 pm
fail....this is not dota


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: Neth on July 22, 2009, 02:59:04 pm
where do you see dota?))


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: UnnamedNewbie(20) on July 22, 2009, 03:37:10 pm
What? )))))))))))))))))))))))((((()()()())))))))))))))((((((((((((((((((((()())))(((()()())))()()))


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: Neth on July 22, 2009, 03:41:49 pm
very productive talk)


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: Ulquiorra on July 22, 2009, 04:27:53 pm
new items would be asome :) walls also =D

here some crummy ideas xD

humans ;-
-Chemical- smoke bombs, 3X smoke bombs like sam wars but bigger radius to cover seige units and units buildings, maybe add the thing that makes npc's miss on units so can be used to assult towers

-Magnetic- Portable feild generator, Generates a feild that reduces damage of prjectiles coming from outside it or shots going from the inside out, would work for both humans and beast, eg trap a sum, protect some demo runners

-electric- zap gun, places a turet which fires discharger shots

Beasts :-
-entropy- Ward of healing, heals freindly units and buldings in radius

-fire- Fire wall, causes a immolation effect that spans in a strait line humans take damage going though, also acts as cover

-strata- chain lightning, places a item that when steped on like mine causes ligtning to ark from player to player delaing damge to 5 people effects both humans and beast


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: Mohican on July 22, 2009, 08:02:46 pm
new items would be asome :) walls also =D

here some crummy ideas xD

humans ;-
-Chemical- smoke bombs, 3X smoke bombs like sam wars but bigger radius to cover seige units and units buildings, maybe add the thing that makes npc's miss on units so can be used to assult towers

-Magnetic- Portable feild generator, Generates a feild that reduces damage of prjectiles coming from outside it or shots going from the inside out, would work for both humans and beast, eg trap a sum, protect some demo runners

-electric- zap gun, places a turet which fires discharger shots

Beasts :-
-entropy- Ward of healing, heals freindly units and buldings in radius

-fire- Fire wall, causes a immolation effect that spans in a strait line humans take damage going though, also acts as cover

-strata- chain lightning, places a item that when steped on like mine causes ligtning to ark from player to player delaing damge to 5 people effects both humans and beast


Wow, I like ALL those ideas!
It would be much work, but it worth considering doing it.


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: Neth on July 22, 2009, 08:15:48 pm
and what about mine suggestions?


Title: Running a local Extreme Game
Post by: Mohican on July 22, 2009, 08:16:42 pm
Many people have asked me how they can run Extreme Locally on their PC.
You just need to download the 2 files attached, and place them in the folder /game/


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: Ulquiorra on July 22, 2009, 10:59:04 pm
random q, its c++ this is coded in right? n by alot of work do u mean on the code side, or the texture n such side


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: Enliven on July 23, 2009, 12:18:31 am
- Now showing description for inventory slots in player loadout (allows checking info about Wiz & Druid weapons).

Could you get this change to standard savage as well? This would greatly help noobs to use the healer classes.


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: Trigardon on July 23, 2009, 12:20:55 am
- Now showing description for inventory slots in player loadout (allows checking info about Wiz & Druid weapons).

Could you get this change to standard savage as well? This would greatly help noobs to use the healer classes.

+1. This is the greatest idea en had for sure :mrgreen: (not wanting to insult you in any way its just my opinion tho)


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: Enliven on July 23, 2009, 12:37:39 am
Well that's because you're dumb :mrgreen: (not wanting to insult you in any way its just my opinion tho)


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: Trigardon on July 23, 2009, 01:11:08 am
funny + fail :-P


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: Enliven on July 23, 2009, 03:28:33 am
haha, apparently lethal injection works as a rocketjump tool if you aim it to the ground, LOL.

to fix it,
objSet damageFlags +no_knockback

although it's funny to fly, lol.


Title: Re: Running a local Extreme Game
Post by: ТЫ on July 23, 2009, 07:55:54 am
Many people have asked me how they can run Extreme Locally on their PC.
You just need to download the 2 files attached, and place them in the folder /game/
Ha trigardon I told you need only cfgs /ownd/


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: Trigardon on July 23, 2009, 09:53:18 am
Not at all. Youre just too blind to see that you've downloaded the full mod via the autoupdater


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: ТЫ on July 23, 2009, 10:15:47 am
haha hilarious, go back to that topic and read your post


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: Trigardon on July 23, 2009, 11:01:48 am
I won't. It makes me sad that you lurk through these forums all day long just waiting for me to do a mistake. I just feel sorry for you :|


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: MnM36 on July 23, 2009, 12:53:35 pm
i cant run auto update
ERROR: autoupdater/temp/editor.bat can't be opened in: Utils::unencodeFile()
ERROR: editor.bat can't be opened in: Md5File()


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: Ulquiorra on July 23, 2009, 01:25:35 pm
If you are experiencing issues (like being unable to start the game) with Savage XR after it downloads an update and you are feeling brave you could edit the file au.cfg in your savage xr install and change the line:

RemoteCheck "1"

to

RemoteCheck "0"

forcing the updater to check the integrity of all the files that have been updated.

If this solved your issue then change the line back again to stop the updater from doing this check every time you start the game. Please post in this topic if this fixed your issue so we can investigate further and prevent future file integrity / corruption issues with updater.

If the updater interface and progress bar does not show or if this sounds to much for you, try a fresh install.

If you continue to experience issues then edit in au.cfg the line:

downloadThreads "15"

to

downloadThreads "1"

This will cause downloads to be a lot slower but might prevent issues with people that have poor internet connections.


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: Seriti on July 23, 2009, 05:04:50 pm
Hey, Found some exploits with Lethal Injection and Fade...

Here's the demo..
I don't know how to put it so here's link of RapidShare..

http://rapidshare.com/files/259155513/Seriti-exploits.demo.html (http://rapidshare.com/files/259155513/Seriti-exploits.demo.html)


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: Mohican on July 23, 2009, 06:44:14 pm
Next round of Adjustments:
- Fixed lethal injection jump exploit.
- Adjusted Explo Crossbow (slightly smaller radius, more damage).
- FireClaw improvement: Player can self-buff with Fire shield for 2.5s by hitting an ally.
- Haste, FireClaw & FrozenClaw now get 25% of Carnivorous health recovery.
- Plague now gets 50% of Carnivorous health recovery.
 :mrgreen:


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: cutter on July 23, 2009, 07:28:00 pm
Maybe add an item or weapon that allows for super jumps for beasts?

Obviously, its primary use would be for saccing towers, so it would force humans to turtle better. Maybe allow for the jump to be able to jump over all buildings except towers and the stronghold?


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: UnnamedNewbie(20) on July 23, 2009, 07:47:31 pm
Next round of Adjustments:
- Fixed lethal injection jump exploit.
- Adjusted Explo Crossbow (slightly smaller radius, more damage).
- FireClaw improvement: Player can self-buff with Fire shield for 2.5s by hitting an ally.
- Haste, FireClaw & FrozenClaw now get 25% of Carnivorous health recovery.
- Plague now gets 50% of Carnivorous health recovery.
 :mrgreen:

Rabid with carn?  :-o


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: Ulquiorra on July 23, 2009, 08:47:43 pm
i think its good :), the only other way i can think of making them better now is allowing a melle lvl 4 and a ranged xD


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: MnM36 on July 23, 2009, 11:05:42 pm
If you are experiencing issues (like being unable to start the game) with Savage XR after it downloads an update and you are feeling brave you could edit the file au.cfg in your savage xr install and change the line:

RemoteCheck "1"

to

RemoteCheck "0"

forcing the updater to check the integrity of all the files that have been updated.

If this solved your issue then change the line back again to stop the updater from doing this check every time you start the game. Please post in this topic if this fixed your issue so we can investigate further and prevent future file integrity / corruption issues with updater.

If the updater interface and progress bar does not show or if this sounds to much for you, try a fresh install.

If you continue to experience issues then edit in au.cfg the line:

downloadThreads "15"

to

downloadThreads "1"

This will cause downloads to be a lot slower but might prevent issues with people that have poor internet connections.

still have the same problems
pls help


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: -FortyFive- on August 07, 2009, 02:10:21 am
it rox...


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: Herois on August 11, 2009, 09:09:28 am
after playing, i'd like to make some suggestions:

-all new weaps for hummies have small ammo capacity. Some could have a lot more ammo (with less power);
-all new weaps for beasts are mellee. That makes the existing ranged weaps a bit less useful against enemys with more HP;
-The price of the new weapons should be variable (not all costing like 500 or 750, different costs for weaps with a different overall performance [power : ammo ratio]) and some new weaps could trade tiers with some existing weaps, speacially beasts';

-If possible, create researches to improve buildings (countermeasures for the improved siege units and weaps), like more HP for hummies' and more damage for spires and natural defenses for shrines (do a small damage to ppl when they hit fire shrine in mellee, slow when hit strata in mellee and entropy get power for gates faster);
-If possible, create new buildings that act like Saw Mills in TS;

-New units should have about 50 more HP, both having the same attack speed and range as legio;

-New items to counter the weaps?


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: Orikalkose on August 13, 2009, 05:42:10 am
Every time I try to play this, it gives me an error message saying that the server is trying to use a structure that it doesn't have (human_stronghold4) then it kicks me off. Any ideas on what I should do?


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: Mohican on August 13, 2009, 11:34:54 am
You need Savage XR to play on the Extreme Mod or Samurai Wars servers (SFE not compatible).
Run the game with savage.exe, to get the latest patch.


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: Orikalkose on August 16, 2009, 08:08:08 am
I have the Savage XR because I have been on the Samurai Wars servers.
I think what I will do is uninstall the it and reinstall the XR RC2 and see what happens.
I will update on what happens.

UPDATE: Well, I uninstalled it and reinstalled Savage XR and now it wont play. I have double clicked it and I even right clicked it and went to open, neither worked. So now I guess I have a bigger problem.

UPDATE II: I finally got it to work, but it still does the same thing as it done before, kicks me off as soon as I said in my last post, it says that it is using a item it doesn't have. Human_stronghold4. I don't know whats going on, even the hall of fame doesn't work. It says the winner is The Leagion of Man, 45 min match time all the time, every game. The only thing that it gets right is the map name. It doesn't show me what awards I have or what ever it is supposed to do.


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: Seriti on August 30, 2009, 11:15:13 pm
Does Savage update succefully?


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: $hacaR on August 30, 2009, 11:33:09 pm
yes RC2 solved that prob !!!  :-)


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: Orikalkose on August 31, 2009, 03:08:14 am
My auto up dater never worked, and I installed the RC2 and it still does it.


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: Seriti on September 11, 2009, 03:03:56 pm
Maybe your auto-updater doesn't work, because your in a Windows Vista, and Savage's folder, isn't detailed to folder sharing. You have to "share" your Savage folder, with all others pc users, so it can update succefuly.


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: Ulquiorra on September 11, 2009, 04:25:51 pm
when you say dosnt work what do u mean?

also run it in admin mode for vista?


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: Orikalkose on September 13, 2009, 03:21:10 am
when you say dosnt work what do u mean?

also run it in admin mode for vista?

When I said it doesn't work I mean it doesn't work. It does nothing, as for my au it downloads every thing fine until it gets to the third step then it will get about half way then go back down to 0% then back up maybe a little farther then back down then gives me the error message.

Oh and it is already running in admin mode I have most of this fixed except the au.


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: Ulquiorra on September 13, 2009, 09:23:51 am
so it stalls in repacking?


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: Orikalkose on September 13, 2009, 06:50:13 pm
Yes, then it just stops and gives me the error message. I have posted in the Tech Support thread about the problem.


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: Ulquiorra on September 13, 2009, 10:55:24 pm
hmm the only thing i can think of mate if somehow u dled the old version of XR which dont have extreme stuff on :( sorry i cnt help ya

only thing is to re dl and see if that hels (yeh i know thats horrible =/ )


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: Orikalkose on September 14, 2009, 09:31:46 pm
Its ok, I will figure something out, sooner or later. Thanks for your effort.  :mrgreen:


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: Extreme on September 21, 2009, 11:25:09 pm
Holy smokes, my mod has comments!
I have to read and stuff!

And.... oh dear, work needs to be done...
I suppose this is what happens when I vanish mysteriously for a year  :roll:


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: BEARD! on September 21, 2009, 11:47:29 pm
Hello there!

Welcome back and get back to work!  :-P


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: -νισLєηтн- on September 28, 2009, 03:46:09 pm
Extream Really Good Jub


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: Bullet on December 28, 2010, 12:13:51 am
imporement to this mod :  make crossbow have to be researched before the explosive crossbow.

it's logical. and it fits with the tier weapons ( crossbow on lvl 1 sh, markmanns bow/explosive crossbow on lvl 2)


Title: Re: DISCUSS: The Extreme Mod improvement Thread
Post by: Mohican on December 28, 2010, 04:30:09 am
it's logical. and it fits with the tier weapons ( crossbow on lvl 1 sh, markmanns bow/explosive crossbow on lvl 2)

I will check this out sometime...