Welcome, Guest. Please login or register.
Did you miss your activation email?
July 09, 2020, 06:57:21 pm

Login with username, password and session length
Search:     Advanced search
Savage: XR is a new patch for Savage, created by the Newerth.com staff. The XR1.1 Client is out now! Download it now!
190005 Posts in 11003 Topics by 18517 Members
Latest Member: Hammadslv
* Home Forum Wiki Help Search Login Register
  Show Posts
Pages: 1 2 3 [4]
46  Savage XR / 2nd generation changes / Re: Discuss: Workers on: July 09, 2015, 01:20:17 pm
Downsizer "award" should be red, at the end of the list in awards screen. They could also explode if killed or make the towers even more accurate. Why? because of beasts have much greater mobility than humans, and almost always killing workers fast in early game. Saw at least 20% games ruined this way.  Undecided
47  Savage XR / General Savage XR Discussion / Re: STOP EXPLOITS! on: July 07, 2015, 07:02:03 am
You would have to edit every single map with edges. The only sollution is to make new maps safe or fix the very spawn system itself. And the problem just keeps growing.  Sad
48  Off Topic / Other Games / NMRiH No More Room in Hell on: July 05, 2015, 09:26:25 pm
NMRiH No More Room in Hell

FPShotter with only few survivors, lots of varied types of zombies and only one mission: survive as long as possible.

In details there are few respawn possibilities (except moded servers and there are alot of them) when you die, you have to wait for team to suceed or die. Injurned allies may turn into zombies(runner) and they drop every piece of equipment. There are ways to heal but not completly cure the infection (2min, one use pill) and meds that requires time to "finish patching self up" and makes player a voulnurable target. Bleeding may occour and need to be fixed fast or player dies. Party members may exchange any equipment, from bandages to fully loaded m4. Explosives, guts, gore, 21+  Afro
49  Savage XR / General Savage XR Discussion / Re: STOP EXPLOITS! on: July 05, 2015, 09:08:05 pm
Another option may be, that someone, voluntarily add blockers to all maps online.  Cheesy
50  Savage XR / General Savage XR Discussion / Improvement sugestions on: July 05, 2015, 03:04:11 pm
1)+ set default weapon for all units as comm.
2)+ cancel swing depending on stam and dodge for humies.
3)+ protect 1 worker by placing building on him +many options.

1.) After clicking on fire shire by commander, it could display how many wards are in stock, same for mag and chem.
2.) Burrow and outpost could have ability to spawn in both oposing sides, that could be cheap alternative for gar/sub in bases.
3.) Commanders could have ability to controll tower attacks, with AA primarly always on ofc.
4.) One more slider in options: Mining and building volume. (i often abandon fellow miners because of headache)
5.) Beasts sacrifice deal %DMG based on mana left.  Sacrifice
6.) Building ghost, placing a building without the resources required will place a ghost of planed structure, maybe even workers can start building it with resources available. (was standing in one place, wasting time with building on cursor many times  Idiot) Workers could go there automaticly to start building it as normal, replacing it with white structure, but it should be invisible to enemies and destroyed if enemy overlaps it to prevent building on players.
7.) Human team officers provide strong healing aura (out of combat) or swift aura that gives minor speed boost(only one speed boost aura per team) after building chemical factory. Commander of beast team could chose from even heal over time for all players or invidual officers after building entropy shire. All those settings could fit into chem/entro buildings GUI.
8.) Curetly commanders middle mouse button is bugged (atleast for me) it could be replaced by rotating view (MMB+MWHEELUP for example) or lock camera on selected unit.
9.) Important! xr_ props with physics enabled allowing players to destroy allied stuctures (2 shields were destroyed lately on xr_quests by player named "no", we losed ofc.) and killing team mates.
10.) Maybe players could reclaim their fallen allies gold (all goes to team stock), afer some reasonable time.
11.) Make Chaos bolt pierce, maybe even trough siege.
12.) Detailed information for commanders about who used what buff and who buy without money, and total amout of gold alredy borrowed for every player in team.
13.) Catapults lost ability to shot (aim frame could turn red there) when they are positioned at certain angle that allow them to exploit. Behes could be unable to capture flag.
14.) New vote (with less F1 required comparing to kick vote): 5min basic ref for trusted person, that would only include nextmapping, restarting match, and most obvious destroing buildings and kicking players. Any voted player could be elected once per 1h. Risky but exploiters and cheaters needs urgent tratement, they are beating the lying old man ;/
15.) Remote detonator for demo after 3sec of delay (to detonate after placing demo or more likely after using the detonator). This could be the very expensive "nuke" upgrade for humans (~2.3k RS) or part of Sudden Death, triggered by vote. Beasts "nuke" could be complete 100% invisibility from Mist Shroud or weak seeing trough walls effect at limited range from Sixth Sense or Snare dealing some DMG.
16.) "Autoselect lats preset" could be replaced by button, to prevent unwanted gold drain.
17.) Expand the Officer function, let them recruit up to 3 players and set mission for their squad (without voice sound). Completting selected mission would profit in award screen "Best squad" award (officers are allowed to change mission once per ~10min). If player leaves the squad, he can't be recruited again in this match except when commander set him back. Curenttly, when officer select squad icon/color, he is losing officer status, that must be fixed and officers can't pick color selected by other officers nor recruit them.

1.) Bug?: When [AO] becomes commander again, Ophelia says: "https://www.youtube.com/watch?v=P3MA5OhRvys
      it is possible to mute this in any way ("Lead well" when leaves is good.)
2.) A list of improvements sugestion for healer class:

Heal. beam         ?      Ally sensor*      Debuff nova   
Ressurect         ?      Minor mana**       Distant heal
                           picqp                   pulse

pots when tap   Ally sensor*      ?         Debuff demo
Ressurect!      minor stam
                  picqp            ?         Eyecandy healing
*   Same effect as by officers or commanders marks, but green.
**   ...or HP picqp.

THE MAP EDITOR (-1k file size bug is a map killer T_T)
1.) Occluders are rotating in the most odd way to set them horisontally, they could act the same as props.
2.) How about a place where we could put some more custom props to be added to game? Smiley
3.) Bug: Sometimes tier3 textures are transparent after saving the map.
4.) It would be awesome to have option for props that could enable/disable collision box. Probly less computing for decorations and we could cover some complexed terrian with buildings, caves etc., that would look good.
5.) Bug: I have used one of those clutter paint brush for deforming flat terrian, it was set on very low Brush strenght. In the testing on my PC it was all fine, but after it went online players got stuck everywhere where i used it.
6.) Very risky idea but it may completly eliminate terrian exploits: Add square prop similar to blocker or occluder (but more friendly to computing if that's a problem for very large objects) horizontal, that would be placed at the required height (slider maybe), preventing players from getting to normally unreachable hills. Every player above this line should be slain (spawning buildings exploit). Remaking all maps with such tool would be very easy. It could be even added from server side settings, leaving maps as they are.
7.) New command or tool to display/hide collision box for both - weapons and players, this will drasticly shorten editing/testing time.
8.) Bug: Nothing critical but still annoying, sometimes when I save the map it have couple bytes and eden2 is loading instead, thank gods for _undo_.s2z that fixes the problem, but new map makers can still get confused.

And a lite something for upcomming blue stone.
http://www.mediafire.com/download/wz1mmx8p5bnbbui/bluestone.zip Tools used: Audacity.
51  Savage XR / Mapping & Modding Forum / Quests maps on: July 02, 2015, 01:56:44 am
Making topic for any non common tattic maps. This includes single player maps, quests, objectives and "reach certain areas to win" maps.

Anything that don't have mirrored layout for each team and you think it needs atention.

Starting with my latest creation Smiley


for imgs:http://postimage.org/
52  Savage XR / General Savage XR Discussion / STOP EXPLOITS! on: June 24, 2015, 01:52:45 pm
Seriously, we had a good game today. I was t1 comm and we hardly managed to resist beast assault from flag. In all the glory, ready to counterattack i noticed that my base is being summed from the very unreachable hill and behe train comes after, of course FROM EXPLOITED SUB. So here i beg you, to make fix for 'spawn buildings' so they can't be build if their spawn point is overlapping any wall or other building. Yes, it may ruin some t1 base designs, but no gar at base shield is always better than loosing to scum cheater.
53  Savage XR / General Savage XR Discussion / Re: Leaving this game permanently. on: May 15, 2015, 10:17:30 pm
Come on, ya let this topic end like this?!  Just Mining Da Stone
54  Savage XR / General Savage XR Discussion / Re: Leaving this game permanently. on: May 13, 2015, 05:28:47 pm
Can't you guys add a small, passable, invisible square to the gar/sub/burrow/outpost's models @ spawn so they can't be built for exploiting purposes? I'ts the most common game ruining thing.
55  Savage XR / General Savage XR Discussion / Re: Shield and towers on: January 19, 2015, 06:14:14 pm
Good screens thats the thing.
56  Savage XR / General Savage XR Discussion / Shield and towers on: January 19, 2015, 04:16:17 pm
So when i build towers at the edge of shield range, and then i build something near shield, that towers lose shield support, that didn't happened before patch. Before, what was once shielded, stayed that way.
57  Savage XR / General Savage XR Discussion / Re: gliched sound on: December 31, 2014, 05:22:06 pm
I think that the problem is with attack_siege_2.ogg, strangly it sounds fine when i play it in winamp but in the game the "...siege unit" part sounds glitched, theres glitchy background sound in it. Am I the only one having this problem?
58  Savage XR / General Savage XR Discussion / gliched sound on: December 31, 2014, 03:40:28 pm
Hi, the current version of beasts commander "attack the siege unit" sound is glitched, im sending the correct version from CD v471.

Sorry for making new topic, I have tried to send PM but i can't see verification code.
Pages: 1 2 3 [4]
Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2006-2007, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.025 seconds with 18 queries.