Duke4.net Forums: Duke Nukem: War of Attrition - Duke4.net Forums

Jump to content

  • 39 Pages +
  • « First
  • 13
  • 14
  • 15
  • 16
  • 17
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

Duke Nukem: War of Attrition  "Discussion thread for DT's War of Attrition mod"

User is online   Danukem 

  • Duke Plus Developer

#421

Thanks Norvak, and I'm glad I could make your day!

@Forge: You are at the very end, that's why it's so hard. Those last few waves can be pretty frustrating. What I may do is add a few smaller waves before that so that the player gets a chance to upgrade a bit more before the finale.
0

User is offline   Forge 

  • Speaker of the Outhouse

#422

Any consideration to make one of the pistol's upgrade acid damage? Would help alot against the "metal" enemies, especially since chaingun ammo can be hard to come by at times.
0

User is online   Danukem 

  • Duke Plus Developer

#423

View PostForge, on Nov 18 2010, 12:08 PM, said:

Any consideration to make one of the pistol's upgrade acid damage? Would help alot against the "metal" enemies, especially since chaingun ammo can be hard to come by at times.



Good idea, I'm adding that now.
0

User is offline   Forge 

  • Speaker of the Outhouse

#424

Having a slight anomaly:

6th map, third or fourth wave. I have one regular pigcop tank and two extremely large and tough overlords left. The counter says there's only one enemy left. If I kill the pigcop tank or waste almost my entire arsenal to kill one of the overlords, the next wave starts and those two left over aliens are still there to contend with.

edit: 'k. Got the reason behind the insanely tough overlords. Are they supposed to show up at the beginning of the second to the last wave?

This post has been edited by Forge: 18 November 2010 - 06:23 PM

0

User is online   Danukem 

  • Duke Plus Developer

#425

View PostForge, on Nov 18 2010, 05:18 PM, said:

Having a slight anomaly:

6th map, third or fourth wave. I have one regular pigcop tank and two extremely large and tough overlords left. The counter says there's only one enemy left. If I kill the pigcop tank or waste almost my entire arsenal to kill one of the overlords, the next wave starts and those two left over aliens are still there to contend with.

edit: 'k. Got the reason behind the insanely tough overlords. Are they supposed to show up at the beginning of the second to the last wave?


Well that sucks. There is only supposed to be one tough Overlord. When you kill that ONE Overlord, the final boss spawns from his body. So basically you are screwed. Theoretically you could still finish the game, but you will have to deal with double bosses. I'll fix it for the next version, but it won't help your saved game.
0

User is offline   Forge 

  • Speaker of the Outhouse

#426

I had to kill both overlords and both cycloid emperors to finish. Wasn't easy, but I got lucky and both emperors decided to occupy the same truck roof and I hammered them with everything I had.
0

User is online   Danukem 

  • Duke Plus Developer

#427

Oh, and they should definitely not be staying put, so that may be another bug I need to fix. I know it sounds like an instance of the emperor only walking on hitag 3 sector feature, but actually it's something else.
0

User is online   Danukem 

  • Duke Plus Developer

#428

All right, I have fixed the known bugs, and I'm attaching a patch here for testing. So if you guys aren't sick of the mod by now, maybe you could run though it one more time? :blink:

What is changed:

A couple of waves had the wrong number of monsters, due to duplicate cases in a switch statement (fixed)
Added some power ups to the last map (several XP boosters, some force fields and ROF boosters).
Fixed bug (I hope) that allowed two bosses to be spawned in some cases.
Added acid wounds mod to pistol when it reaches level 6.
Mechs in the last wave of Pain no longer guaranteed to drop force fields.
Cycloids can no longer be stayput types.
Kicks are more effective when using ROF booster.
Increased base damage of Megarockets from 500 to 600 (the rocket altfire that you get at level 6 which costs 2 ammo)
And, uh, I'm sure there are one or two other little things that I'm forgetting...
0

User is offline   Forge 

  • Speaker of the Outhouse

#429

View PostDeeperThought, on Nov 19 2010, 02:14 AM, said:

Mechs in the last wave of Pain no longer guaranteed to drop force fields.


Only one out of five did anyway.
0

User is online   Danukem 

  • Duke Plus Developer

#430

View PostForge, on Nov 19 2010, 03:37 AM, said:

Only one out of five did anyway.


Eh? There are only two mechs in that wave, and they were definitely guaranteed to drop eshields. That's one thing I did test several times. Unless you were using the beta before the official 1.20 release.
0

User is offline   Forge 

  • Speaker of the Outhouse

#431

I'm using the 1.20 official release.

I don't know the proper names of the waves, so I thought you were talking about the second to the last wave of the game.
0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#432

Only played once quickly.
Unsure which wave, but a blue liztrooper in The Yard was unable to be hit by any weapons and I was only able to kill it with hitradius from the RPG. (The holo duke bot also ignored it as well)

In Atomic Bunker, the wave after the evil duke bots, nothing would spawn.
Some boss would start to emerge from one of the spawn points but them would disappear and try to come through another. As I thought, retrying the autosave also returned the same result, so I quit from this point. :blink:
0

User is online   Danukem 

  • Duke Plus Developer

#433

View PostThe Commander, on Nov 19 2010, 09:40 PM, said:

In Atomic Bunker, the wave after the evil duke bots, nothing would spawn.
Some boss would start to emerge from one of the spawn points but them would disappear and try to come through another. As I thought, retrying the autosave also returned the same result, so I quit from this point. :blink:


Thanks for the bug report. Yeah, that bug was just introduced with the CONs I attached above. I'm glad you caught it before it was made official.

In other news, I really like the increased rate of fire from the ROF powerup as it applies to the shotgun. I'm thinking about making increased ROF a regular upgrade on the shotty. It's not very useful on the other weapons, but man is it nice to cut loose with double speed shotty.

EDIT: Done. The shotty will now get increased ROF at level 6. And the ROF powerup can make it even faster.

This post has been edited by DeeperThought: 19 November 2010 - 10:13 PM

0

User is offline   Forge 

  • Speaker of the Outhouse

#434

View PostDeeperThought, on Nov 20 2010, 12:46 AM, said:

I'm thinking about making increased ROF a regular upgrade on the shotty.....

It's not very useful on the other weapons, but man is it nice to cut loose with double speed shotty.


Ha! Do you know how fast you can waste one of those mechs with a rot powerup while using the streetsweeper?

R.F.F.

This post has been edited by Forge: 20 November 2010 - 06:54 AM

0

User is online   Danukem 

  • Duke Plus Developer

#435

I have finalized version 1.21. It is a minor update compared to most.

• Pistol now gets acid wounds upgrade at level 6.
• Shotgun now gets a rate of fire upgrade at level 6.
• Tweaked final map in WOA mode to make it more fair.
• Fixed several bugs in the WOA mode, such as some waves having the wrong number of enemies.
• Updated the documentation and corrected some errors.

I have attached a patch to this post so you don't need to download the whole thing again.
0

User is offline   Forge 

  • Speaker of the Outhouse

#436

I like the laser pistol, but it seems slightly limited on its upgrades and use.

Powerball is cool, but it can't be used in close combat.
It can't penetrate a shield, which makes sense, but at some point when most enemies are sporting shields, it limits its close combat use since it doesn't have knock back or stun.

Maybe something along the lines of burns mechanical enemies (electrical shorts), or temporarily "flash burns" a mechanical enemies targeting and/or guidance circuity.
Or for the "fleshies", a blinding flash.
0

User is offline   E.C.S 

#437

For me the laser pistol is much more effective since version 1.15, that weapon does much damage in higher levels, in case of monster with shield I use the kicks or I wait for the shield goes down (when a monster is going to shoot you the shield is more little). Yeah, I know, bad English. :blink:
0

User is online   Danukem 

  • Duke Plus Developer

#438

Yeah I increased the damage a lot in that version and I have found it to be useful enough since then. It's not supposed to be one of the best weapons. The best thing about it is that it is hitscan but shoots with perfect accuracy, so it can be used like a sniper rifle. Then again, the regular pistol is kind of like that too, so maybe it's not a very good niche.
0

User is offline   Forge 

  • Speaker of the Outhouse

#439

The pistol is the best "sniper" weapon. It's accurate at a distance and can penetrate shields. It's also good for close combat because it can stun.

The drawback of the laser pistol up close is, it's definitely going to hit the enemy after it drops its shield, but without any it causing any sort of hesitation in the enemy's retaliatory fire, Duke is going to get blasted hard. It's not worth the exchange in most cases.

The laser pistol is good early on, but loses alot of its potency as the enemies get tougher.

I was trying to suggest some upgrades that might make continue to be just as useful later in the game. Piercing would be good, but there are already too many weapons that do that. I was attempting to inspire something unique or a less used feature.
0

User is offline   Mike Norvak 

  • Music Producer

#440

View PostForge, on Nov 21 2010, 01:25 PM, said:

The pistol is the best "sniper" weapon. It's accurate at a distance and can penetrate shields. It's also good for close combat because it can stun.

The drawback of the laser pistol up close is, it's definitely going to hit the enemy after it drops its shield, but without any it causing any sort of hesitation in the enemy's retaliatory fire, Duke is going to get blasted hard. It's not worth the exchange in most cases.

The laser pistol is good early on, but loses alot of its potency as the enemies get tougher.

I was trying to suggest some upgrades that might make continue to be just as useful later in the game. Piercing would be good, but there are already too many weapons that do that. I was attempting to inspire something unique or a less used feature.


Maybe radiation on impact, i mean that the hit monster will radiate energy for a while and it could cause damage to nearby monters.... or something like that .....
0

User is online   Danukem 

  • Duke Plus Developer

#441

View PostNorvak, on Nov 21 2010, 12:25 PM, said:

Maybe radiation on impact, i mean that the hit monster will radiate energy for a while and it could cause damage to nearby monters.... or something like that .....


That's a good idea, but I'm not sure how to make that work visually.
0

User is offline   Mike Norvak 

  • Music Producer

#442

View PostDeeperThought, on Nov 21 2010, 02:45 PM, said:

That's a good idea, but I'm not sure how to make that work visually.


Mhhhh maybe flashing red palette, lighting emition....
0

User is online   Danukem 

  • Duke Plus Developer

#443

I suppose I can just make the infected monster spawn some glowing radioactive particles in a radius, kind of like the weather effects.
0

User is offline   Mike Norvak 

  • Music Producer

#444

I found a weird bug, don´t know what caused it. Playing with the last patch.

http://www.youtube.c...h?v=JZtuevjg2hc

:blink:
0

User is offline   Forge 

  • Speaker of the Outhouse

#445

View PostNorvak, on Nov 23 2010, 06:38 PM, said:

I found a weird bug, don´t know what caused it. Playing with the last patch.


This was mentioned before.

View PostThe Commander, on Nov 20 2010, 12:40 AM, said:

.....
Some boss would start to emerge from one of the spawn points but them would disappear and try to come through another. As I thought, retrying the autosave also returned the same result, so I quit from this point. :blink:



Are you sure you installed the right patch?


On a side note: Why does the game over write my save file name with the map name?

This post has been edited by Forge: 23 November 2010 - 05:00 PM

0

User is offline   Mike Norvak 

  • Music Producer

#446

View PostForge, on Nov 23 2010, 06:52 PM, said:

This was mentioned before.

Are you sure you installed the right patch?


I missed the last patch, checking now...

This post has been edited by Norvak: 23 November 2010 - 05:37 PM

0

User is offline   Forge 

  • Speaker of the Outhouse

#447

View PostDeeperThought, on Nov 18 2010, 08:32 PM, said:

....I'll fix it for the next version, but it won't help your saved game.

You might have to start a new game.
0

#448

ugh i got squished in the map pain when i opened a wall for some healing. the room behind the wall was so big that i could fit in it and the walldoor closed and i got squished...
0

User is offline   Mike Norvak 

  • Music Producer

#449

View PostDeeperThought, on Nov 21 2010, 04:49 PM, said:

I suppose I can just make the infected monster spawn some glowing radioactive particles in a radius, kind of like the weather effects.


That could wok.

This post has been edited by Norvak: 04 December 2010 - 10:29 AM

0

User is online   Danukem 

  • Duke Plus Developer

#450

View PostNorvak, on Nov 23 2010, 03:38 PM, said:

I found a weird bug, don´t know what caused it. Playing with the last patch.

http://www.youtube.c...h?v=JZtuevjg2hc

:blink:


The fixed full version is now at Fissile Materials and Mod DB. By the way, that bug never made it into any full version, it only existed in some CONs attached in this thread. I believe I posted fixed ones later.
0

Share this topic:


  • 39 Pages +
  • « First
  • 13
  • 14
  • 15
  • 16
  • 17
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options