![]() I've been building some really cool and complex new units for these destinations and I'll post some screenshots soon. The "Bonanza Cluster", and the "Vespene Nebula", respectively. One will be focused on mineral collection, base building and expansion, and the other on vespene extraction and refinement. There will be two new neutral destinations that will function somewhat similar to the Stardock. While I'm here posting anyway, I have a bit of an update on version 2.1, which will be coming out after the Rock the Cabinet contest voting period ends. Other stuff mentioned seem to be bugs that slipped through, I'll fix them, thanks for the report. Flamethrowers look really bad because they don't take unit height into account when firing so they probably won't be added, or if they are, it may be through a turret that appears on the walkable areas that will attack ground units (drop pod stuff) only. The level 2 and level 3 silos need some work to make them better. The missile barrage upgrade cost is so high because it affects all units with that ability, it is really very good if you have a few Missile Silos active though. it may be coming back, or given to another unit or structure. I removed the mag mine ability at the last minute to clean up the BC command card a little bit. send the other ships out to kill Bonus Structures. Getting pressed hard by the enemy? Have 1 or 2 ships stay behind and defend the Stardrive. Your team can split up to accomplish different tasks. Layer multiple BCs together to keep the effect up while your cooldown recharges if you like. instead of reacting to the damage they are dealing you can prevent it. Ship abilities: the BC's Electric Field attack is VERY powerful, you can use it to stop bosses from attacking for a few seconds, or to slow down their march towards your Stardrive, keep them in range of your turrets for that much longer. The structures on the first destination are very very easy to kill - you should aim to get as many as you can. You want to kill as many Bonus Objectives as possible, early and often. You get this amount at the end of every subsequent stage so it adds up very, very fast. Every time you kill a bonus objective it increases the bonus income that you get at the end of a stage. No wonder you died, you didn't kill anything before it got to your Stardrive! You get far more income from kills, dumping all of your initial cash into econ is a recipe for disaster. first of all, DO NOT SPEND ALL YOUR INITIAL MONEY ON ECONOMY. ![]() I think that there are some things that lead to players feeling like the game is much harder than it actually is. You can now take a loan for more resources earlier on to modify the initial game difficulty. I am thinking of how to make this more useful for 1-ship mode, and the current idea is to allow a ship full of infantry to be launched, to become an aerial 'bunker' essentially that will attack-to your Stardrive, and then follow your currently selected Squadron route. It can also serve as a healer, or a bunker for infantry, on the Corona or Space Worm levels for instance. The Medivac Bay is for landing on the enemy ship - it played (or plays) a more prominent role in 2-ship mode. A new, more unique button icon may also help. but I will probably increase the price, maybe add a prohibitive Vespene cost to further draw a distinction. ![]() The button for commandeering vacant Command Centers does say in big red letters that it increases the difficulty 100% for each active Command Center. Space Worm will have spawns coming out of the Nydus Worms soon that will provide mineral income. These are new areas where structures will be able to be built. Soon! You can see now that the 'hammerhead' on the front of the ship appears the first time you visit here, and the right 'fin' on the rear of the ship appears the second time. The Truck Stop will indeed have Stardock-only upgrades available. Most turret tooltips were adjusted yesterday and are now much more informative! Overlord trigger is now deactivated properly. Hopefully fixed all the problems with alliance, ownership and hidden states for the Antiga Shipyard encounter. The Corona encounter is incomplete, but I will try to flesh it out further soon.
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