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me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
13 April 2006 02:29 (UK time)
iCpt. Guldone 3256 iWay Drive Reab Ekal, Etih 55110 Greetings. Congratulations on your achievement. The war is over. Peace is restored forever. Those who opposed us are no more. They have been collected and are employed with iThink: Think Together. The only issue is that iSat1 seems to be out of alignment. Please report to iHQ immediatly. Best iWishes, iNithor (heh heh heh Its <b>Time</b> you saw next year... Brace yourself for the Ravagers of Time!) You need to login to create posts in this thread. |
Assain
![]() Joined: 02 November 2003 Posts: 979 |
13 April 2006 02:34 (UK time)
Mmmm... very good modeling ^_^ Too bad the collsion detection kills for large objects, especially considering the size of the ships+the resolution playing at ![]() You need to login to create posts in this thread. |
fuzinavl![]()
![]() Joined: 06 October 2004 Posts: 287 |
13 April 2006 06:00 (UK time)
DROOL! excellent shading! Now all we need is frictionless starry-background colored dirt. I'll definitely keep this for inspiration on Joe the forklift operator pirate. You need to login to create posts in this thread. |
JohnWE
![]() Joined: 13 October 2003 Posts: 52 |
14 April 2006 02:59 (UK time)
Ahh, yes, please tell us! It's about <b>Time</b>... get it? You need to login to create posts in this thread. |
arezey
![]() Joined: 16 June 2005 Posts: 1599 |
14 April 2006 07:04 (UK time)
Soooooo, this is the great-and-magnificeant (check my spelling there) <b>Time</b> mod, eh? I see you finished your "XL10". And are you gonna take the bad guys out with, an EMP? Not too bad! Blast my comp with it, and you will never get my TC. And, yes, excellent images. I have got an lighter/shader in Ipe, but it does only circle types of lighting/shading, I see you've got a better one. You need to login to create posts in this thread. |
me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
14 April 2006 20:28 (UK time)
Yup! Its high <b>Time</b> for <b>Time</b>! I've done a lot with graphics but I need to get more done in the levels catagory. I'm able to do the cool looking shading with a 3D CAD program. Heres what the models look like in 3D. I am basically going to make a movie that leads into the game sometime this summer, but I will let you play the levels before that. You need to login to create posts in this thread. |
James Bunting
Posts: 1308 |
17 April 2006 11:05 (UK time)
Yes this looks really nice, just the small matter of slapping some maps together. I like the time idea, I guess you go too all kinds of places (well times actually). Perhaps you should have a Delorean? Did anyone think of making a Stargate mod? With hub support (going back to the same level again later, i.e. the missile base) this could really work. You need to login to create posts in this thread. |
James Bunting
Posts: 1308 |
17 April 2006 11:06 (UK time)
Woah, I have gotta print this out (I could colour it in first using Paint Shop) lol... http://papertoys.com/delorean.htm You need to login to create posts in this thread. |
40oz![]()
![]() Joined: 03 January 2004 Posts: 1799 |
17 April 2006 14:14 (UK time)
In my M1 Mod, CRATER, The maps are done somewhat in hubs. Like when you go into a hallway that completes the level when you are in it, the next map finishes the rest of the hallway. I also had planned to meet back at the first map- the Cryogenics Lobby, somehow in my mod but I though that would be too much of a bother. You can check out the thread here: http://jbserver.com/forums/ThreadView.asp?ForumId=1&TopicId=7&ThreadId=1218 Also be sure to take a look at NES Sounds too. EDIT: Wow that is a really neat Back to the Future-mobile. I may have to make that Apache helicopter, and that Jimi Hendrix Guitar during my spare <b>TIME</b>. =P
Edited: 18 April 2006 06:01 You need to login to create posts in this thread. |
me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
17 April 2006 14:36 (UK time)
Nice car =D I'm gonna try to get the first map finished, and maybe I'll release it. You need to login to create posts in this thread. |
VR_Rat
![]() Joined: 20 January 2006 Posts: 396 |
17 April 2006 14:40 (UK time)
I've thought of doing a stargate mod once, but I'm working on ShadowStrike. Maybe I'll do it when I finish ShadowStrike unless someone else does it. You need to login to create posts in this thread. |
me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
18 April 2006 02:52 (UK time)
I got the map done. 2000X15000. <b>Time</b> is coming soon. There are 2 ingame screen shots of my mod here. =D You need to login to create posts in this thread. |
nyasudah![]()
Joined: 06 February 2005 Posts: 832 |
18 April 2006 13:27 (UK time)
That car is a masterpiece! =)
You need to login to create posts in this thread. |
me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
25 April 2006 03:18 (UK time)
Are you ready for the final release, or should I wait a bit longer and let the suspence build? <b>Time</b> You need to login to create posts in this thread. |
VR_Rat
![]() Joined: 20 January 2006 Posts: 396 |
26 April 2006 01:38 (UK time)
please...RELEASE IT...thank you You need to login to create posts in this thread. |
me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
27 April 2006 03:45 (UK time)
I originally planned to release time on april second, but MeteorMods ftp wasn't up, so I decided to alter it a bit. After hours of testing, I fixed numeous problems, and I'm fixing the final few bugs. Time is coming soon. You need to login to create posts in this thread. |
me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
30 April 2006 05:33 (UK time)
iCpt. Guldone 3256 iWay Drive Reab Ekal, Etih 55110 Commander. There has been a glitch in the outer ring. Although the reports cannot be validated, an object completely created from forbidden material was spotted cruising toward the iSat ring. If this object was more than the occasional meteor, we may have trouble. Report any unscheduled objects to the iHQ immediatly. Best iWishes, iNithor (heh heh... you ready 4 this?) Edited: 04 May 2006 17:13 You need to login to create posts in this thread. |
me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
04 May 2006 17:15 (UK time)
Its TIME! Like the fusion spike? Don't spoil it for those of us who haven't played it yet, but do post screenies of what happened to you! I'll be making a movie that fits into this story, but for now, you've got the game! Enjoy! You need to login to create posts in this thread. |
Ravager of Time
![]() Joined: 04 May 2006 Posts: 2 |
04 May 2006 21:32 (UK time)
Transmission recieved from: Barsor, Star System Orion I am ready to ravage! And ravage I have. I barely escaped their first wave of mechs and inantry... It's a long story. Now I'm in this strange land. I asked this guy for some new body armour (mine was blown to pieces in the fire fight), And he gives me a tin bucket! Now he's complaining about poison spitting fish... message out. You need to login to create posts in this thread. |
VR_Rat
![]() Joined: 20 January 2006 Posts: 396 |
04 May 2006 23:47 (UK time)
Um, weird way to make a story REALLY come to life. You need to login to create posts in this thread. |
JohnWE
![]() Joined: 13 October 2003 Posts: 52 |
05 May 2006 01:26 (UK time)
Well, folks? It's got just two maps. We may make more, but it took us a few months to make that map ![]() You need to login to create posts in this thread. |
VR_Rat
![]() Joined: 20 January 2006 Posts: 396 |
05 May 2006 01:40 (UK time)
It had better have. If people could make maps like that in a week, I would smash my computer and get a life beyond it. I like the amount of detail in this game (still not finished). Only problem I see is that a mod of this scale makes modders like me feel that they don't have a place in the modding group with their not so good graphics, ideas, and everything else =(. You need to login to create posts in this thread. |
me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
05 May 2006 02:57 (UK time)
Don't worry about it... =D I just spent like forever on it, and I had a bunch of friends helping, and many many beta testing lan parties. You can still let it make you feel bad though =D(but just bad enough to make a cool mod of your own) You need to login to create posts in this thread. |
Assain
![]() Joined: 02 November 2003 Posts: 979 |
05 May 2006 11:54 (UK time)
Wow, this is quite somthing. I knew it was gonna be a huge map when it took 5-10 minutes just to load it ![]() So, apparently the story has somthing to do with time-travel then? And interesting how you implemented a type of RPG system in the game, and the different character types. I cant imagine what kind of scripting it took... you must have some experience in C++/ect. considering that would take a massive amount of good scripting! You need to login to create posts in this thread. |
me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
05 May 2006 14:50 (UK time)
"So, apparently the story has somthing to do with time-travel then?" Sorta... Play it & find out =D I think it would be fun to see who can finish the mod first. Post the ss here when you do. =P I was thinking about making a one map campaign to blast into Iraq, but since nothing really cool happened, I decided to work making meteor 2 awesome. Then I made an rtss map, and got the toolbar stuff implemented, and sometime in august, I was weeding my front yard, and my bro's & I were talking about fun stuff to do with toolbars. (Giant flying bees that turn into catapults) although we didn't get any giant bees in the game, we did start making the most random mod ever. My brother did all the songs(execpt a few I did). I did basically all the map & script, and somehow convinced JB to add some script functions I needed =P (change object controlled by player) (waterbased rideons) (script instanced never running out) Before I did meteor 2, I didn't have but a small 6 month intro to c++, that didn't help me at all. I just picked up all the cool script commands making maps, and the rtss mod. It took tons of paper to write down all the bugs, and loads of whiteboard diagrams to make everyting 100% mp compatible. We even added certian features only for mp.(save your stuff after you die =D) The funniest thing is that I did the RTSS mod, and this mod at the same time! I'd really like to hear how long(hours er days) it takes you to finish the game. You need to login to create posts in this thread. |
VR_Rat
![]() Joined: 20 January 2006 Posts: 396 |
06 May 2006 00:30 (UK time)
I spent an hour on it last night. When I got into the main part of it (the big map) I did the class thing while completely oblivious about what was happening. I picked knight and stayed with it. I have done the main quests up to after the first castle. The mini quests in the village don't seem to work. And I found a secret. You need to login to create posts in this thread. |
fuzinavl![]()
![]() Joined: 06 October 2004 Posts: 287 |
06 May 2006 18:05 (UK time)
When the townsperson told me about the bees, how come he didn't mention their aggressive nature and laser-armed aircraft? Mouseover() class descriptions for W, K, A would be a nice touch for the class selection area. You need to login to create posts in this thread. |
me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
06 May 2006 20:50 (UK time)
That might have been cool, but its also might have messed up the supprise of being an RPG. I would have made bees fly up and sting you, but since it wasn't as possible, I just made them sting you with lasers =P If y'all haven't noticed, you can level up =P Just talk to a shopkeeper. You need to login to create posts in this thread. |
mike323
Posts: 745 |
07 May 2006 00:45 (UK time)
I keep getting mauled by bees. I keep forgetting to save. ![]() You need to login to create posts in this thread. |
VR_Rat
![]() Joined: 20 January 2006 Posts: 396 |
07 May 2006 02:08 (UK time)
That patch of bees by the volcano were really annoying. I finally got rid of them at like level 4 or something. You need to login to create posts in this thread. |
Assain
![]() Joined: 02 November 2003 Posts: 979 |
07 May 2006 20:11 (UK time)
Agg, i just finished killing the toad king at the castle (those flys are really overpowered >_< ), and the battle afterwords is impossible for me to beat because it slows my computer down to 1 Frame Per Minute >_< You need to login to create posts in this thread. |
VR_Rat
![]() Joined: 20 January 2006 Posts: 396 |
08 May 2006 01:19 (UK time)
Really? I thought my computer was slow. It ran just slower than it normally did. What was your stratagy for the assault? mine was to run circles around the enemy, letting them hit eachother, until the toadking appeared and then I speared him. You need to login to create posts in this thread. |
me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
08 May 2006 19:26 (UK time)
Yes, I agree that its really slow. Somehow most games can control 50 units at once, but I guess its not optimized in m2. I scaled the battle from infinite waves to only 3. I would suggest that if the battle is too slow, you try to run back to the castle, and let the invincible archers take care of it. If that doesn't work, you might be able to change the script so it only launches 1 wave. You need to login to create posts in this thread. |
VR_Rat
![]() Joined: 20 January 2006 Posts: 396 |
08 May 2006 21:09 (UK time)
Yeah I thought about the archers. That would be cheap yet effective. You need to login to create posts in this thread. |
me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
09 May 2006 03:04 (UK time)
I've encountered a massive error... I can't do anything when I get to quest #7. If I save, the game crashes, if I try to leave game, it crashes, when I die and press space, the game crashes. I'll upload the savegame soon, but its really annoying me =/ I can't even play the secret areas because of this annoying bug. If y'all havn't noticed, the bee swarm can be lured over the killer lavapit. =D You need to login to create posts in this thread. |
fuzinavl![]()
![]() Joined: 06 October 2004 Posts: 287 |
09 May 2006 14:55 (UK time)
Instead of ''Lasers'', could you just make the bees slightly slower than the player's run speed? Edited: 09 May 2006 14:55 You need to login to create posts in this thread. |
VR_Rat
![]() Joined: 20 January 2006 Posts: 396 |
10 May 2006 00:17 (UK time)
I would like it if they had to be closer to me when they sting me. You need to login to create posts in this thread. |
me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
10 May 2006 21:07 (UK time)
I tried to do that, but since sight/following range is related to how far the projectile goes, I couldn't get any bees to attack ever with the short range. I think it would be cool if you could set 'follow' ranges on a per object basis. I just made a multiplayer map, and its really easy to make your own. I'll release it as soon as y'all wish. You need to login to create posts in this thread. |
VR_Rat
![]() Joined: 20 January 2006 Posts: 396 |
11 May 2006 20:12 (UK time)
I'd like any more additions to ravagers. You need to login to create posts in this thread. |
VR_Rat
![]() Joined: 20 January 2006 Posts: 396 |
06 June 2006 00:02 (UK time)
mantis, when did you start this. I was looking through some old topics and found a screenie of time. You need to login to create posts in this thread. |
me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
06 June 2006 22:54 (UK time)
Last July when pulling weeds in my front yard. I was talking with my brothers about some cool things we could do with the new scriptings.. I'll try one today and we may have more time. You need to login to create posts in this thread. |
Sharpshooter
Posts: 24 |
20 August 2006 11:49 (UK time)
Wow. RoT is one of the best games I've ever played. I've just finished the game as a wizard... I'm not sure exactly how much time I spent playing it... About 12 hours, I think. The toughest fights (I enjoyed them a lot, though ![]() 1)The fight with the Tree Host's guardians. I had a very hard time. I'm not even sure if it'd be possible to win this fight without using some packaged spickle. 2)The fight with the overpowered Steel Beast (near the spickle) required good timing, so I guess it was pretty hard too. 3)That last Vast Ghost of Gloom in the northern castle was tough too. 4)The Giants in the secret level made me reload quite a few times. 5)And so did the meanest tree goblins in the southwestern forest. 6)The Ice Dragon of Gloom was pretty tough too - it requires a good strategy. That said, some other fights in the game were much harder (I do not think the Dragon of Gloom needs to be harder, I'm just commenting). Also, you might want to know that the last PDA message doesn't work... Its title is 'end', and that makes the M2 engine all confused. ^_^ If you rename it 'Ending', though, it will work. Also also, there were a few typos, such as 'fountian'. I guess I'll try re-playing with another character in a few weeks. Good luck with the next map, if you do make one. And congratulations. ![]() You need to login to create posts in this thread. |
me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
22 August 2006 04:48 (UK time)
Thanks man! I'm glad to hear you enjoyed it!! I'm probably gonna release a version with a multiplayer map that allows you to level up in only 30 minutes. I might continue the campaign, but right now I'm busy with college. I am making a movie that leads into the game, and that will be done probably next summer. When I'm done with that movie, I will probably import the models into the game, and you will be able to play through the whole movie in the game.(fight giant robots with swords!) You need to login to create posts in this thread. |
Sharpshooter
Posts: 24 |
22 August 2006 11:22 (UK time)
Guess what? I didn't think I'd have enough time to replay as a knight, but I did! I definetely won't be able to play as an archer before Thursday or Friday, though. Overall, I think I found the game to be slightly easier - I had a harder time playing as a wizard, probably because I'm not that good at aiming while dodging at the same time. There was one hard battle, however : Destroying the last Vast Ghost of Gloom before it could get out of sight and flee was *very* hard (I suppose I could have tried to track it down, but it seemed to be even harder - this thing sure is fast!). Defeating the overpowered Steel Beast was pretty difficult too; my invulnerability wore off before I had the time to finish it, so I had to keep throwing lighting spears at it while dodging. It was fun. ![]() The new features (movie and MP map) sound very cool. Fighting robots with swords sounds awesome. Fighting Giants with a sword was already interesting, but I'm looking forward to seeing those robots. Oh, and something I forgot to mention in my last post : I loved the music. You and JohnWE did a great job of making the soundtrack. Glad to know you might continue the campaign. ![]() You need to login to create posts in this thread. |
arezey
![]() Joined: 16 June 2005 Posts: 1599 |
22 August 2006 17:33 (UK time)
You know, in Ravagers I've noticed something about the music. It is that you can make good soundtracks even with modplug GM.DLS library, what I felt was too 'non-realistic'. But Ravagers made me see the library from a different point of view. You need to login to create posts in this thread. |
me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
22 August 2006 19:59 (UK time)
GM.dls is the General Midi library.. its for old school style midi tunes. Thats sorta why we picked it instead of using our own instruments or making mp3s. You need to login to create posts in this thread. |
Sharpshooter
Posts: 24 |
29 October 2006 15:21 (UK time)
Currently replaying as a archer... I'm having a much harder time than when I played the previous two characters. I'm not done playing yet, but I have a few things to report : 1) The shopkeepers say that I can pay 60 gold for 30 fire bolts, but I can only carry twenty fire bolts. 2) You get some info on which waypoint the clockman has reached when you use a spickle blast; however, this info is only relevant for the spickle *bomb*, not blast; so I thought that was pretty odd. 3) Is there actually any use for the lilypad/bee summoning ability in singleplayer? Just wondering. 4) There seems to be some problems with the weapon names, especially with the Stick (there are Sticks Levels 3/4/5/6, but there doesn't seem to be a Stick Level 2. Okay, actually there is one, but its name is still 'Stick'). (EDIT : Typo, sort of.) 5) What are those odd toxic-looking bottles that are sometimes dropped by the Ice Dragon of Gloom's guardians? I noticed them the first time I finished the game, but I forgot to ask you about them. 6) When I chose the archer hands at the very start of the map, I was told that I had no hands. I'm curious as to what will happen near the end of the game... I have a feeling that my archer will be much stronger when I reach both level 6 and the spickle weed. EDIT : I reached Level 6, yay! My archer did become stronger, though not as much as the wizard or knight, it would seem. And the Archer hands don't get a Level 6 upgrade. When I'm done playing as the archer, I'll take a look at the editor to see the monster stats, also to see if I missed something. I tend to do this after playing a great mod. ![]() EDIT 2 : Yay, I've now fully finished the game! I must say, at first I thought the Archer wasn't that powerful, but the Fire Crossbow is quite good in spite of having a low reloading rate, the Spickle Bomb seems to be able to kill nearly everything in one hit, the Spickle Blasts are pretty powerful near the end of the game, and as for that Ballista Armor Suit, it truly is the Munchkin Weapon of Doom ![]() ...And for once, I found the fight with the Tree Host and its guardians to be not that difficult, since I was able to block one of the boulders with the bush summoning ability. I'm still wondering how that lilypad/bee spell could have a real use in single player, however. EDIT 3 : Yes, I like editing my posts ![]() Edited: 30 October 2006 17:36 You need to login to create posts in this thread. |
me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
31 October 2006 04:43 (UK time)
I'm really glad you like it so much. It is amazingly hard to balence the game to make all the characters equal, so I'm awesomely glad the archer didn't turn out to be weak. The blast is an XP based ability, so the more XP you have, the more damage it does. Did you by any chance find the secret giants cave? Wow.. all this talk about Ravagers of Time wants me to play it again. I think the use for the lilypad ability is so you can for across the castly moat and possible get some treasure there, but its also a speedy way to get across water. The bees arn't that great, even though they have 100 health. The majic evil poison bottle is a special little trick we added. If you are missing any health, all ye need to do is pick it up, and you instantly die! (HA HA HA HA HA) Its really fun in multiplayer. I guess I'll hafta fix those little errors you pointed out, and I'll totally be releasing something you'll like soon. =) You need to login to create posts in this thread. |
arezey
![]() Joined: 16 June 2005 Posts: 1599 |
31 October 2006 06:43 (UK time)
I accidentally found that giants cave while looking for... something. It was hard but gave me a lot of gold ![]() You need to login to create posts in this thread. |
Sharpshooter
Posts: 24 |
31 October 2006 07:27 (UK time)
I tried what you said about the evil poison bottle, and I did die instantly. I guess I failed to notice it the previous times because I tend to make sure I have full health before attacking the Ice Dragon's guardians, and since I always use an armor suit at this point (I make the enemies follow me, then hide behind Sha'morad and let him do most of the work), the suit takes damage rather than me (and then I heal the suit with the Healing Hands). I did find the Giant secret level; in fact, I mentioned it in a previous post. I especially liked the fact that there are two entrances : the wizards and archers will likely have an easier time using the west entrance (with the lilypad) whereas a knight should probably use the volcano entrance so he doesn't get blown up by the two Giants near the western entrance. Speaking of which, the Gold Wand in the secret level is fun to use but currently not all that useful - the projectiles are so fast that they go through walls and monsters, so it's hard to it anything with it except for Hobgoblins and Flying Serpents. I tried crossing the moat with the lilypad, but there are faster ways across, so it's not all that useful and by the time you need to attack the northern castle you'll have the Spicklebeast anyway. I do agree that summoning a lilypad can be useful if you get stranded on an island (that happened to me once or twice - Sharks and Big Fishes blew up my skiff) or if you want to get across a river quickly, but most of the time I just use the Frigate. About the secrets, it would seem that the Giant level is not the only secret (though it seems to be the only major one). I also found the evil turnip (very funny ![]() About the Spickle Blast - I did notice that it was XP-based. In fact, the game says so. I'm not very good when it comes to scripting, but isn't the Spickle Bomb XP-based too? Also, I've carefully thought about the fact that casting a Spickle Blast tells you about where the Clockman currently is : it may not be that irrelevant. If that info was given by the Spickle Bomb, it would be 'too late', whereas as it is, you can cast a Spickle Blast before using the bomb and reduce the chance of blowing yourself up. About the gameplay balance : you did very well, no doubt. Ravagers of Time has a great gameplay, and I was surprised by the tremendous power most enemies have when I first played the game. I was amazed at the number of monsters who can kill the player in one hit. With Meteor I was used to the fact that powerful enemies usually have lots of hit points and can be nearly unkillable if the player doesn't have some kind of über weapon, but that isn't the case in RoT (Fliars come to mind...). Fighting the three Steel Beasts is simply awesome, I was amazed when I first found the trick to beat them as a Knight (dodge, dodge, get under them, attack, repeat). The game is truly different from Meteor, Rot does have some shooting parts but it's really more of a RPG/strategy/action/adventure game. It makes you think a lot. Speaking of which, I tend to clear the southern part of the desert quite early in the game, shortly after beating the Giant Toad of Doom. The enemies really aren't that difficult - the Fliars tend to die very quickly (one hit from any good weapon will kill them). The Stone Creeper is somewhat tough, but it's all a matter of dodging, healing, and attacking while it's 'recharging'. So you are planning on releasing something soon? Does it have anything to do with RoT or is it something else? Or is it a surprise? ![]() I'm always glad to hear you're going to release something, anyway. Even the extremely buggy Meteor : Afghanistan singleplayer campaign had some very neat gameplay ideas and can be very fun to play with a few tweaks. EDIT : Aleksanteri : Those Giants are tough, aren't they? ![]() My strategy as a wizard and archer is to let them get stuck into walls - they're so clumsy that it's actually not that hard. When they're stuck, they'll either stop attacking or start damaging themselves, and you can destroy them without too much trouble. As a knight, I simply use the Sword of Fire : I dodge three times, attack with the Sword of Fire, get away, dodge three times, and finish them off (the Giants pause to recharge every three attacks). By the way, another thing that impressed me was how the Giant suit was balanced. Since Giants can usually kill the player in one hit (except for high-level knights), I thought that the suit was going to be extremely powerful, and it really isn't. It doesn't do much damage and you need to recharge every three hits, so there are much better ways of inflicting damage; because the one thing that actually makes the Giant suit useful is the fact that it has a lot of HP (and also the fact that it's not too slow) : its main purpose is to take damage, not to inflict it (with a few exceptions : I did enjoy running over some monsters with it), which makes it useful for scouting. The Ballista armor suit is quite the opposite : it does lots of damage, but has a slow reloading rate, moves slowly, and only has half the HP of the Giant suit. EDIT 2 : About the characters being equal... I would say you also did well. You have to adjust your strategy depending on which character you play, and some enemies are indeed tougher depending, again, on which character you play. The Wizard isn't actually all that powerful at first, and has a pretty good chance of blowing himself up with the Fire Wand. He has pretty low HP throughout the game, has no really good melee attacks (the Ooze wand doesn't really count) at first, needs to wait until Level 4 before he can use the Fire Wand... However, the Ice Wand has bouncing projectiles, the 'Ooze Wand Level 6' fires in all directions, and the (understandably expensive) White Wands are simply the most powerful weapons in the game (unless you count the Archer's Spickle Bomb as a weapon). The wizard's abilities are pretty good too, but they're also expensive, and using "disappear" may make enemies run away, which isn't always good (Vast Ghost of Gloom...) The Knight has lots of HP, his melee attacks are quite powerful, especially the Fire Sword, so he can do damage very quickly. However, his only half-powerful ranged weapons are the Lightning Spears, which he only gets at Level 6, and they aren't all that powerful. His abilities are great - invulnerability rocks and doesn't seem to be *too* unbalancing, he can still get killed by powerful monsters when the effect wears off. Horse summoning is good too; in fact, I recently found out that riding a horse can help when fighting the overpowered Steel Beast. The Archer is not too bad at the beginning of the game, but not too great either. All of his attacks can be used in melee, with the exception of the Fire Crossbow. The Fire Crossbow does loads of damage, but the recharging rate is slow. I found that as an Archer, defeating Steel Beasts can be much harder. The Archer has no super powers. He doesn't have any true super weapons/abilities like the white wands or the knight's invulnerability (using a Spickle Blast does make you invulnerable for an extremely short time, though, and that can help), but he does have the Spickle Blasts and the risky spickle bomb (I think the Spickle Bomb is the most powerful attack in the whole game, but it's no 'super' weapon due to the fact that you need perfect timing), and he is the only one who can get the ballista. In a way, he's both the weakest and the most powerful character - he has really bad weaknesses, and really good advantages. Edited: 31 October 2006 10:01 You need to login to create posts in this thread. |
me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
31 October 2006 19:43 (UK time)
I think you win the biggest post ever contest =D I'd really like to play Ravagers of Time with you online, but the MP is buggy. ROT with more than 1 player is exccedingly awesome... I designed the game completely to be a MP experience. I'll get some stuff fixed up, and hopefully online within 8 hours, but I've gotta run to class. You need to login to create posts in this thread. |
Sharpshooter
Posts: 24 |
01 November 2006 10:58 (UK time)
Nice pic ![]() I'd like to play it online too ![]() There are a few problems, though : 1) Ravagers of Time crashes a lot on the computer I'm using, but the problem might go away if I try using the non-fblend executable. 2) Because my computer is nowhere near powerful enough to run Ravagers, I don't play it on my own computer - which means that I can only play it when I'm on vacation. My current vacation ends in two days, and the next one after that should be in a month (though it will only last for two days...) and the next one after that is two months from now (December vacation, you know) and this one should hopefully last for more than a week. You need to login to create posts in this thread. |
arezey
![]() Joined: 16 June 2005 Posts: 1599 |
01 November 2006 13:42 (UK time)
Sharpshooter: I, lol, use that way as well. Tho I have beated the game only once and that one as the wizard. I noticed that you can get through the volcano entrance to the secret level but too late; I got already in through the west door. Even tho I beat it, it was hard. You need to login to create posts in this thread. |
Sharpshooter
Posts: 24 |
01 November 2006 16:40 (UK time)
If you are a wizard, it's probably better to enter from the west anyway - otherwise you'll be closer to the Giants, which could be bad for your wizard's health. I'm not surprised we use the same way to beat them, it's not like there are many other ways to defeat them. I suppose an Archer or Wizard could try to dodge their projectiles while using ranged attacks, but it's be pretty difficult due to the projectiles' speed, blast radius, and bouncing ability. And yes, the Giants are pretty tough, but you know, I thought some of the missions for your Meteor 1 mods (Civilian War, The Nuclear Facility) were much harder. But it's also true that it's not the same kind of gameplay, so I'm not sure if my comparison is appropriate. You need to login to create posts in this thread. |
me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
06 December 2006 20:17 (UK time)
=D =D =D =D ;-) You need to login to create posts in this thread. |
Sharpshooter
Posts: 24 |
08 December 2006 06:32 (UK time)
Now what's that supposed to mean? Are you giving us a hint about a December release of something related to RoT? :O Edited: 08 December 2006 06:33 You need to login to create posts in this thread. |
me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
08 December 2006 18:23 (UK time)
it all depends on a sequence of events that may or may not occur on a large shiney object spinning through space. Well, I guess they will eventually occur, but I'm not able to say when. Thus, I can say that after sufficient error free MP testing on Ravagers of Time, there will be another release. I hope to go through the entire game in MP. I'd really like to put ash into the game, and allow you to buy bullets n rockets (but lack spickle powers) but that probably won't happen. (a flamethrower would clean up bees though) (btw... my icon is just an old weapon, its not coming into the game) Edited: 08 December 2006 18:25 You need to login to create posts in this thread. |
Sharpshooter
Posts: 24 |
09 December 2006 10:32 (UK time)
Good luck with MP testing, I'd definetely like to play RoT online one of these days. ![]() Putting Ash in the game could be a neat idea, but wouldn't he be a little overpowered? (not that it matters if it's not going to happen, but I was just curious). About your icon - wasn't it an old version of the ooze wand? 'Cause it does look like it. You need to login to create posts in this thread. |
VR_Rat
![]() Joined: 20 January 2006 Posts: 396 |
09 December 2006 16:18 (UK time)
I don't think you should put in ash unless he is just someone you meet randomly. The next segment should either be in this time period with the close range weapons of the knight or the future part of the game with laser and such. I'm imagining ideas about lasers with only a quiet charge when fireing and having the lasers hum as they go by. You need to login to create posts in this thread. |
me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
11 December 2006 05:04 (UK time)
Ash would have trouble with the 5000 hp enemies. I'm really curious what the rest of everything would be like, so I may add him in, but I'm really busy, so don't expect ash. =P You need to login to create posts in this thread. |
Sharpshooter
Posts: 24 |
13 December 2006 10:03 (UK time)
If you do put Ash in without any special powers/weapons, beating the most powerful monsters is indeed going to be utterly impossible - he'd need to have some new weapons. ![]() You need to login to create posts in this thread. |
me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
13 December 2006 22:40 (UK time)
it would probably be a MP only feature =) You need to login to create posts in this thread. |
me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
19 December 2006 17:49 (UK time)
Merry Christmas y'all! Here's a little present for my fans out there... http://www.meteormods.com/downloads/meteor2/mods/time.zip Enjoy! You need to login to create posts in this thread. |
VR_Rat
![]() Joined: 20 January 2006 Posts: 396 |
19 December 2006 21:27 (UK time)
Yay! Multiplayer! just what i wanted for christmas. Now who's up for a game? You need to login to create posts in this thread. |
Sharpshooter
Posts: 24 |
21 December 2006 13:08 (UK time)
Thank you very much mantis! ![]() And Merry Christmas to you too. ![]() I'll be on vacation very soon and I'll hopefully be able to play RoT online in a week or so. You need to login to create posts in this thread. |
arezey
![]() Joined: 16 June 2005 Posts: 1599 |
21 December 2006 14:22 (UK time)
Ooh cwl ![]() But what's happened to the meteormods site again? O_o You need to login to create posts in this thread. |
me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
29 January 2007 17:12 (UK time)
The Ravagers return! I'll be MP testing, and I'll be rereleasing Ravagers of Time updated to M2 1.3. I'm really excited about this release, and will be reviewing all your comments & suggestions to make Ravagers of Time the ultimate Ragavering experience =P (suprise suprise suprise =) ) You need to login to create posts in this thread. |
Sharpshooter
Posts: 24 |
30 January 2007 15:32 (UK time)
Hey, that's great! Sadly, I wasn't able to play online last time due to various problems, but I did take a look at the new MP maps. I especially liked the idea of being able to ride a dragon. Will we be able to play the Barsor map in coop mode with the next release? Edited: 30 January 2007 15:33 You need to login to create posts in this thread. |
1up
![]() Joined: 25 January 2007 Posts: 153 |
30 January 2007 23:34 (UK time)
Your "Ravanging" should include sum bits of Warcraft III, so you could make morter teams and watch your enemies get blown apart! Yeah, just put like one Mercenary house and you can order a larger variaty of units when you win "Fame" from your quests! Yeah...
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Janne
![]() Joined: 05 January 2007 Posts: 57 |
31 January 2007 15:09 (UK time)
The Ravagers of Time is best mod what I never see. me_mantis thanks for this mod ![]() You need to login to create posts in this thread. |
me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
22 January 2008 19:01 (UK time)
Hey y'all! I've released an intermediate version of Ravagers of Time with a few optimizations in the initial missions. Rather than adding sectors, and removing them, there are now gate objects that are removed. This helps speed up the original missions. The Barsor map can be played in coop mode, and each player can be a different character, but most of you probably know that. oh. I've also made the horse different when you are different characters, and I'm pretty sure that it goes slower when its not feeling as well. enjoy! You need to login to create posts in this thread. |
Sharpshooter
Posts: 24 |
23 January 2008 08:40 (UK time)
That's great! Downloading now. ![]() You need to login to create posts in this thread. |
ParaSait
![]() Joined: 26 June 2007 Posts: 1478 |
23 January 2008 12:52 (UK time)
Uber kewl, Mantis =) God... I still can't believe you made such a huge script for only one map =D
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DarkRain
![]() Joined: 01 March 2007 Posts: 1193 |
23 January 2008 15:06 (UK time)
Yeah, the script is really huge.
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me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
24 January 2008 00:29 (UK time)
The script was fun to write, and its got even more depth now. It was also adapted for the multiplayer versions of the game... If I had the time, I'd probably make a version of the game that used about 10 maps rather than just one, so it would be easier on the meteor 2 engine. I'd also make an other enchanting mp map. You need to login to create posts in this thread. |
Sharpshooter
Posts: 24 |
27 January 2008 22:36 (UK time)
I've finished replaying as a wizard. This version is definetely better than the last one. ![]() I've also noticed that you made the XP bonus over the lava harder to get. Probably a good idea. I have to ask, though - why did you take out the cutscene that shows the Dragon of Gloom falling the ground? Oh, and I found a use for the Gold Wand. Due to its projectiles' ability to go through walls and trees, you can use it to hide behind trees and take out tree goblins, fliars, and flying serpants more easily. Edited: 27 January 2008 22:37 You need to login to create posts in this thread. |
me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
29 January 2008 06:19 (UK time)
The movie playing code is still there. I'm not sure why it didn't play, but I'll check it out. Gold wand was made for clever things like shooting through walls. I'm glad you found it out. =) There should be another couple of weapons for the other classes.. not just for the wizard. I'll see about that. Have you found the bug that lets you get all the classes spickle powers? I might go back and add a few things to the game which would bring it closer to its original concept, which was having oddly scripted vehicles that only certain classes could ride in. The xp on the gold should be much harder to get.. did you get it? I've also found another secret which is when the knight is following you, or you are commanding it, you can make it walk up the volcano, through the lava, and hence get all the cool volcano stuff. Heres the code.. Notice that the dragon follows you if you hurt it. =) If you'd be interested, I'm working on a 120 page screenplay somewhat based on the game. void OnObjectHurt_268() { SC_SetObjectAiType(268,AI_ROAMING); SC_SetObjectFollow(268,SC_GetPlayerObjectId()); } void OnObjectDie_268() { SC_PlayMovieClip("640x480icedragondeath.flc",NULL); SC_GameMessage("I have defeated the Icey Dragon of Gloom, I'll tell the King." ![]() SC_LoadPdaMessage( "Dragon",1); SC_AddToolbarButton( 0, "Open a gate, and the Land of Barsor!", "buttons\\Cross01_01.pcx","run Exit",1 ); SC_SetSectorHidden(409,0);//The End SC_PlayMusic("endtime.it" ![]() } You need to login to create posts in this thread. |
Sharpshooter
Posts: 24 |
29 January 2008 07:24 (UK time)
The "xp on the gold"? I assume you meant the xp on the lava. If so, I did get it (I had to drink potions while walking on the lava). I wasn't aware there was a bug that allowed you to get all of the spickle powers - I did find the wise old man that lets you have some spickle spells, but I wasn't aware you could get every single spickle spell at once. As for making the knight in the southern castle walk on the lava, that's a great idea, I hadn't thought of it. I tend not to use him because he's so underpowered, but I guess he does have a use. By the way, I found another way to deal with the Dragon of Gloom as the knight - you can make the Spicklebeast invincible and lure the Dragon straight back to Sha'morad (thus bypassing all of its guardians). Edited: 29 January 2008 07:26 You need to login to create posts in this thread. |
me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
31 January 2008 01:49 (UK time)
Yeah, The XP on the lava, not the gold. The knight isn't really that useful, except for the volcano. Making the Spicklebeast invincible is very clever.. I'd never thought of that. Did you know that if you 'heal' the dragon, it takes it down to about 100 hp?.. It's hinted to when you read the mission briefing =) I'm probably going to try the Spicklebeast trick next time I play.. unless I've purchased another ridable beasty. You need to login to create posts in this thread. |
me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
03 February 2008 19:33 (UK time)
never tried that... Actually, it can be done in multiplayer, by a client.. With no console commands. It takes $10000 though. (that might be a hint) You need to login to create posts in this thread. |
Dthdealer
![]() Joined: 10 March 2007 Posts: 476 |
06 February 2008 07:36 (UK time)
void StoneCall() { if(SC_GetItemCount("Spickle Points" ![]() ![]() { int x, y; // get player coordinates SC_GetObjectCoords( SC_GetPlayerObjectId(), &x, &y); SC_AddObject("StoneMonster.ob", x -55, y, 0, AI_ROAMING, 1, "", 0, 0, 0); SC_GiveItem("Spickle Points",-2); SC_GameMessage("The Spicklemonster has been summoned to %d, %d.", x, y); } else { SC_GameMessage("You don't have enough spickle or 10000 expierience." ![]() } } Is that related to it?
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me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
08 February 2008 03:48 (UK time)
No, its got to do with a certain pirate ship =) You need to login to create posts in this thread. |
Dthdealer
![]() Joined: 10 March 2007 Posts: 476 |
09 February 2008 03:36 (UK time)
Ah, the expensive frigate behind the gate that requires a key. Key is on little island very bottom-right of map, frigate behind gate is center-right on map.
Edited: 09 February 2008 03:37 You need to login to create posts in this thread. |
ParaSait
![]() Joined: 26 June 2007 Posts: 1478 |
12 August 2010 21:49 (UK time)
Me and PetiX decided to play this mod again, but were a bit annoyed by the graphical glitch due to the removed gif support (the water and stuff, remember). We fixed that up, looks much better now, so I guess we'll publish this patch ![]() Just unzip this file in the meteor 2 folder and confirm file overwriting.
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me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
14 August 2010 19:07 (UK time)
haha.. I should totally release the version I have now - 'cept I've modded it past proper workability - I switched a lot of sectors with objects that run scripts when you enter 'em, but when you level up, it smashes the host to where you were. maybe I should fix it and upload the fancy version =) You need to login to create posts in this thread. |
Spy
![]() Joined: 05 October 2007 Posts: 1031 |
14 August 2010 19:47 (UK time)
Aah, the good old times, it's just too bad so many people left.
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me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
09 October 2010 20:31 (UK time)
I said I was going to release Ravagers of Time version 1.3 last week, and didn't release it this week, and now I'm pushing it back to next week or so. You might be wondering why. Well, let's just say that I'm adding a few features that I originally wanted in the game back in 2005. It's going to be a lot more stable, faster, and now there's only 1 shopping script for single and multiplayer. Multplayer maps are going to be way easier to make, and shopping is very easier. Oh, I'm also adding a super secret bunch of bonus features I'm sure you'll love. =) You need to login to create posts in this thread. |
me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
19 October 2010 02:10 (UK time)
Although I didn't add any pre and post Barsor missions I was thinking I might add, I believe it's TIME to release it. Click here and give it a whirl! Extra bonus points to anybody who finds the new and amusing secret! You need to login to create posts in this thread. |
ParaSait
![]() Joined: 26 June 2007 Posts: 1478 |
19 October 2010 20:15 (UK time)
@me_mantis[keens] Great job, mantis... I'll promise myself to give it a try thursday when I'm home again!
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Spy
![]() Joined: 05 October 2007 Posts: 1031 |
23 October 2010 15:02 (UK time)
Howbout you make some sort of map for it, that shows the regions of the map. Like something all those theme parks have. Also, I really don't understand this game, it's pretty random. Can you clear it up a little?
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me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
23 October 2010 21:56 (UK time)
There's a linear quest you can follow by reading all the instructions the folks you come across give you. It's a lot of reading, and a goodly amount of old English, but it allows you to proceed to zones which always are a good match for your skill level. If you don't follow directions, chances are, you'll be up against enemies that are far too powerful for you to fight head on. I've left a few exploitable areas in the game, and if you're clever, you'll be able to reach higher levels quickly. If you're not that deft, you'll likely get lost, and have no idea what you're supposed to be doing. You need to login to create posts in this thread. |
me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
08 November 2010 21:41 (UK time)
Just FYI: There were 47 items, and 92 powerups. Now there are 88 items, and 154 powerups, which can all be accessed with no cheatin' =) You need to login to create posts in this thread. |
Sharpshooter
Posts: 24 |
09 September 2011 14:49 (UK time)
Hi! I wanted to try the newest version, but it seems that it doesn't have any of the new features you mentioned... In fact, it seems to be lacking a few things compared to past versions. Was there a problem during the upload of the newest version, or am I just going crazy? ![]() You need to login to create posts in this thread. |
me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
10 September 2011 23:26 (UK time)
I remember you =) So, I uploaded the newest freshed version straight off my computer. I think somehow things did get a bit mixed up (who knew?) and I'm trying to win as Ash. Just start and go north /east till you find a secret. You need to login to create posts in this thread. |
Sharpshooter
Posts: 24 |
11 September 2011 20:11 (UK time)
Thank you very much, that worked! The new version is a lot of fun. ![]() I'm playing as Ash right now. Overall, I find the fights against regular monsters to be easier, while the fights against the "high HP" monsters (Giants, gold monsters, steel beasts) tend to be a lot harder. I've just sniped all of Lake Mud from the shore, so I guess my boat won't have any trouble reaching its target. ![]() The leeches and the ballista were the only really dangerous enemies during that fight. It was fun to be able to fight the ballista for real, instead of just having the Frigate pick up the God Mode shades and nuke the enemies on the island. The Arc Steel Beast near Lake Mud was the hardest fight so far (even though it got damaged by the leeches' weapons before I attacked it). I lured it towards the old man and used the invisibility ability, then blasted the Arc Steel Beast with the fusion cannon. That wasn't enough to kill it, and I had to chase it down. When I caught up with it, I attacked it with the fusion cannon again while dodging its hits, and barely managed to kill it. I don't expect the southwestern forest to be too difficult aside from the boss fight at the end. The northern castle will likely be interesting, though. ![]() You need to login to create posts in this thread. |
Sharpshooter
Posts: 24 |
12 September 2011 20:41 (UK time)
I finished every quest and won the game, whew. It turns out Ash has a nifty trick to heal the Giant suit extremely quickly : if both he and the suit are next to a fountain, Ash can keep firing at the fountain with a weapon like the pulse cannon or the rocket launcher. He'll hurt himself in the process, and that will cause the fountain to fire lots of blue projectiles that will heal both the Giant suit and Ash. That trick helped me a lot in the forest. The meanest tree goblins were the worst part of this area for Ash and the suit. There's not much the Tree Goblinorgs can do against the suit, but the meanest tree goblins hit it very hard and it's quite difficult to run them over, unlike the other tree goblins. The fight against Tree Host & co. was quite difficult, and since I was tired of constantly going back to heal the suit, I did part of that boss fight without it. The Tree Host was surprisingly tough to kill for Ash. The northern castle was really, really hard. I handled the first three Vast Ghosts of Gloom and the other big flying enemies (Dragons, Arc Steel Beasts) by using the Spicklebeast to lure them near the Ice Dragon of Gloom's guardians, and eventually they all died. Of course, I mostly lured them out one by one. The Vast Ghosts of Gloom were very tough to kill that way, since they can dodge most hits with little difficulty (not to mention they were doing some serious damage to both me and the Spicklebeast at the same time). I'll try to see if I can find a better tactic next time. The castle turrets weren't much of a problem, I just used my Sniper Rifle to take them out without any risks. I decided to handle the last Vast Ghost of Gloom by fighting it directly, which was probably the best choice. The nearby shop and the fountain all proved to be very useful. I had to use the shop to buy potions and 50 cal bullets quite a few times, but eventually the Vast Ghost of Gloom collapsed before the might of the 50 cal minigun. Once I had Sha'morad's help, the Ice Dragon of Gloom was about as difficult as during a regular playthrough, which is to say, not very. I also ran into a nasty bug which I believe you'll want to know about: if(XP > 99999*gt) Apparently, you were considering making the potions much stronger once the player went beyond a certain amount of experience. However, because one of the lines is commented out, this causes the engine to think that the Health parameter is zero, and once the player has lots of XP, he or she can't use potions anymore. This should be fixed by either removing the "//" before "Health" (which may make the endgame a bit easy though ![]() Edited: 12 September 2011 20:44 You need to login to create posts in this thread. |
me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
13 September 2011 04:25 (UK time)
I fought all the way to the forest using a sniper rifle and other stuff, and teamed up with the desert ghoul from by the shop to fight through the rest of the forest. He got distracted by the boulders, and kept attacking them, so I couldn't take him into the final battle, so I went to get the armored suit, but the shop object had vanished. I got mad and quit. So, you're the only guy who's won as Ash, and that's pretty epic. You've even gone farther than me. Cheers! I'm pretty sure I'd have done it about the same way, except that I would have likely grabbed the ship and bombarded the castle for a decade before I'd have ventured in with the metal suit. How did the new horse mechanic work for you? It's set to enable people to actually fire weapons without killing their horse, despite that, the horse can actually get killed on lava, so don't even try to ride it up the volcano. I need to fix the code that allows higher levels to use potions (good catch) and gain an advantage from being a higher level, so I might also include spickle powers for ash. Since you played through it without any, do you have any ideas that would keep the gameplay fun and interesting? I'm thinking about a doom tank, a sheep or something fun like that. You need to login to create posts in this thread. |
Sharpshooter
Posts: 24 |
14 September 2011 19:31 (UK time)
I've found out that you can track down the Vast Ghosts of Gloom on the minimap if you activate the Minimap Object Blips in the options. Attacking them with the Frigate becomes much easier and it's very effective against them. Speaking of the Frigate, that's something James would need to do if he has the time and if he doesn't mind, but I think Meteor 2 should have an optional feature in the options menu that would turn off the projectiles' ability to hurt an enemy that's not currently active. That's something that I've found mildly annoying since Meteor 1, but it can potentially cause some serious problems in Ravagers of Time. In fact, you can win the game quite quickly simply by sailing to the northern part of Lake Mud with the Frigate and shooting at the Dragon of Gloom. How did the new horse mechanic work for you? It's set to enable people to actually fire weapons without killing their horse, despite that, the horse can actually get killed on lava, so don't even try to ride it up the volcano. Actually, the horse seems to be immune to lava. It's Ash who gets killed. ![]() I generally don't use the horse during combat, unless I'm playing as a knight and fighting the super-strong Steel Beast guarding the Spickle, but I'll be sure to see how useful it is during my next playthroughs. Since you played through it without any, do you have any ideas that would keep the gameplay fun and interesting? I'm thinking about a doom tank, a sheep or something fun like that. Right now, I can't say anything special comes to mind, but I'll be sure to post here if I come up with any idea in the next few days. The Doom Tank sounds like an interesting idea, I think I'll try it and let you know how it works out. ![]() You need to login to create posts in this thread. |
me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
14 September 2011 21:41 (UK time)
Officially, I didn't really design the game to be played as Ash, and I didn't include any scope weapons, so you'd have to play with what you could see. However, I did just update the download, and fixed a number of things. I removed game message boxes which may have been causing multiplayer issues, replaced some sectors with door objects, I added something for Ash to do with Spickle and I fixed the health / XP issue. I even fixed some spelling errors. potential todo: create a sound that plays when you've completed a quest create sounds for troops you command using the mouse. make a wall around the ice dragon, so you can't blow him up with the ship (although I think that's pretty funny! ) or make it so if he's hurt, he wakes up and chases you down. Test the multiplayer with a few triggers removed to try to remove crashing. You need to login to create posts in this thread. |
Archie
![]() Joined: 13 March 2010 Posts: 72 |
15 October 2011 13:32 (UK time)
http://www.youtube.com/watch?v=I5UWu3CPVuA&feature=related Someone stole you're idea, Mantis!!! ![]() You need to login to create posts in this thread. |
me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
15 October 2011 20:39 (UK time)
Hmm. Exact same Ravagers of time background. Check Exact same player classes. Check Exact same theme song. Check Exact same dev team. ... close. JohnWE - of this forum - is working on it, but I said I was too busy to learn how to make 3D animated models. I've played it, and it's a wip. He's really busy, so I don't know that he's working on it much either. It's made on the torque 3D engine. If anybody here wants to help, message him on youtube, or start a new thread, as not to derail this one. I'm sure he'd be up for sharing code and letting y'all help. You need to login to create posts in this thread. |
Spy
![]() Joined: 05 October 2007 Posts: 1031 |
16 October 2011 13:17 (UK time)
What's the level editor like? If it's more difficult than the HPL editor then I propably can't do it.
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