Equilibrium

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Re: Equilibrium

Postby Ike » 26 Aug 2017, 05:57

keyser wrote:"I was always annoyed to have to remember different mass drain rates for certain units." Fucking tryhard. Disgusting.


yes, them numbers on the unit that show the cost and drain aren't for nothing, are they?
Don't complain about that which you aren't willing to change.

My mod:
viewtopic.php?f=67&t=12864
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Re: Equilibrium

Postby FtXCommando » 26 Aug 2017, 06:44

Erich von Manstein wrote:
keyser wrote:"I was always annoyed to have to remember different mass drain rates for certain units." Fucking tryhard. Disgusting.


yes, them numbers on the unit that show the cost and drain aren't for nothing, are they?


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Re: Equilibrium

Postby Exotic_Retard » 18 Sep 2017, 13:33

Ok a new patch is coming out very soon and we thought we would share some of its more interesting features with it. exciting!

1. We are very happy to announce that we have put in a fix for the issue of units standing in the water and being able to fire without being visible:
Image
When a unit fires from underwater, it makes itself and nearby units visible to anything thats in range of it (and can see that far) for a short time.
When it doesnt fire it remains hidden, so you can sneak up on units if you hold fire.
Right now, this only applies to: Megalith, Chicken, Brick, Percy, GC


2. Another cool feature we have is an improvement to rebuilding functionality:
Image
When an sacu, is assisting a structure and it gets destroyed, they will rebuild it. In EQ, this also applies to t3 engineers and sparkies. Additionally, in EQ the engineer will then re-assist the structure after it has been rebuilt so if it gets destroyed again the engineer will still take care of it without any attention from you. Under intense fire they wont have enough time to rebuild the structure properly so dont count on this as an infinite shield rebuild though! Hopefully this will make the feature more useful.

3. as you can see in this thread, we have decided to change the strategic icon of the quantum gateway to what it always wanted to be - a factory.
Image

Theres a bunch more changes coming along with this next patch, but these are ones we are particularly happy with.

The patch is not quite finalized, so if you have any feedback now is a great time so we can put in the bits you like the most before the tournament!
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Re: Equilibrium

Postby Exotic_Retard » 23 Sep 2017, 00:55

ok so version 48 of equilibrium is released. we are pretty happy with this one!

Here are the important changes:
-Seabed revealing code implemented for a bunch of units (see post above)
-Fixed a bug with UEF ACU nano upgrade
-Implemented re-assisting on rebuilding feature for t3 engies and sacus (see post above)
-Changed the strategic icon of quantum gateways (see post above)
-Adjusted watervision on wagners
-Some minor adjustments to t3 land balance
-A bugfix for aeon tmd redirecting things it shouldnt
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Re: Equilibrium

Postby Majic » 08 Oct 2017, 03:28

I LOVE this mod and appreciate the effort and thinking behind it, but am unable to download the latest version.

The latest versions appearing in the Vault are "Equilibrium_beta V55" (uploaded 2017-02-19) and "Equilibrium_Balance_Mod V38" (uploaded 2016-11-14) which I tried out, but seem to have some bugs which have probably since been fixed.

I can't find an online game using the mod to download it that way, and wouldn't want to ruin someone's game by joining it anyway (I am absolutely, utterly and irredeemably unfit for competitive play).

Is there hope for me in this cold, cruel universe?
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Re: Equilibrium

Postby Farmsletje » 08 Oct 2017, 03:31

i think there is something wrong with you :/
FtXCommando wrote:
need to give him some time to blossom into an aids flower
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Re: Equilibrium

Postby Majic » 08 Oct 2017, 03:33

That makes at least two of us. ;)
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Re: Equilibrium

Postby Exotic_Retard » 08 Oct 2017, 09:59

right so, equilibrium is a featured mod, double click the eq icon in the find games tab to play with it. dont enable any version of equilibrium from the mod vault, those are outdated.
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Re: Equilibrium

Postby Exotic_Retard » 02 Nov 2017, 14:27

fairly exciting patch

this one is special because with the extreme help of downlord, we have managed to update the equilibrium patcher so that we can release patches whenever we please and not bother the devs!

well at least thats how its supposed to work!

so this means that this patch is farily small as it was a test patch, but it is very important!

notable changes:
-fixed a bug with submarines not liking which layer they were on
-fixed the faf bug with mobile shields running off and staring down the enemy! now when you assist them to a unit, they follow it and dont pay attention to anything else! when you attack move with them they stop a certain distance away, just behind your tanks so they dont run into the enemy.

what this may mean is that in the future patches should be fairly more responsive, so if you do find any issues you can expect changes to be deployed much faster!

whats also cool is that its a nice round number to celebrate the new patching mechanism - version 50

as always you can view the complete changelog here: http://equilibrium.x10host.com/changelog/
any feedback and suggestions are greatly appreciated!
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Re: Equilibrium

Postby JoonasTo » 02 Nov 2017, 14:48

Exotic_Retard wrote:-fixed the faf bug with mobile shields running off and staring down the enemy! now when you assist them to a unit, they follow it and dont pay attention to anything else! when you attack move with them they stop a certain distance away, just behind your tanks so they dont run into the enemy.

Integrated to the main game when? :D
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