[REL] Dox4Lyf Mod

Discussion in 'Released Mods' started by killerkiwijuice, November 6, 2014.

  1. xankar

    xankar Post Master General

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    Yes that's exactly what happens.
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  2. killerkiwijuice

    killerkiwijuice Post Master General

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    This could possibly be very hard to fix since I do not yet know why this happens.

    I will try to fix it.
  3. killerkiwijuice

    killerkiwijuice Post Master General

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    Balance Update V1.2, 11/09/14
    Main changes:
    • Nuke no longer destroys all dox on planet; cost increased to 41k metal, damage increased to 35k, and splash radius increased compared to the normal PA nuke
    • Antinuke cost increased to 8750 metal
    • Holkins build cost metal increased significantly, decreased ROF; now costs 20k power to operate
    Other changes/fixes:
    • AI improved slightly
    • Fixed commanders not being able to build
    Things coming soon:
    • Another nuke weapon
    • More orbital units; orbital fabbers will not be able to build teleporters until server performance is increased
    • Possibility of experimetal dox; T3 dox built by T2 fabbers that can win the game and end stalemates (this is not decided yet)
    Known bugs (post on this thread if you find any more bugs):
    • AI likes to keep units in a spiral and sometimes keeps them inside it's base. Absurd AI lessens this behavior.
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  4. killerkiwijuice

    killerkiwijuice Post Master General

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    Hotfix
    • Added CPlosion effects to the Holkins; Thanks @Alpha2546 for making these awesome effects
    • Holkins scorch effect improved
    [​IMG]
    Remy561, Alpha2546 and xankar like this.
  5. theseeker2

    theseeker2 Well-Known Member

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    dox unit cannon +1
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  6. killerkiwijuice

    killerkiwijuice Post Master General

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    Quick Update V1.3, 11/10/14

    Changes:
    • Fixed unit names and improved descriptions
    • Improved AI build percents
    • Increased Giant Dox damage to 20 and doubled stomp radius; can now handle large dox groups without getting overun
    • Added a weak flamethrower weapon to the Borv; now functions as a shield, bomb, and weak inferno
    • Added Avenger orbital unit
    • Advanced fabricators can now build advanced factories
    • Other minor fixes that will not be noticeable
    Dox4Lyf
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  7. xankar

    xankar Post Master General

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    The Doxens will dance to the tune of annihilation
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  8. killerkiwijuice

    killerkiwijuice Post Master General

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    Update 1.3, 11/12/14

    Changes
    • Improved/added icons
    • Added a second nuke, the "H1PP0"; this is a mini nuke that deals high damage across a small AOE.
    • Land mines improved and are now useful
    • More changes including minor balance tweaks
    Dox4Lyf
  9. killerkiwijuice

    killerkiwijuice Post Master General

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    Extra Strategic Icons client mod released
    icon_si_nuke_launcher_ammo.png
    icon_si_nuke_launcher_tac_ammo.png icon_si_assault_bot_adv.png

    ^"Doxstroyer" icon ^"H1PP0" icon ^Giant Dox icon

    More on the way too
  10. killerkiwijuice

    killerkiwijuice Post Master General

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    Update 2.0, 11/14/14
    Changes/new features
    • Added experimental t3 Uber Dox; can be built by advanced combat fabrication bots.
    The Experimental Uber Dox is meant to end stalemates. It has dual weapons, a flamethrower and a laser. It also has a high damage stomp mechanism that deals high damage to anything, including structures. It explodes with the radius of the H1PP0 nuke, decimating anything within a medium radius.
    [​IMG]
    [​IMG]
    • improved mines
    • Added advanced combat fabrication bot to be built by advanced vehicle factory; costs 3500 metal to build. Can build mines and experimental dox, but can also assist production.
    • Some AI tweaks
    • Some more minor balance changes
    • New T3 Dox icon :
    [​IMG]
    New known bugs/issues
    • AI cannot build experimental dox
    • T3 dox movement sound does not match feet
    Dox4Lyf
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  11. killerkiwijuice

    killerkiwijuice Post Master General

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    Hotfix 11/15/14

    • Experimental dox now have a Uber cannon
    • Experimental dox HP increased to 10600
    • Experimental dox guard radius and laser range increased
    • Commander death explosion fixed
  12. killerkiwijuice

    killerkiwijuice Post Master General

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    Balance Update v2.1, 11/15/14
    • Advanced combat fabrication bots now need 2500 energy to operate
    • Experimental dox no longer damage allied units (team units and your own units included)
    • Anti-nuke can now block the H1PP0 mini nuke
    new screenshot added to OP
    [​IMG]
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  13. Alpha2546

    Alpha2546 Post Master General

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    Just played this mod and I had a lot of fun with it. I swarmed his *** with dox and more dox and gave my dox a little bit of doxlove so everything got doxed a lot more! DOX4LIFE.

    I think you should make the adv combat fabber walk faster so that you can win distance when you want to build a experimental doxbot.

    BTW if you're interested. I have a really neat small doxlaser pewpew thingy for you. I'll add it to my post.

    Nice work!

    Attached Files:

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  14. killerkiwijuice

    killerkiwijuice Post Master General

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    Thanks :)

    I'll check out that thing tomorrow ;)

    Btw i'm planning on adding some more defenses, like flame turrets and shotgun turrets. The combat fabs will be able to build them.
  15. sleepykid12

    sleepykid12 New Member

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    I have this weird bug, and I am pretty sure it is due to Dox4Lyf strategic icons. It makes all of the icons to be the same colour - so I have to zoom in really far in order to see which team the units are from.
  16. killerkiwijuice

    killerkiwijuice Post Master General

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    Hmmm not sure why the strategic icons would do this.

    Did you try pressing F5 when it happened? It might have just been a native bug.
  17. immorhys

    immorhys New Member

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    just watched a game of this, 4 ffa, its insanely good. keep up the good work.

    feedback (having not actually played), as spec I didn't get an icon for the experimentals (client mod needed as above?), and they fire the laser off axis to their rotation. apart from those (very) minor things, looked great, seemed fairly smooth.

    pelter actually looks useful, but yeah, didn't see any other turret builds, that would be a tricky one, i'm not even sure if turrets should be in this :)

    i saw someone try some landmines, but he didn't seem to know the mod very well, was just building wrong buildings.
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  18. killerkiwijuice

    killerkiwijuice Post Master General

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    Thanks. The icons are enabled by a client side mod, and yeah the Uber dox has a minor problem with the laser, which might not be able to be fixed.

    Anyway if you have any ideas or suggestion to improve the mod, I'd be very happy to listen, I'm kinda running out of ideas.
  19. fullestdarklink

    fullestdarklink New Member

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    mby a orbital dox launcher not like the unit cannon but able to launch nukes that contain dox mby
  20. killerkiwijuice

    killerkiwijuice Post Master General

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    Yeah I'm thinking of adding some more orbital units. I'm not sure if I should allow the orbital fab to build teleporters since the game already lags from dox on single planet systems.

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