Seconded on the drones.
TE Tunnel Turmoil has a major Harvester AI issue. They keep trying to harvest nodes on the opposite side of the map, and the AI-controlled Harvesters just sit in 1 spot after a while and do nothing.
Beat me to it, I too was gonna say something about the economy. I never had this problem before until now. I pretty much have to rush the game as quick as I can to avoid the grand sputter.
Nah it's not like that, the turn rates are a little bit faster and more fluent compared to before where it was unrealistically sluggish and absurd.
Can you please replace Add Crates option with Disable Superweapons? I absolutely hate them because the AI just wants to camp in their base with them and attack maybe 20% of the time.
Rockets in general are kind of OP, anything that launches a volley of them pretty much insta-kills their targets. I even took down a mammoth with a squad of recon bikes, which is totally ridiculous.
I can vouch for this. Ordering roughly 50 units to fire a weapon that leaves a smoke trail is a guarantee crash.
After a lot of trial and error, I finally got the damn game to stop crashing on me... Now I have a couple questions...
1. Why are the super units so loud with their dialogue? They sound like they are coming in through all sound channels at double the volume. It is especially bad with the Tank and Flame General's super units to where it is annoying to hear them speak. The only one that seems to have a reasonable volume level is the Karkadan. I really hope this is getting fixed soon...
2. Airforce, Super Weapons, and Stealth are pretty dumb compared to the rest of the roster. Do you plan on upgrading the AI to function better to your changes?
Can't handle what exactly? It crashes often even when it's just 1 AI player. What did you add into this to make it crash so often?
I hope something can be done about the constant crashing, I can barely get a match done without it happening playing against the AI.
Ah, that was the problem, DP was sitting in it's own folder. Thanks for clarifying that.
I am already using the DP build that came with the download, and there are no other PAK files in my install than what is already in the ID1 folder.
I can't seem to get this to run. I do a fresh install, then dump the mod and darkplaces build into the quake folder, followed by patch 2 overwrite into mod folder. I make a shortcut to darkplaces.exe with the "-game quake15" extension on the target command line, and when I run the game I get a black screen with text stating the following:
You have reached this menu due to missing or unlocatable game content/data
You may consider adding
-basedir /path/to/game
To your launch commandline
What did I do wrong? My Quake install is on Steam.
I just tried it and can confirm this. I blew up a couple Nod recon bikes by the water and all of a sudden the water went ape-**** with a billion never-ending splashes.
So that's what that is... Yeah, that movement penalty with armor should be optional and nerfed or removed. This got me killed a number of times because I'll walk into an area full of high tier mobs whether it be a room or trap room and get instantly wrecked because I can't evade those high damage attacks that some of them often do. Plus you can complete certain levels without nocliping because you don't have the movement speed to reach an area or catch a closing door.
Val told me you all needed assistance with beta testing? I can help with that.
EnkerZan
Nick joined
Professional Tester