ClaytoniousRex Posted May 6, 2007 Share Posted May 6, 2007 Creature Zoo has been a wonderful proving ground for ideas - cheers to Poesel for spearheading it! Now that you guys have tried some things out on CZ, which of them do you think are now mature enough to roll into the mainline release for 1.2.7? I know some of them still need texture work, so if we can narrow it down to the top 1 or 2 or, maybe 3, units, then we can take care of some texturing on this end in order to clean them up for rolling into the base game. So, any votes? Link to comment Share on other sites More sharing options...
Chilibird Posted May 6, 2007 Share Posted May 6, 2007 I haven't played CZ too much myself, but I hear the sniper squad seems to be popular. I've scrapped the Ramses, as the sniper took its place on the battlefield. I'm experementing with other ideas, though. Link to comment Share on other sites More sharing options...
poesel Posted May 6, 2007 Share Posted May 6, 2007 Thanks for the praise! Heres my top 3: 1. Ariel KC-M 2. Paladin RA-M (Nebelwerfer) 3. Thor KC-Hm (which is the least work texture wise ) Link to comment Share on other sites More sharing options...
CrimsonDestiny Posted May 6, 2007 Share Posted May 6, 2007 1. Sniper Squad 2. ATGM Squad 3. Ariel 90mm All hail infantry. Link to comment Share on other sites More sharing options...
Toby Haynes Posted May 6, 2007 Share Posted May 6, 2007 I'd hold off the Dragon's Teeth until the destroyable variant is complete. I'm mostly done with the modelling now - just the fourth phase (small pieces of rubble) remains to be completed. But I'm a bit stuck with testing these - see the 1.2.6 release thread :-( Link to comment Share on other sites More sharing options...
Junglist Posted May 6, 2007 Share Posted May 6, 2007 I'm putting 4 request, so there. 1. any ariel tempest variant, or both and dump the original as it is just too slow 2. Nebelwerfer 3. Apollo quad 76mm 4. Thor KC-HM Link to comment Share on other sites More sharing options...
aittam Posted May 7, 2007 Share Posted May 7, 2007 ATGM squad Nebelwerfer quad76mm Link to comment Share on other sites More sharing options...
Redcon-5 Posted May 7, 2007 Share Posted May 7, 2007 1. both of the Ariel 2. Dragon's Teeth (sorry Toby but I realy miss having them in the Base ver.) 3. ATGM Squad ( I don't think I have the Sniper rifle balanced yet, but if that is the vote I'll make it) Link to comment Share on other sites More sharing options...
__Yossarian0815[jby] Posted May 7, 2007 Share Posted May 7, 2007 1) Ariel 90mm (& get rid of the tempest) 2) 76mm quad apollo 3) Nebelwerfer Link to comment Share on other sites More sharing options...
Imperial Grunt Posted May 7, 2007 Share Posted May 7, 2007 1) Sniper team (Get on it Redcon!) 2) ATGM squad 3) Ariels (Dual 76 and 90mm varients) 4) Nebelwerfer Link to comment Share on other sites More sharing options...
Toby Haynes Posted May 7, 2007 Share Posted May 7, 2007 Originally posted by Redcon-5: 1. both of the Ariel 2. Dragon's Teeth (sorry Toby but I realy miss having them in the Base ver.) 3. ATGM Squad ( I don't think I have the Sniper rifle balanced yet, but if that is the vote I'll make it) Don't get me wrong, I really want the Dragon's Teeth in the base mod. Just be aware that the new variant (with various phases of destruction) is going to be much more fun, as waves of heavy mortar fire can now (slowly) punch holes in the lines of "Teeth". So those carefully placed teeth must be protected to keep the enemy out. I also think that the destructable "Teeth" should be far more numerous in the inventory Link to comment Share on other sites More sharing options...
aittam Posted May 8, 2007 Share Posted May 8, 2007 put back the mines during the game too Link to comment Share on other sites More sharing options...
Junglist Posted May 8, 2007 Share Posted May 8, 2007 Although, I would have to say (again) that I think the number of mines available should be cut back. Too many mines = too much frustration game slow down. Link to comment Share on other sites More sharing options...
Redcon-5 Posted May 9, 2007 Share Posted May 9, 2007 Originally posted by Junglist: Although, I would have to say (again) that I think the number of mines available should be cut back. Too many mines = too much frustration game slow down. The Number of mines is fine what is needed is a faster way to breach them. Had an idea (OK stole an idea)yesterday for that. XML unit is ready just need to cobble a model together for it (any takers its pretty easy). But this is for a different thread. Link to comment Share on other sites More sharing options...
aittam Posted May 9, 2007 Share Posted May 9, 2007 Originally posted by Redcon-5: </font><blockquote>quote:</font><hr />Originally posted by Junglist: Although, I would have to say (again) that I think the number of mines available should be cut back. Too many mines = too much frustration game slow down. The Number of mines is fine what is needed is a faster way to breach them. Had an idea (OK stole an idea)yesterday for that. XML unit is ready just need to cobble a model together for it (any takers its pretty easy). But this is for a different thread. </font> Link to comment Share on other sites More sharing options...
Redcon-5 Posted May 9, 2007 Share Posted May 9, 2007 nope good guess Link to comment Share on other sites More sharing options...
poesel Posted May 19, 2007 Share Posted May 19, 2007 So which units will go official? There are some files here on my harddisk that would make Marcos work much easier. Link to comment Share on other sites More sharing options...
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