Your skills don't work..eg: you can't use them you can pick them,but you can't use them. whats a mutation menu?..
Your rally point does not work at lest for the mutants..you said everything will go there, but nothing goes there.
Mm, lots of issues to address. Here's my responses:
I always thought that rally points worked correctly. I guess not; it has to do something with my squad system. I'll look around. Also, for the mutation menu, it does NOT have abilities, and neither does the Spectral Command for Machines. They won't have abilities until I get the time beyond bug fixing and working on my other map to implement some additional abilities.
The population system for mutants suk because no other race has it.
they also can't chose what they spawn? it's totally random.
Working on a method to make it a bit more controllable. Either I overhaul the mutant system and make them train eggs/units (which I don't want to; their system is unique although it needs to find a balance) or I just make it 100% chance to spawn 1 of a unit per egg. So, for example, researching Plague Carrier, Gene Stealer, AND Slaughterers means a squad will always be one Plague Carrier, Genestealer, and Slaughterer (and no more corpse feeders). That, or maybe if you had some idea of what you wanted to see. The basic premise was that if mutants spawn enough, the random becomes less random and you get your units.
If the only way mutants gain wood is by upgrading their rank then they will be way behind every1 else in tech. Machines and humans max their tech and start building high tech units in like 10-20 mins, after they have set their resource structures down. Mutants also can not get all their creep research. this is because when they reach lvl 20 mutation level they stop getting wood and because the more population they have the less resources they get.
-more pop less resources only happens to mutants-
They gain additional oil through destroying buildings. (Pillage?) This was always the reward for mutants; mutants cannot sit back as easily and just "tech," per se. You have to have a more active role in finding your opposition to quickly tech. Also, though, the fact that mutants can't get all their research is WORKING AS INTENDED. You're supposed to be able to unlock all but one or two techs, which will then become unlockable if you pillaged enough oil for it. However, I'm alleviating a lot of issues with mutants in the next patch, including both their rush strength and their ability to tech. Read the paragraph at the bottom for more information.
You did catch one unintentional issue, though: I was wondering why the gold display of fungals disappeared. Now I realize that it's after you have 30 food. Changing the way fungals work so that it's always 100%.
When the death scourge devours stuff it does not heal it. I'm not sure weather this is a bug.
Uh, I'm not certain either. I can tell you honestly that I've never used it in a real game (1v1). I've always broken my opponent with a rush. Of course, if you read on, you'll know what I want to do with muties.
Well i played recently(might have older version of map) but i attacked a machine base and got ANNIHILATED! i had some 75-100 units. i think i managed to get to one of the towers......didnt kill it but GOT TO IT. i think the guy massed the towers not really sure but yeah i think this version was from about 2 weeks ago so if its been fixed just tell me to stfu cus its better in this version!
stfu
Hah, that was fun. I tweaked machine towers to take an average of 3-4 shots to kill a mutant instead of 2-3. I'm going to try to discourage massing, and slow it down by adding Machine Shop as a requirement. Right now, machines boom a little too well (with the upgrade I gave them to harvesting), so I'll be messing with the numbers a bit more.
In short, however, you'll need to have Tier 2 mutants (acid spitters) in order to really deal with structures and vehicles. Ever see just normal zombies getting past a fortress? Neither have I. Well, this next patch should be good for you (1.38); there's a bunch of "renovations" for mutants that make them have a few more choices early game, and their EXP drip is increased so that they can "tech." Their starting resources have been increased slightly beyond the meager amount, so that you actually have enough early on to play with; whether you want to "tech" or rush, or even resource (although this optional is really hazardous; mutant resourcing is quite a bit weaker intentionally).