Joined: 16 Oct 2004, 18:40 Location: I still have more posts than you.
A lot of people - for instance Forboding Angel - have said on many occasions that AA lost its way about version 1.46 or 1.47. Coincidentally this was roughly the time I stopped playing...
Anyways, can you help me narrow down the things I did right on those versions, and the things I did wrong after that?
edit: rofl, upon further research I've determined that version 1.47 never actually existed. It went from 1.46 to 1.48.
Joined: 16 Oct 2004, 18:40 Location: I still have more posts than you.
Here's a snippet of the changelog from that era, maybe it will help you to narrow things down...
Code:
1.49 --> 1.50
Implemented small change which might correct occasional reported issues with anti-nukes not firing Fixed an exploit and a bug with heavy air transports Pitbull/Viper/HLT multiplication errors corrected, they are no longer insanely powerful Viper, Core HLT yardmap errors corrected Fighter unguided heavy rockets removed Cruise missile ship firing rates halved, damage reduced by 1/4 Cruiser weapons adjusted; Crusader now has shorter range (900->720), Executioner; both ships' HP reduced by 1000 (5xxx->4xxx) Destroyer damage vs. submarines reduced (275->200) Aegis description fixed to reflect its change to EMP missile Viking, Cronus bombardment ships removed Annihilator HP reduced 500 units (3500->3000) Fido gauss/ballistic on/off switch added back in; in ballistic mode it now fires 50% slower by has 50% greater damage and has 6x the AoE of gauss mode Total unit count is now 383
1.48 --> 1.49
Bulldog, Reaper, Goliath completely rebalanced Bulldog, Reaper, Goliath tracks (ground) adjusted for new model sizes Reaper buildpic redone to reflect model changes, script grabbed from OTA Proper decoy commanders added to the Hover-Commanders mutator Shield system unfortunately could not be implemented yet, will have to wait for Spring 0.72's release Repulsor metal cost reduced 2000 (9xxx->7xxx) Shiva HP increased 500 units, model height (Y axis) increased 22% so it doesn't look so flat anymore Abel, Caine wreckage no longer floats Pyro HP increased by 100 Maverick shotvelocity increased; this is mostly a visual thing, I thought the shots looked too slow compared to OTA (350->500) HLT/Pitbull/Viper weapons completely redone mathematically and for realism (ie, Core HLT has 3 barrels, Arm HLT has 2. Why does the Arm one fire significantly faster with less DPS? Shouldn't it be the other way around? etc) Pitbulls and Vipers adjusted in cost and firepower to be more useful and balanced compared with HLTs, both now have 3x3 footprints (Viper used to have 2x2) Annihilator HP increased 300 units Doomsday Machine HP increased 1000 units Commander laser aiming rate (script) increased 25% Pitbull model size reduced 25%, footprint size reduced to same as Viper Viper set to a sabot-style rocket, model size increased 5% All special damage values versus swarm and anti-swarm units eliminated (this may be reverted later - it has extremely dangerous implications in many cases) Hurricane anti-air missile removed and turret geometry hidden Warrior, Leveler, Samson, Slasher, Fido HP boosted by 75 units Twilight EMP explosion radius increased 50% Commander cloaking cost when stationary is now 100e, when moving 500e, minimum cloaking distance increased to 50 (40) Snipers no longer target aircraft Penetrator firing cone size increased by 45 degrees (90->135) Moho Exploiter HP reduced by 500 (the effect will be much larger when armoured) Exploiter turret height increased 25% , buildtime increased 500 units, HP boosted by 200 units Twilight HP increased 500 units HLT HP increased 350 units L3 sub torpedo range doubled, firing rate halved, turnrate quartered Submarine depth reverted to original values Reaper reverted to pre-uberhack role and appearance***SCRIPT*** Demolisher removed Commander experience gaining set to a more reasonable rate and normalized so that both sides' Commanders gain XP at the same speed Commander laser firing rate increased 50%, damage reduced 40% D-gun range restored Fido range boosted 25 units, damage per hit increased 30 units (150->180), rate of fire increased by 0.2 (2.2->2) Fido ballistic mode elminated For sh*ts and giggles, Bertha/Intimidator/Vulcan/Buzzsaw weapons now have an impulsefactor of 3 (1) Bulldog and Reaper now have a smaller movementclass, allowing them to be spaced less widely during pathfinding, but crushstrength is the same Atlantis anti-air missile replaced with Chainsaw missile Zulu metal cost increased 1500 units Leejen HP reduced 400 units Marauder weapon switched to standard plasma shot appearance (guass) Zeus damage increased 10%, metal cost reduced 25 units, range reduced 5 units (285->280) Maverick range boosted 5% (347->365) Pitbull cloaking and stealth removed, it was redundant with ghosted buildings Laser beam width reduced slightly to make them more closely resemble OTA ones (2->1.25) Liche costs reduced 15%, buildtime reduced 12%, damage increased 25% Krow HP increased 25% Bomber flying altituded normalized Krogoth, Orcone can now walk through virtually any wreckage or barricade Krogoth wreckage value and HP increased to a more consistent value Nonexistent unit "corbuild" removed from armor tree Obsolete ARMSCRAM data removed Core Searcher (CORPT) added to armor tree Claw/Maw issues resolved Firestorm damage increased 25%, HP increased 25%, energy/metal costs reduced 12%, buildtime reduced 15% Fixed inaccurate Detonator, Catalyst, Aegis, Bertha, Intimidator, Vulcan, Buzzsaw range rings Fixed Core "Voyeur" build menu position bug Missing wreckage for advanced storage buildings fixed Missing semicolon in ADVSAM, ARMSMART_TORPEDO weapons fixed Mercury/Screamer missiles now fire on an angle to help them clear other structures and/or landscape features Total unit count is now 385
1.46 --> 1.48
Reduced Banisher firing rate 10% (6.5->7.15, increased damage 10% (700->770), reducing tracking 25% (32000->24750) Reduced Catalyst range by 200 (3200->3000) Firing rate of all high-arc plasma guns increased by 20% Core corvette wreck removed L2 jamming tower jamming radius reduced 15% Dragon's Claw and Dragon's Maw added back in as stationary units with stealth, no movement capabilities, and hidden health information Minor texture enhancement for Valkrie air transport New model for Core heavy air transport Hovercraft transports can now only grab owned/allied units, carrying capacity increased to 20 (8) Transport boats' carrying capacity increased to 40 (12) Heavy air transports generally buffed quite a lot Level 2 jamming structures' area of effect reduced by 1/3, operating costs increased to 125 Arm "Eraser", Core "Deleter" mobile radar jammer running costs increased to 75 (10), radii of jamming reduced 33% Commanders no longer gain experience very fast Removed extra audio, reducing filesize Removed Valkrie (not the core transport) Renamed armor category "ALLUNITS" to be, much more accurately, "ELSE" Removed units which no longer exist from armor categories (armrb, armtanker, cortanker, commando, armmine4, armempm, cormine4, cortronm, armmedpc, cormpgun, armmark, spotter, watcher, armjam, corspec, blotter, concealer, ahermes, armbeac, armfmine4, armnanob, armscorp, armtick, cahudhri, corbeac, corbuild, corfmine4, cornanob, corscorp, corsquid, cortruck, prec, tawf003, armscram) Commander HP reduced to OTA stats (4000->3000), movement speed reduced by 0.13 (1.38->1.25), explosion size reduced by 1/3 (xxx->xxx), edge effectiveness reduced to 0.25 (0.6), cloaking cost when stationary reduced to 200 (600), cloaking cost while moving reduced to 1000 (1200) Disintegrator and Decoy Disintegrator range reduced by 6% (250->235), shot velocity increased by 33% (225->300) Disintegrator damage increased to 99999 (50000) Fixed Arm Epoch and Core Black Hydra flaghips' firing arcs, they should all work properly now Fusion reactor explosion size increased Special reduced damage vs. commanders for certain extremely powerful weapons adjusted to retain the standard minimum number of hits to kill Razorback range reduced 25 units (500->475), damage increased 5% Level 1 artillery weapon area of effect increased to 112 (80), weapon range increased by 10 units "Castro" operating cost reduced by 5 (30->25), hit points increased by 800% (120->960) Merl, Diplomat movement speeds reduced by 30%, health increased 50% Gantry energy/metal costs doubled, buildtime increased 50% Hammer/Thud range reduced 10 units (390->380), weapon velocity increased 10% (260->286) Rocko/Storm range increased 5 units (470->475), weapon velocity reduced 5% (200->190), weapon damage increased 5% (140->147) Plasma weapons' high trajectory mode damage increased 10%, impulsefactor increased to 2 (1) Targeting Facility energy/metal cost reduced 60%, buildtime reduced 55%, operating costs reduced to 150 (250) All construction kbots' HP reduced by 10%, all construction vehicles' HP increased by 20% Custom team death messages added Arm "Detonator" and "Aegis" weapon EMP effect extended to 20 seconds (was 10) via new "paralyzetime" tag, increased area of effect by 25% Increased Spy Self-D paralyzetime to 45 seconds Increased Dragonfly paralyzetime to 20 seconds and greatly increased its potency at the cost of a reduced firing rate Increased Stiletto, Twilight paralyzetime to 15 seconds Decreased EMP Spider, Bladewing paralyzetime to 7 seconds Core "Catalyst" reverted to tactical nuke weapon, range reduced to 3200 (4500) Advanced Solar energy cost reduced 1000, buildtime reduced 1000, metal cost reduced 50 Combat auto-healing now goes as follows: LLTs: 2 HP per second (an OTA change that never got brought over) Beamer, HLLT: 3 HP per second (same) Commanders: 5 HP per second Bulldog: 10 HP per second Sumo: 15 HP per second Goliath: 20 HP per second Maverick: 35 HP per second Can: combat repair removed Maverick HP reduced 250 units Energy to metal conversion ratio is now 100:1 for regular land MMs, 90:1 for floating MMs, 80:1 for moho, 70:1 for underwater moho Reduced the costs for underwater metal extractors so they're closer in line with land-based metal extractors Destroyer HP reduced by 10%, Cruiser HP increased by 10%, Battleship HP increased by 15%, Flagship HP increased by 25% Destroyer depth charge damage increased by 25%, rate of fire increased 10%, AoE increased 100% Three new armor categories: FLAKBOATS, JAMMERBOATS, OTHERBOATS Plasma batteries now do 3x damage against ships Added ARMDF, ARMFAST, HLLT, TAWF001, Archon, Adept, Advanced Energy Storage, Advanced Metal Storage, Dragons Claw, Dragons Maw added to the proper armor types Submarine torpedo damage vs. other submarines fixed Community-made "Hover Commanders" mutator added as (H) Slightly improved L1 fighter handling, strongly improved L2 fighter handling, massively improved seaplane fighter handling Finally got around to fixing the texture collision on Arm HLT (remodelled and retextured the "guns" section) Increased storage capacity of L1 metal/energy storage to 3000/6000 respectively (2000/5000) Increased turret and aiming height for LLT, HLT, Beamer, HLLT Old "Underwater Advanced <Energy/Metal> Storage" added back in, but as structures which are built both on land and underwater; metal storage is 10000, energy storage is 20000 Added new Core scout unit, "Leejen"; Charges into battle only to realize it's unarmed... Serves as a good recon unit Annihilator HP increased 400 units (2800->3200) Buildpics for Adv. Storage buildings, DClaw, DMaw, Seahook, Leejen Total unit count is now 386
1.45 --> 1.46
Viper metal cost increased 50 units (642->692), reload time reduced 0.1 units (1.2->1.1), damage per rocket increased 20 units (270->290) Banshee HP reduced 30 units (380->350) Abel/Caine rocket launchers removed Nuke silo descriptions changed (Nuclear Missile Launcher->Nuclear ICBM Launcher), ICBM range increased to ensure they'll reach across any map (32000->72000), trajectory lowered so that anti-nukes will work again AK hitpoints reduced 25 (250->225), range reduced 5%, speed reduced 5%, damage reduced 5%, rate of fire reduced 4%, buildtime increased 5% Combat auto-repair speed on Maverick, Goliath, Sumo, and Can multiplied by 4 to compensate for engine changes to the auto-healing system Commanders now have a slow constant auto-healing (5), as it was in OTA Depthcharge launcher weapon range increased 100 units (480->580), maximum velocity increased 100 units (250->350), AoE increased to 256 (192), damage vs. submarines and boats increased 50 units (150->200) New sound effect for Catapult rocket launch Seaplane gunship costs reduced, stats generally buffed to put them closer in line with L2 gunships (how I intended them to be but apparently never set up) Dragonfly, spies removed from CTRL+B category Punisher slope tolerance increased a further 10% Scout, Radar, and Sonar planes now have defensive flares Detonator, Catalyst missiles set to 1.44 stats, but as EMP weapons; metal cost reduced 400 units (~1900->~1400), buildtime reduced 20000 units (~95000->75000) Stiletto EMP bomb explosion changed (purely visual)
1.44 --> 1.45
Circular Saw/Eradicator energy cost per shot eliminated Torpedo launcher reload time reduced 25%, firepower reduced 15%, aiming rate increased, torpedo turnrate increased Metal generator metal output reduced to 1, energy cost increased 25% Core Krow script fixed, there should no longer be any bad calls, etc Peewee, AK aiming speed increased ~20% "REAL_DOOMSDAY" weapon missing semicolon fixed (thanks Maelstrom) AK/Instigator accuracy vs. fast units improved (PW/Flash don't have this problem) Anti-nuke missile speed decreased Pitbull/Viper no longer capable of targetting aircraft Viper, metal generators, aircraft carriers removed from CTRL+B category "with Anti-Nuke" added to carrier description to help newbies "with Anti-Mine Rocket" added to minelayer vehicle description to help newbies Instigator costs reduced 5%, weapon range boosted 5% AK range boosted 5% Recluse no longer fires at aircraft Anti-nukes can no longer be cloaked Freedom Fighter, Avenger HP and rate of fire reduced 20%, speed reduced by 1 unit Torpedo bomber HP increased 500 units Torpedo seaplane costs, HP, and other stats completely overhauled to put them more in line with standard torpedo bombers (they are now much cheaper, etc) L1 fighter turnrate increased 15%, L2 fighter turnrate increased 25%, seaplane fighter turnrate increased 30% Phalanx/Copperhead HP, movement speed increased 10% Cruiser HP increased 10% Demolisher range increased 5%, LoS boosted 15%, damage increased to 650 (425), reload time increased to 3 (1.7) Moho mex extraction rate increased to 0.35 (0.3, and was previously 0.5) Fatboy range increased 20% Maverick LoS increased 15% Leveler reload time increased 5% Mobile tacnuke launcher movement speed reduced 33%, HP increased by 2000 Jethro/Crasher movement speed increased 5% Radar Tower radar range reduced 25%, Advanced Radar Tower radar range reduced 15% Flash damage per second reduced by 10, costs increased 5%, sprayangle (inaccuracy) increased 15%, range reduced 5% (DPS: ~115->105) Peewee damage per second reduced by 10, sprayangle increased 15%, range reduced 5%, HP reduced by 20 units Pillager reload time reduced 10%, costs reduced 15% Tremor energy cost increased 30%, metal cost increased 25%, build time increased 20% "Requiter" renamed "Aegis" Metal/energy income from construction units reduced to 1/100 their nano speed; you can now accurately judge how much "building power" a constructor has based on how much energy/metal it makes Strange nanolathing speeds fixed Added (or increased) storage capacity for resource buildings, even mundane ones (solars, extractors, etc) Increased HP by 100% on storage buildings Catapult costs increased 20%, inaccuracy (wobble) increased slightly Guardian/Punisher range reduced 30, Ambusher/Toaster range increased 30 Beamer range increased 7%, damage increased 5%, accuracy vs. fast units increased Self-Destruct timer set to 10 seconds for: Krogoth Orcone Bantha Krogtaar Arm Commander Core Commander Ground construction unit movement speeds are now: ARMCK: 1.3 CORCK: 1.25 ARMACK: 1.25 CORACK: 1.2 ARMCV: 1.6 CORCV: 1.5 ARMACV: 1.55 CORACV: 1.45 Punisher slope tolerance increased 10% Big Bertha slope tolerance increased 20% Intimidator slope tolerance increased 30% Advanced Fusion metal cost increased 25%, energy cost increased 30%, buildtime increased 22%, output increased 1000, HP increased 25%, energy storage capacity tripled, cloak cost increased 500, slope tolerance increased 30% Krogtaar metal cost reduced by 400 units (7184->6784) Tactical nuke launcher (static and mobile) missiles require 33% longer to build and move 25% slower once launched Blade now takes only 50% damage from flak weapons; unit description changed to "Heavy Flak-Resistant Gunship" Blackdawn cut Fibber cut (Sorry Cavedog, it just wasn't a good idea) Rapier metal cost increased 10%, energy cost increased 15%, buildtime increased 12%, HP increased 15%, rocket damage increased 5%, AoE increased 10%, rate of fire increased 5%, movement speed reduced 5% Brawler HP reduced 5%, movement speed increased 5% Vehicle slope tolerance increased by 20% (15->18) Ships' minimum water depth decreased Subs' minimum water depth increased Subs are now deeper underwater L1 sub HP increased 25%, L2 sub HP increased 250%, L3 sub HP increased 30% Nuke cruising altitude increased hugely, maximum velocity increased, acceleration reduced Tactical nuke trajectory lowered 20% Beamer, HLLT, Packo, SAM, Inferno added back in HLLT HP increased 10% Nuke impulsefactor set to 2 (1) Fido range increased by 50 units (520->570) Pyro movement speed increased (2.1->2.3) Removed missile from sonar seaplanes, they're more trouble than they're worth Mavericks now have combat auto-repair (4) Goliaths now have combat auto-repair (3) Sumos now have combat auto-repair (8) Cans now have combat auto-repair (2) Total unit count is now 378
Joined: 16 Oct 2004, 18:40 Location: I still have more posts than you.
And then... here's the more recent section:
Code:
2.3b1 --> 2.3b2
Many more changes, unrecorded due to incompetence
2.23 --> 2.3b1
Many changes, unrecorded due to stupidity
2.22 --> 2.23
Leveler HP, range, speed, turnrate boosted, metal cost reduced, reload time decreased Seismic detector metal cost reduced, energy cost increased, detection readius increased Error in spy FBI files fixed; spies now self-destruct with a 45 second paralyzing explosion, but if destroyed by other means expode with a 15 second paralyzing explosion Flea laser beamtime fixed Cruise missile ships now have radar
2.21 --> 2.22
Fixed Manticore buildpic Reduced anti-air kbot HP by 200 (arm), 250 (core) Annihilator health bar fixed, properly this time Core HLT is now as tall as arm HLT Annihilator turret height increased Stumpy/Raider shot velocity increased by 20 Gremlin, Stumpy, Sharpshooter, Skuttle seismic ping size fixed Commando weapon AoE halved Goliath health increased by 500, weapon AoE increased to 256 (192) Added the new units to armor table Boosted bantha, penetrator BLoD strength Increased penetrator range, decreased sharpshooter range Juggernaut restore_after_delay script adjusted, adding its new turrets All units now have a small seismic signature, spies and other stealthy/cloakable units have a larger one Adjusted sonar and sight distances for torpedo launchers and L1 sonar stations Flash, Peewee reload time reduced to 0.3 (0.31) Zipper reload time increased to 1.5 (1.1), damage per shot increased to 15 (10), shots per burst increased to 6 (5) Flash speed increased slightly, instigator speed reduced slightly Peewee speed, HP increased, AK speed increased slightly, HP decreased slightly Flash, instigator HP reduced by 20, energy cost increased by 100 Penetrator speed reduced by 0.118, HP boosted by 500 Sniper speed increased by 0.04, metal cost reduced by 40, energy cost reduced by 3000, HP reduced by 120 Sniper firing bug fixed Halberd energy cost decreased Hovercraft movement speed globally increased by 10% Fatboy metal cost decreased by 700, AoE increased to 256 (240) Liche reload time increased to 20 (8) Fighter damage generally rebalanced Fixed impulse on anti-air missiles Bombs (...from a bomber) now have 0.5 impulse (0.123) Banisher, Fatboy impulse set to 0.6 (0.123) Archangel, Manticore missile firepower reduced by about 20% Leveler impulsefactor increased to 0.9 (0.5) Janus turnrate increased, rockets set to fire with an arc and have limited tracking now, AoE increased to 128 (96) Fixed krogoth primary weapon typo and some corpse values (thanks to TradeMark) Removed unit "arrived" sounds (irritating!) Increase standard impulse of 0.123 to 0.256 Unit and structure explosions now have higher impulse Depth charge accuracy and tracking reduced L1 & L2 sub reload time and damage doubled (same DPS) Serpent HP increased 900, range reduced by 55 Leviathan HP decreased by 500, reloadtime increased by 50%, damage increased by 60%, range increased by 10 Sub detection stats are now: Sight = weapon range Sonar = weapon range +10% Boosted sonar station sight/sonar range Torpedo bombers can no longer target anything that's not a water unit/structure and have sonar equal to their sight range Mines no longer flatten the ground they're built on, but now have a lower slope tolerance Weasel HP increased 50%, weapon damage increased 25%, maximum speed reduced 10%, turnrate reduced 100 Jeffy maximum speed increased 10%, turnrate increased 10% Jeffy/Weasel acceleration/brake doubled Corvette maximum speed increased 20%, turn rate increased 5% Destroyer turn rate decreased 5%, energy cost increased 1000 Some credit for water-related changes this version goes to Zirjin Thanks to, eh, let's say... "Quantum Tunneling"... LRPC and RFLRPC shots can now go through friendly units Poison Arrow renamed Kraken, since Poison Arrow is a retarded name Triton, Kraken movementclass fixed, sight range increased Metal maker, radar tower metal cost halved Merl, Diplomat rocket reload time reduced by 4, missiles should no longer "run out of fuel" before impact Reduced Tremor's damage per hit to 170 (190), increased impulse significantly Gunships restored to 2.11 movement stats Wind generator energy cost eliminated Reverted Commander script to 2.11 version, d-gun should work again Floating radars are no longer buildable on land Core floating radar range ring size fixed Changed repulsors so they can no longer receive commands Reduced gantry metal costs, buildtimes, and workertimes Added seperator between unit name and description Increased repulsor energy use and effectiveness L3 units now have custom nanolathing colors Regular L3 mechs besides krogoth are now paralyzer-resistant Nuke, EMP, Tacnuke launchers "should" no longer empty their entire stockpile once given an attack order Implemented improved weapon loudness system Crawling bomb vs crawling bomb damage reduced Reduced volume of Warning1 and Warning2 Mine, DT costs adjusted All AWACS aircraft now have sonar Exploiter HP increased by 200, metal cost reduced by 10, sight range boosted by 20 Increased seaplane platform costs and HP Reduced seaplane fighter HP and costs, increased firing rate Increased Juno weapon speed, reduced flying height Stumpy vs Raider balance fixed Panther improved in every aspect Boosted radar tower HP Commanders always leaves a wreck now Increased arm raising speed (for construction) on commanders Rocket ship range reduced, AoE increased, damage increased, reload time increased Total unit count is actually 366, there was an extra FBI file that wrecked the count Weapon definitions categorized into different files: Cannons Dummies Flak Lasers Mines Missiles* Nukes Paralyzers** Rockets* Units Water Weapons***
* Difference between "missiles" and "rockets" is that rockets are either non-seeking, vertical-launching, slow-moving, or cannot easily hit aircraft ** Any weapon with paralyzer=1 goes in this category, regardless of its other properties *** Basically, the "else" category. If something doesn't fit into the others, it goes here.
2.2 --> 2.21
Completely eliminated impulse on EMP weapons Stumpy/Raider HP boosted by 200, DPS reduced to 75 (81) L1 radar range boosted by 100 units Flak now has the proper explosion effect Commando is no longer cloakable, HP increased to 2500 (2000), reload time increased to 19.5 (5), metal cost reduced by 100 Revised prior changelog entry: Nanotowers were never removed Added range rings to Tracer, Nemesis Dragon's Eye slope tolerance reduced to 18 (24) Adjusted some weapon colors Flak tank HP boosted 300 (1650->1950) Added "Archangel" and "Manticore" level 2 anti-air kbots
2.2b2 --> 2.2
Removed quasi-baseplate from Core Solar Arm moho mex is no longer cloaked by default Radar LoS ranges fixed Implemented gradual reclaim and multi-reclaim Increased flea acceleration, brake, and max speed Sub rotation speed increased a bit Sniper reverted to old firing behaviour, but weapon will no longer hit friendly units Fatboy weapon groundflash size reduced Small tanks can no longer knock over trees Sumo should now fire properly Improved sub torpedo tracking and speed Increased Fido ballistic shot velocity Commander corpse script bug fixed Amphibious Complex is no longer underground Razorback no longer deforms ground, weapon bugs fixed Sniper damage vs. commanders increased to 1025 (750) Increased fighter sight range Minor enhancement to core crasher texture Improved EMG appearance Reduced L1 torpedo launcher range by 25 units (575->550) Torpedos and depth charges no longer collide with or avoid friendlies Anti-nuke HP increased by 1500 (2700->3200) Added "Tracer" and "Nemesis" seismic detector units, these can locate cloaked and stealthed units within their range (approximately 3/4 the firing distance of a Guardian)
2.2b1 --> 2.2b2
Fixed lingering Claw/Maw bugs Maverick weapon reverted, speed reduced to 1.65 (1.8) Fixed a missing texture bug EMP spider weapon given paralyzetime More slope tolerance and maxwaterdepth adjustments Sumo walking animation sped up slightly so it doesn't look like it's skating or something Commando walking script fixed (thanks to Archangel) Commando minimum cloaking distance increased Aircraft plants' yardmap adjusted, units should no longer get stuck in them (thanks to TradeMark) Janus, Leveler weapon impulsefactor increased Jeffy, Weasel, Flea energy cost reduced Carrier handling improved Vanguard weapon velocity increased by 40 Morty weapon groundflash size increased Floating radar can no longer be built on land, given range ring Many mine stats adjusted, models shrunk on the Y axis to make them look less silly Minelayers can no longer do anything but build, given short-range jamming, speed/handling improved, build distance reduced Minesweeping bug fixed (how long has it been like that?!) Air LoS boost eliminated Radar tower LoS reduced a little Increased nanotower workertime to 200 (150), removed "move" button Mobile Annihilator aiming cone increased to 180 degrees (135) Sniper is now manual-fire only Removed a TON of useless FBI/TDF tags Dot Of Shrouded Mystery removed from beneath Dragonfly Hold Fire bug fixed Bombers (Liche included) now only attack the target assigned Hurricane buildpic redone Transport hovers leave wake again Subs should no longer go underground Zeus fold/unfold animation speed increased Underwater nuclear mines removed Flamethrower graphics improved with new FX system (thanks to Argh) Pyro now has a proper pilot light, not that polygonal stuff ^^ (thanks to JCnossen) Units can no longer damage themselves with their own weapons Laser corethickness adjusted for more color Viper FPS exploitability reduced Naval balance finalized Perimeter cameras are no longer amphibious (to remove an exploit) Commander in (A) has proper resource stats New buildpic for core floating mine Movementclasses completely overhauled
2.11 --> 2.2b1
Removed some unused weapon entries Eliminated impact physics for all common weapons Liche nuke AoE increased to 256 (128), damage vs superweapons fixed Maverick damage per hit reduced to 75, switched to buckshot (10), reloadtime increased to 3 (0.985), has less accuracy and wide spray, AoE increased to 12 (8); effective DPS is now 250 (300) Sniper weapon bug fixed, it now only hits one target rather than an entire row, minimum distance from enemy units for cloaking to work increased to 80 (72) Adjusted anti-nuke properties so they shouldn't have occasional problems intercepting nukes anymore Commander explosion damage doubled (25000->50000) All massive explosions now leave larger, deeper craters Plasma battery low trajectory fire now have normal (larger) AoE Movable nanotower bug fixed, they should also no longer attempt to repair or reclaim things beyond their nano range Beamer damage increased to 28 (27) per "zing" Vehicle factory metal cost reduced by 50 units (~750->700) Twilight minimum cloaking distance from enemy units increased to 48 (30) Morty buildtime reduced by about 1200 units (6400->5200) Commander metal value reduced (15000->2500) Arm Lancet logo fixed Arm Moho Geothermal energy output reduced to 1250 (compared with Core's 1000 output) Prude HP increased to 12500 (8000), energy storage set to 1500 (0), metal cost reduced 10% (1176->1058), energy cost reduced 25% (32307->24230) Behemoth HP increased to 7500 (5000) and no longer targets aircraft Moho metal extractor extraction rate increased to 0.004 (0.0035) Advanced construction vehicle build rate increased to 250 (200) Arm moho metal extractor can now cloak for 50 energy and is always radar-invisible; description changed to reflect this Packo description changed to "Pop-Up Missile Battery"; SAM changed to "Hardened Missile Battery"; Circular Saw and Eradicator changed to "Medium-Range Missile Battery"; All related special damage values removed Flare efficiency (0.9->0.8) and launching rate (0.9->1.5) reduced on AWACS aircraft Pitbull, Viper weapon AoE increased to 24 (16) Construction aircraft workertime reduced to 45 (50), advanced construction aircraft to 80 (100), construction seaplane to 100 (200) Construction seaplane metal cost reduced 100 (330->230), energy cost reduced 10000 (19000->9000), build time by 10000 (30000-> 20000) Radar tower detection ranges reduced Basic fighter energy cost increased 30%, metal cost increased 20%, buildtime increased 10% Basic air transport energy cost reduced 50%, metal cost reduced 40%, buildtime reduced 30%, "single-use" flares added Paralyzers should now be more effective Stumpy, Raider HP and range increased 50 units, rate of fire reduced 25%, damage increased 30% Blade energy cost increased 25%, metal cost increased 10%, buildtime increased 5%, HP reduced 50 units Flash turning/accel/brake increased 10%, metal cost reduced 5% Recluse HP reduced 50 units (1100->1050) Thud HP increased to 900 (870) Rapier, plasma battery, leveler, bulldog, moho exploiter (rocket) groundflash size reduced Level 2 aircraft plant energy cost increased by 10000 (22000->32000) Default explosions disabled for most small weapons Maverick holster/unholster animation speed boosted Flash/Gator aiming rate increased (~150->200/175 respective) Fixed erroneous spelling of "BlackHydra" armor category in many different weapon files (big thanks to TradeMark) Fixed erroneous special damage entries in Dragon's Maw and Dragon's Claw weapon entries (more thanks to TradeMark) Gunship brake rate reduced 25%, acceleration reduced 20%, speed reduced 15%, rotation reduced 10% Juno should now function properly, it won't randomly fail to damage radar-related structures and units, AoE increased to 2048 (1280), pulse cruising altitude increased fourfold Warrior metal cost increased by 40 (208->248), buildtime increased by 400 (4104->4504), HP reduced by 175 (1475->1300), speed increased by 0.2 (1.3->1.5) Leveller weapon AoE increased to 144 (128) Intruder wake bug fixed, is no longer upright regardless of terrain Banisher now aims a bit upward to fire, similar to Mercury Construction vehicle build distance increased, construction kbot build distance decreased Merl, Diplomat HP increased 500 (~2500->3000), rocket AoE decreased to 64/72 respectively (160), rocket damage increased to 1000/1300 respectively (800/900), range increased to 1215/1240 respectively (1150) Diplomat rocket reload time increased to 20 (16) Tremor reload time decreased to 0.4 (0.5), accuracy reduced to 1400 (1000) All artillery rebalanced for lower trajectory firing at long range, higher trajectory firing at close range Arm moho mine HP decreased to 2500 (3000), core moho mine HP increased to 3500 (2500) and damage is now multiplied by 0.25 when closed (0.4) Flash/Peewee EMG weapons seperated into two different classes Peewee range increased to 180 (176) Flash range increased to 190 (176) Instigator damage per second reduced to 97 (107) AK damage per second increased to 87 (79) Commander laser damage versus L1 air transports increased to 180 (125) Metal extractors in (A) fixed Units removed: hyper radars, bertha ships, bertha tanks, orcone, krogtaar, artillery hovers, aegis, firestorm Depthcharge launchers added to commander build menus Laser and EMG weapon graphics improved Core LLT made the same height as Arm LLT Beamer turret height increased to halfway in-between Core HLLT's two turrets Jethro recoil on wrong barrel fixed Marauder death and self-d explosions reduced Removed a TON of unused graphics Removed extra loading screen bloat All vehicle speed, acceleration, braking, and turnrate values increased by 10% All corpse metal values normalized to 70% metal, 50% hitpoints, all heap metal values normalized to 35% metal, 20% hitpoints; all corpses and heaps put into one file (even more thanks to TradeMark) Arm amphibious construction vehicle, construction hovercraft build menu bugs fixed in standard, (H), (A) Amphibious construction vehicle build menus corrected in (F) Annihilator energy cost increased 250% to 62563, damage multiplier when armored (closed/off) increased to 0.25 (0.05) Catapult size increased 33% (3x3->4x4) Commander mass increased to 5000 (2500) Jammer tower cost vs. effectiveness made comparable to mobile jammer units Depth charge removed from anti-air hovercraft Radar, advanced radar, and mobile radar stats rebalanced Combat autorepair removed from all units except Commander, Maverick; maverick description changed to reflect this Metal maker, moho metal maker, floating metal maker, underwater moho metal maker costs increased Ground decals replaced with ones from Unpossible Mobile flak units now have the same range as flak turrets Core L1 fighter HP increased 15 units to make them survive one hit from most missiles rather than being intagib versus all missiles; they still have 10 less HP than Arm L1 fighters L2 fighter buildtime reduced by 2000 units (~9000->7000), missile bug fixed - they now have dual missiles as I intended Core cloakable fusion reactor removed Core fusion reactor output increased by 50 (850->900), HP increased by 3700 (4800->8500) Core underwater fusion reactor ouput increased by 50 (900->950) Arm fusion reactor metal cost reduced 500 (4504->4004), buildtime decreased 5000 (75014->70014), HP reduced 150 Flea metal cost reduced to 14 (19), buildtime reduced 200 (900->700) Laser firing points on commanders improved somewhat Underwater fusion reactor metal cost reduced 1000 (~5700->4700) Behemoth firing sequence fixed (thanks go to Archangel) Missile truck range increased to 600 (585) Removed erroneous on/off switch on arm advanced solar Core solar generator HP bar height increased Nanotower buildtime reduced by 2000, energy cost reduced by 1000, HP boosted by 50 New buildpic for Shellshocker and arm LLT Commanders/decoys no longer leave wrecks when they self-destruct or are otherwise "obliterated" by and extremely powerful weapon such as a D-Gun, and can no longer be reclaimed Shellshocker firing point and barrel improved, extra explosions removed Added "Futureproof" tests to package, drop in same directory as Spring.exe to test your computer's performance now and in the future; for more information read extras.txt in the Extras folder Added "Shadowhack" registry modification, execute it to increase your Spring shadow resolution, not compatible with all video cards; read extras.txt in the Extras folder for more information Mercury/Screamer energy cost doubled L2 fighters and seaplanes now have a low-efficiency flare Panther/Pelican should now properly approach to firing range when told to attack LRPC range reduced 10% Vulcan/Buzzsaw aiming height increased to 50, Bertha/Intimidator aiming height increased to 30 Shields reverted to repulsor with shield range indicator Advanced torpedo launcher range increased to 1200 (650) Increased damage values versus amphibous units removed from all applicable weapons Hovercraft platform metal cost reduced 100 units "Support Ship" revert to standard anti-air ship Hovercraft made less slope tolerant, costs adjusted Amphibious tanks made more slope tolerant, costs adjusted Corvettes now have wrecks Increased time before autohealing starts to 60 seconds (20), healing rate reduced to 5 (10) Combat and construction hovercraft size reduced 1/3 Core Slinger anti-air hovercraft's turret is now actually connected to the main model.... Core Halberd heavy hovercraft now leaves proper wake Hovercraft wrecks now sink Commander building/defending bug may have been fixed, using Bugfix scripts for these to see if they work any better Samson/Slasher HP increased 100 units Complete rebalance of all hovercraft stats Spies are now amphibious Rez subs are no longer rendered beneath the terrain Amphibious complex buildable units added/removed, costs reduced Aircraft carriers should now repair planes properly again Turret removed from Intruder model Obvious edges in certain locations on certain groundscars fixed Juggernaut given 3 secondary LLTs with arcs Consul/Freaker stats adjusted slightly Poison Arrow model modified, treadmark position changed accordingly Catapult explosion size increased Morty damage per hit increased to 75 (65) Croc model adjusted to look less fragile Peeper/Fink flares removed, metal cost reduced by 10 units (~38->28) Bulldog range typo fixed (470->570) Complete rebalance of all amphibious stats Bantha, Krogoth primary weapons now use the new weapon FX system Construction vehicle open/close animation speed increased Floating flak gun sound categories fixed, rebalanced Flak gun sight radius increased to 550 (475) Ambusher/Toaster damage reduction when closed reduced to 0.25 (0.1), Pitbull/Viper damage reduction when closed reduced to 0.5 (0.2) Partial rebalance of some level 3 stats EMP missile paralyzetime increased to 60 (20), range increased to 6000 (4500), AoE reduced to 256 (640) Vertical launch time on v-launch rockets increased, this means higher altitude before they aim Redone buildpics for Muskrat, Garpike, Shiva, crawling bombs, spies, to reflect their amphibious status Commando added back in, buildpic made Sonar range reduced AWACS plane sonar removed SAWACS sonar range halved Jammer towers, radar towers, sonars now have dummy range rings to show their effective area before you build them Complete rebalance of all naval stats Total unit count is now 368
Lots of debate on this topic has been going on since you left. As I recall the broad consensus I heard from the SMuG guys and a few others is that the mass unit eliminations of version 2.0 really left some gaps in the lineup and the Weasel / Jeffy issues didn't help either. Essentially, no bertha ship meant no way for sea players to strike land, and the removal of the tac nuke and bertha tanks removed some real variety from T3. Meanwhile, the game "slowed down" more and the removal of ground damage from fighters got rid of the best counter to commander pushes.
Joined: 17 Nov 2005, 02:43 Location: Raegquitting Spring on 04/24/12
Back in 1.46 one of the reasons it was so fun is that t2 was not absolutely necessary. Yes it helped, and it helped a lot, but you could get by with massing t1 and still manage to win.
If you will remember, back then, t2 was made more of a luxury than a necessity, and with the variety already available in t1 it made for a very nicely rounded game, cause once you actually went t2 you had stuff to augment your existing forces, not simply replace them.
Joined: 16 Oct 2004, 18:40 Location: I still have more posts than you.
I see... yes I do remember that, now that you mention it. I'll see if I can figure out how to bring AA closer to that.
The reason I removed bertha and cruise missile tanks is, I never imagined they were getting built. I don't think I remember anyone complaining about them being removed. To me, no complaints equals no dissatisfaction... if nobody says anything, it means my gut feeling on a subject was right, which it usually is.
I think people are just nostalgic about early AA because they were new to spring at the time and it hadn't lost its magic yet. I don't think it has anything to do with the mod itself.
Joined: 16 Oct 2004, 18:40 Location: I still have more posts than you.
Oh yes, that's definitely part of it too. And while I think you meant that in a flamebait sort of way, I fully intend to find ways to using nostalgia to my advantage. If nothing else maybe I'll be George Lucas, incapable of doing anything right but keep people coming back for more.
Joined: 16 Oct 2004, 18:40 Location: I still have more posts than you.
I'm not 100% sure what your intention is, but since you mentioned it... In AA, unit size is a balance decision, not something just for looks. Larger units are easier to hit with inaccurate weapons, and most often it's the inaccurate weapons that are capable of actually damaging something so powerful - again, for balance reasons. Can't have berthas oneshotting your commander.
There's not a lot in AA that's just there for shiggles.
Joined: 17 Nov 2005, 02:43 Location: Raegquitting Spring on 04/24/12
I agree with smoth on that, the larger units was definitely a big plus, for balance reasons or not, it did a lot for the look and feel of the game.
And det, you haven't been around long enough, lurk moar. AA in it's glory days was fun as all getout, but when caydr stopped playing it really took a turn downhill.
Now I had longer time to think about it. I Think even the "random" balance changes were the best thing about AA, almost every version was different, every time the game was a bit different, every new release you needed to "learn" the game AGAIN.
Now.... i actually think that might just be what AA made interesting!
Joined: 16 Oct 2004, 18:40 Location: I still have more posts than you.
Hahaha, I hope this new version won't be TOO different for you.
Right now it plays a lot like AA/BA, but there's a lot less units and structures, and really a ton of things that I think other TA-based modders haven't done because they're afraid to change the TA formula too much.
I've given up on that though, keeping everything true to TA and not removing or significantly modifying any OTA units for any reason is holding things back IMO. Spring is not Total Annihilation, and some things need to be left behind to make room for newer, better things.
An example I haven't talked about before is storage buildings. At first I removed metal storage and made energy storage store both - when was the last time you built a metal storage? It's not as much of a necessity. Then I realized, storage as a whole is not something that's needed if the game itself is balanced without storage in mind. Storage buildings are just clutter. If people need energy storage, the game developer should realize this and incorporate storage into structures they will already have. Making it separate is just artificially inflating the unit list.
AA has always given resource production buildings storage, but I'm refining the system now so everything makes more sense.
At the same time, storage as a function is valuable in some circumstances. So some resource production buildings will have less storage than others, but with better statistics in other areas. I'm trying to take all the things that Spring is capable of and give the engine's unique features to various existing units that already fit the style so that there won't be any unnecessary bloat. At the same time I'm taking lots of other ideas I've had over the years and not had time to implement (at least not fully), like what I mentioned with storage, and put those in as well.
I'm gathering all the things that people take for granted about a TA-based mod and asking myself, "why are they this way? Is there any reason nothing has changed about them besides obeying the standard rules of TA design?" There are going to be lots of things that remain the same of course. For instance, flashes and gators are part of the core game design that works very well. What I'm doing is trying to make everything else like flashes and gators - essential, not just for show or to take up space.
It's going to be a really huge new experience. I'm not just blowing air when I say it will be very different from existing mods.
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