View topic - Supreme Annihilation U75 V1.0 discussion



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PostPosted: 28 Sep 2009, 07:49 
Supreme Annihilation Maintainer
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Joined: 11 Jan 2008, 16:55
Well to make the vehicle lab more specialized.


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PostPosted: 29 Sep 2009, 23:27 
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Supreme Annihilation U25

http://www.springfiles.com/show_file.php?id=1677

Added Improved Metal Maker widget.


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PostPosted: 26 Nov 2009, 22:47 
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Supreme Annihilation U26

Air cons no longer clip.
Bombers are a bit easier to multibomb with.
All bot prices lowered by 8%.

http://www.springfiles.com/show_file.php?id=1677


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PostPosted: 27 Nov 2009, 02:27 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
Hey could you make a release post here? http://www.springinfo.info/wp-login.php

It now shows up on springrts.com and springinfo as well. Thanks :-)


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PostPosted: 03 Dec 2009, 15:01 
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Supreme Annihilation 29U

Fixed a script bug.

http://www.springfiles.com/show_file.php?id=1677

Supreme Annihilation U28

Changes to sonar ranges all around(reduced).
Commanders have bigger LOS
All rocket AA/ground weapons (like Jethro Samson and MT)have higher range but lower DPS.
Bomber handling changed a bit.
Fighters changed again.
T2/T3 lab costs slightly raised.
Wind generator size increased.
arty removed from T2 vehicles.
Kbot minelayers have a bit more build power.
air cons will not collide anymore.


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PostPosted: 17 Dec 2009, 17:55 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
Maek poast! http://www.springinfo.info/wp-login.php


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PostPosted: 23 Dec 2009, 11:28 
Spring Developer
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Joined: 22 Sep 2007, 08:51
i tried U29 with RAI and wiht KAIK:
RAI made some mexes, wind, solars and an LLT, and then stopped. After i attacked it, it rebuilt some mexes and solars, and then did a T1 KBot lab and started producing units.
KAIK crashes at start, because at least one of the UnitDef's is NULL. this is a problem with the mod (XTA had the same). it means there is an error somewhere in the UnitDef, and since a patch by Kloot some tiem ago, the engine handles this more stricty, and sets the unitDef to NULL internally.
sooo.. yeah if you care, you may fix that.
in infolog, i only see WARNING messages for sounds and "too many unit categories". maybe one of these is the problem... if you need help finding the problem, contact me in the lobby.


Last edited by hoijui on 23 Dec 2009, 17:59, edited 1 time in total.

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PostPosted: 23 Dec 2009, 13:25 
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Joined: 11 Jan 2008, 16:55
Thanks a lot.
I don't play single player versus the AI much.
I have less time these days but i will be back home this weekend and I will fix this.
Hopefully I'm gonna be messing around with effects,models and build pics in the coming days so i will go through fbi's and will try to sort any discrepancies out including this one.
Its important for me AIs work if I'm gonna add single player missions.


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PostPosted: 15 Jan 2010, 08:07 
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Supreme Annihilation U31

Many many changes in models and visual effects.
http://www.springfiles.com/edit_file.php?id=1677


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PostPosted: 16 Jan 2010, 20:21 
Spring Developer
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Joined: 22 Sep 2007, 08:51
am sorry to only be able to say something negative, but there is still at least one NULL unitDef.
too tired to try more right now.


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PostPosted: 28 Jan 2010, 23:25 
Supreme Annihilation Maintainer
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Joined: 11 Jan 2008, 16:55
Everyone is making roadmaps so i might as well.

SA "roadmap" for the upcoming version

*fix different bugs and errors - check

*Add tons of new models and cool visual effects that are tasteful and do not obscure the battle - check

*add cratering to weapons - check

*implement final air behavior - waiting for closest spring release

*change warrior to a semi thud semi pw like it was in OTA(Noruas's suggestion) - Noruas's part

*add land walking corvettes to t1 core and arm shipyards - in the works

* adjust stuff for upcoming spring release - almost check

*fix anni script to open and close dynamically - Noruas's part

*Create Tower defence(only morphable towers) chickens mixture based on SA - in the works


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PostPosted: 09 Feb 2010, 08:08 
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*implement final air behavior - done

*change warrior to a semi thud semi pw like it was in OTA(Noruas's suggestion) -done

* adjust stuff for upcoming spring release - done

*fix anni script to open and close dynamically - done

*add more visual effects and ceg - done

*add certain lups effects - done


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PostPosted: 25 Feb 2010, 06:06 
Supreme Annihilation Maintainer
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Joined: 11 Jan 2008, 16:55
Supreme Annihilation U34
A new version!

This is mostly a big visual update but some changes to gameplay were also made.

Changelog:
Many unit models were replaced,many textures patched up.
New buildpics added for the new models.
New visual effects for almost every unit in the game.
Added and slightly modified a lups version to SA(made plane jet smaller and changed the cloaking effect slightly so it looks a bit less cartoonish).
Added true dynamic music with fading.
Now players can create springfolder/music/war
and springfolder/music/peace folders and put songs in them.
This will override SA's OTA soundtrack automatically(in game sound and music volume changing is supported).



Important notes for Ba players:

*SA units and turrets shoot through one another
(If your llt is standing in the middle of a base it will be able to shoot any enemy unit that enters it's weapon range even if some of your buildings are in between).
*LLTs in SA are heavy and expensive and can be roughly compared to the BA beamer and hllt(a lighter version laser turret is the core armed mex).
*SA solars cost energy(important to know in order to not stall energy at the beginning).
*Gunships deal full dmg to the commanders(as oppose to BA where they deal low damage).
*There are land and sea nanos nanos.
*There are sea shields,bertha ships and amphibious ships in SA.
*The commander does not leave a wreckage.
*Missile towers,hover AA,T1 kbot and vehicle AA all shoot at air AND ground units.
*Mine-layers are in the T1 kbot labs.
*The arm warrior is a 1.5T unit with 2 weapons.
*T2 assist bots are stealthy.
*T2 vehicle assist units cannot build a thing but are very effective at repairing and have a long repair range.
*Sonar is more expensive.
*Plasma turrets are stronger.
*DD and the Annihilator cost more and are heavier than their BA equivalents.
*A good start would be mex solar solar mex.

-- Edited --
this is a link to U34
Download link : http://www.mediafire.com/?ngh0wjm1biy


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PostPosted: 25 Feb 2010, 08:01 
Supreme Annihilation Maintainer
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Joined: 11 Jan 2008, 16:55
screenies showing some of the changes:

Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image

When examining the effects take into account they look much better,and less abrupt, when in motion.

Bigger versions:
http://img412.imageshack.us/img412/1184/comfront.jpg
http://img237.imageshack.us/img237/5133/corback.jpg
http://img517.imageshack.us/img517/1967/corr.jpg
http://img683.imageshack.us/img683/8366/hamzk.jpg
http://img203.imageshack.us/img203/5562/jugg.jpg
http://img528.imageshack.us/img528/9804/lvlrs.jpg
http://img199.imageshack.us/img199/920/mortyj.jpg
http://img130.imageshack.us/img130/6306/pyrod.jpg
http://img519.imageshack.us/img519/3803/raven.jpg
http://img130.imageshack.us/img130/576/samvj.jpg
http://img237.imageshack.us/img237/8574/screen00116.jpg
http://img269.imageshack.us/img269/2293/shipsn.jpg
http://img685.imageshack.us/img685/925/storms.jpg
http://img246.imageshack.us/img246/6876/walkingships.jpg
http://img20.imageshack.us/img20/8700/zeuscx.jpg


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PostPosted: 25 Feb 2010, 16:15 
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Joined: 14 Nov 2007, 01:03
Location: Wroclaw, POLAND
Great work Basic :)


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PostPosted: 25 Feb 2010, 16:39 
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Joined: 30 Jun 2008, 23:08
Location: Germany
good basic, i like your raven rockets


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PostPosted: 26 Feb 2010, 18:32 
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Had to release a quick patched version since there were sync issues related to lups(hopefully).
Everything should be fine now.
I decided that if i must release another version so fast id also add in some more build pics and visual effects i forgot about.
I also added Nano towers back because so many suggested it.
Both land and sea have nanos for t1 cons.
T2 cons have advanced nano towers.
They have much more build power and have a longer build range.

Nanos:
Image
Image


U34 modlink: http://www.mediafire.com/?ngh0wjm1biy


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PostPosted: 26 Feb 2010, 20:44 
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Joined: 23 Jan 2008, 18:29
I like it! *TA mod looking good at last... (Well XTA, and BOTA looks good too)

However, nano towers I dont like. Same stand for constructors...


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PostPosted: 27 Feb 2010, 06:37 
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Joined: 11 Jan 2008, 16:55
You dont like nano towers?
Do you mean the model/texture or the concept of having nano towers?
and what do you mean about constructors?
the t2 nanos are for those gigantic team games or huge FFA games.


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PostPosted: 27 Feb 2010, 12:27 
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Joined: 23 Jan 2008, 18:29
Gota wrote:
You dont like nano towers?
Do you mean the model/texture or the concept of having nano towers?
and what do you mean about constructors?
the t2 nanos are for those gigantic team games or huge FFA games.


Yes, I don't like the models of nanotowers. And I mean by constructor a tremor :) So yea, tremor model I don't like...


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