View topic - Mod: Progressive Annihilation



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PostPosted: 21 Sep 2011, 12:07 
Lua Coder
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Joined: 20 Feb 2007, 01:10
Forboding Angel wrote:
Lord Juzza wrote:
If you feel that way Forboding Angel I encourage you not to play the mod and instead go play a 16v16 game of BA v7.60 on DSD, tech up and eco for an hour without making any offensive units to then have your base ripped apart by burthas that now break shields on a 1:1 ratio. :P


Or how about I play something that doesn't suck altogether?

There is nothing wrong with that approach. Most people do it like that. :regret:


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PostPosted: 21 Sep 2011, 13:18 
Content Developer
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Forboding Angel wrote:
Lord Juzza wrote:
If you feel that way Forboding Angel I encourage you not to play the mod and instead go play a 16v16 game of BA v7.60 on DSD, tech up and eco for an hour without making any offensive units to then have your base ripped apart by burthas that now break shields on a 1:1 ratio. :P


Or how about I play something that doesn't suck altogether?

Alphabet soup. How about you, do something original for a change?

as much as I dislike seeing another "my balance is better" game release (which again, really should just be a mutator)... you shouldn't hate on the alphabet soup projects. YOUR roots are there, it is hypocritical of you to attack someones project on that ground. Maybe juzza will like doing stuff in spring? maybe this project will show him how much he likes it and gets suckered into thinking this is fun. 4 years later and 100s of man hour later he ends up making something interesting.


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PostPosted: 22 Sep 2011, 04:24 
Evolution RTS Developer
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You referring to Fun:TA? That was never really meant to be anything more than join outright entertainment. He's talking about this as tho it were a serious project.

I consider my roots to be in OTA. Not the bastardizations that are what have arisen in Spring. Even so, yes, he may end up being useful some day. Lets hope that happens.

In the meantime, let me explain what this project will accomplish to juzza.

In short, nothing. You will have absolutely brilliant ideas, which may in turn be taken into account by BA and included. Very few people will play your mod, and at some point you'll give up frustrated that the BA crowd is too goddamn stupid to see gold when it's right in front of their eyes.

The alternate path to giving up is that you get inspired for your own project, spend 4 years fumbling around and then come out with your own project which, ironically, still won't have any players (That was a stab at all of us gamedevs, just a joke. I'm aware that we all have communities of players. I just wish my 2k+ amount of people would bother to talk to each other, or... god forbid, bother to play a game in multiplayer).


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PostPosted: 22 Sep 2011, 09:01 
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Joined: 12 Oct 2007, 08:24
@ Forb, http://zero-k.info/

Why attack someone doing any kind of game creation work? How does it hurt you? Either he stops here which affects noone or he uses what he learnt to make something original.


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PostPosted: 22 Sep 2011, 10:11 
Evolution RTS Developer
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Or C: He becomes gota.

Mainly because this alphabet soup is not good for the engine as a whole which extends to the projects using it.


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PostPosted: 22 Sep 2011, 13:44 
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yan is annoying because he is yan and enjoys provoking people from time to time. He is not dumb or incapable. His SA didn't work out, so what, he shut up about balance after that at least.

I just say let the guy go. At least he made something, which is 100 times better than all the "Creative" idea guy morons we get who do nothing. I think that a good thing.


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PostPosted: 22 Sep 2011, 16:51 
Supreme Annihilation Maintainer
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Joined: 11 Jan 2008, 16:55
User was banned for this post, forever.

Forb made an "original" game so now he thinks he has thew right to flame Ta related projects.
Sorry nobody plays the game you spent countless hours making, dont get all bitter because of it and better luck next time.


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PostPosted: 22 Sep 2011, 17:17 
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Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
Modding BA is popular because BA is popular.
With some small changes you can change how the game plays without turning it into something that is completly fubar because there is a stable base. Though most of the changes usually made are hardly "better", they are just "different."
In the end this is true:
1v0ry_k1ng wrote:
admirable, but this was a waste of time. Fatty couldnt even find people to test the offical BA betas, so GL pushing this

Many people probally started with tweaking TA units stats though usually those results are not released ;)
It is the "messing around with stuff"-stage before attempting something "more serious."
If you maintain Progressive Annihilation for a year you will probally end up thinking "now i know enough about Spring, wish I would not have wasted time on this and made something original in the first place."

ps:
Delta Annihilation


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PostPosted: 22 Sep 2011, 17:47 
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I like the x2 mexe income. That allows you do something with t1 even on overcrowded game. That one of the reason i played SA btw.

Still poeple wont play it cause making t1 usefull in clustered game will exacerbated there lake of skill, so they will get back to a game or a map where their mistakes is damped by others. I think no mod can correct that anyway, only ranking/admin guidlines maybe.


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PostPosted: 23 Sep 2011, 06:48 
Evolution RTS Developer
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Gota wrote:
Sorry nobody plays the game you spent countless hours making, dont get all bitter because of it and better luck next time.


ORLY?
Image

Suck it, bitch.


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PostPosted: 23 Sep 2011, 06:55 
Evolution RTS Developer
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albator wrote:
I like the x2 mexe income. That allows you do something with t1 even on overcrowded game. That one of the reason i played SA btw.


What would be cooler, would be if the amount of income scaled with the amount of players in the game. Evo used to do this. The lua for it is lying around somewhere, I could prolly find it.

Basically, if there were only 2 people in the game mex income was normal, then for every player more (per team) the amount given was more, etc. That way, even on a map that was 8v8 designed for 1v1, it was still playable. Not a perfect solution for all situations, but definitely a novel one.

Now, Evo simply splits gross metal income of all allies, evenly between allies.


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PostPosted: 23 Sep 2011, 08:23 
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I have to agree with FA, there is a issue with there being too much metal in 1v1s but it breaks consistency for the mod and creates confusion among players if it constantly changes every time the amount of players changes.


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PostPosted: 23 Sep 2011, 10:00 
Evolution RTS Developer
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Well hear me out on this... OTA was based upon metal amounts per spot being different. Each tileset had like 4 different types of spots with varying degrees of metal. Now... We don't use that much in spring because metal distribution is a fucking pain in the cock, however, differing metal amounts should not overwhelm players I wouldn't think.

Even if what I state is the case, my suggestion still isn't a bulletproof strategy. It will still fail on certain maps, but it "should" fail less than the way it is now.

I suppose, suffice it to say, it's an improvement, but not a magic bullet that solves all problems.

If you wanted to take an even more radical idea, you could cap per team income. in fact that gives me a really neat idea for a modoption. The ability to set a metal income cap per player.


hmmmmmmm, interesting.


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PostPosted: 24 Sep 2011, 02:41 
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Could you possibly send me the lua for it? After a bit of testing with this mod there is simply too much metal on 1v1, 2v2 and FFA maps, I've yet been able to test a larger team game like 4v4-8v8 which I believe the current set up would work well on.


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PostPosted: 24 Sep 2011, 09:22 
Evolution RTS Developer
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Location: Raegquitting Spring on 04/24/12
I looked for a long time, but I can't find an old as version of evo 1.0. It was in that version iirc. I did find an old evo version from back in 2006 tho. Heh, there were 2 gadgets in it. How times have changed ;p


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