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 Post subject: nuke animation
PostPosted: 04 Mar 2012, 08:25 

Joined: 20 Oct 2009, 12:04
Hi to all!

I just watched nuke video from AA: http://www.youtube.com/watch?v=6udIo5Sm ... re=related

It is beautiful! Why BA has not such animation?


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 Post subject: Re: nuke animation
PostPosted: 04 Mar 2012, 08:47 
Conflict Terra Developer
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Joined: 21 Jan 2010, 06:21
Location: Tucson
Because I imagine it would nuke low end computers :wink:

But that is a really nice CEG.


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 Post subject: Re: nuke animation
PostPosted: 04 Mar 2012, 10:17 

Joined: 20 Oct 2009, 12:04
Currently I often see when after nuke people asking: was it a nuke? It is unclear currently: what happends? why base blowed?


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 Post subject: Re: nuke animation
PostPosted: 04 Mar 2012, 10:19 

Joined: 13 Aug 2007, 12:19
jamerlan wrote:
Currently I often see when after nuke people asking: was it a nuke? It is unclear currently: what happends? why base blowed?


True, there should be something to show it was a nuke.


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 Post subject: Re: nuke animation
PostPosted: 06 Mar 2012, 22:59 
Blood & Steel Developer
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Joined: 25 Aug 2004, 12:31
Location: Has not played *a in years.
radiation symbols? like sim city?


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 Post subject: Re: nuke animation
PostPosted: 06 Mar 2012, 23:46 
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Joined: 06 Mar 2012, 18:22
cmon, c&c2 have even a better animation than the nuke of ba


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 Post subject: Re: nuke animation
PostPosted: 06 Mar 2012, 23:51 
Content Developer
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Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
klapmongool wrote:
jamerlan wrote:
Currently I often see when after nuke people asking: was it a nuke? It is unclear currently: what happends? why base blowed?


True, there should be something to show it was a nuke.

Image


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 Post subject: Re: nuke animation
PostPosted: 07 Mar 2012, 16:02 

Joined: 17 Mar 2009, 00:20
:) On new DSD rev. there will be some new animations, and some changes like decreasing by 10 - 15% energy and metal cost for t1 units.

Also limitations because of spammers, something like 60 units limit for each cheap spammer units like scouts ak.peewe


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 Post subject: Re: nuke animation
PostPosted: 07 Mar 2012, 16:14 
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Joined: 30 Nov 2008, 04:31
Location: the flow
dsd is a whole separate game


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 Post subject: Re: nuke animation
PostPosted: 07 Mar 2012, 16:32 

Joined: 20 Oct 2009, 12:04
Senna, do you mean: in new DSD will be easy to understand that it was a nuke?
There will be a new nuke animation?


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 Post subject: Re: nuke animation
PostPosted: 07 Mar 2012, 17:27 

Joined: 17 Mar 2009, 00:20
Yes


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 Post subject: Re: nuke animation
PostPosted: 10 Mar 2012, 01:46 
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Joined: 01 Apr 2010, 20:05
First of it is not an animation when then CEG -
Also this effects is very old and IIRC still used by old CA for very long time no idea about Zero-K I assume it it still so.


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 Post subject: Re: nuke animation
PostPosted: 10 Mar 2012, 02:10 

Joined: 20 Oct 2009, 12:04
Karl wrote:
...I assume it it still so.

Yes, Zero-k uses beautiful nuke animation. I see it today.

Quote:
Because I imagine it would nuke low end computers

If it works for zero-k, it should work for BA too


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 Post subject: Re: nuke animation
PostPosted: 05 Apr 2012, 06:35 
Zero-K Developer

Joined: 28 Nov 2006, 13:22
This was made by Quantum, for CA. 'AA' (Nixa's version?) nicked it and branded it and people STILL call it the 'AA' nuke- credit where appropriate please: that is Quant's nuke!

And yeah, it's the nuke in Zero-K, which means it's free to nick for whatever purposes. One problem though is that it obscures vision of the area for a fairly significant time (This is so there is no guessing about whether it is a nuke or not- it's impossible to miss).

It doesn't kill PC's, I don't know how quant did it but its actually -really- efficient. The default nuke is worse for PC's (At least last time i played, there was always a short lag burst on comm deaths or nukes- which I admit was quite a while ago).


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