View topic - KuroTA v0.52 Released



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 Post subject: KuroTA v0.52 Released
PostPosted: 19 Feb 2007, 00:14 
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Joined: 03 Jan 2005, 05:32
By popular demand, I'm releasing the current KuroTA build. More fixes, changes, and additions than I've remembered to document have been applied since 0.51.

http://spring-portal.com/index.php/docm ... urota-v052

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New version today, which includes some fixes!

Fixed aiming problems with Arm Centurion and Core Wouter
Fixed script error with Arm Lvl 3 construction building
Slightly increased speed of suicide units
Changed models of the large walls
Removed laser walls
Increased repulsor energy cost
Modified Abductor's movement
Fixed buildpics on waller's build menu
Fixed Core Python's firing
Arm Coal Plant and Core Oil Plant's metal requirement reduced
Removed many unused movement classes
Removed many unused weapons
Fixed many unit corpses

--Removed--

Have fun!

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Hello all, long time no see. Recently, I've managed to keep Real Life (tm) at bay, and worked on KuroTA for a while. Managed to clean up some of the long standing bugs, and balanced quite a few things. The following is a horribly incomplete list of changes...

Arm Ripper is less effective vs aircraft
Core Obliterator now fires rockets instead of plasma
Core Obliterator now in the Core Adv Construction Platform
Torpedo mex is now a viable structure
Seaplanes now land underwater
Core Osprey now balanced (more so at least)
Mine Field Jammer is now a transportable Short Range Jammer
Core Limiter, Core Caine, Arm Abel, Arm Valient's corpses now sink
Arm Rebel script errors have been fixed
Arm Gauss Hover Craft script errors have been fixed
Arm Wasp weapon nerfed slightly
Arm Vega weapon nerfed slightly
Arm PACKO ranged reduced slightly
Arm Shika can now actually hit aircraft effectively
Arm Condore removed
Core Porcupine HP increased
Bouy's baseplate now invisible
Mauler and Fury's metal-to-fire requirements removed
Arm Annihilator energy-to-fire requirements increased slightly
Core Elemental's range reduced
Arm Manta's buildpic fixed, and weapon damage increased
Arm Mini-Bertha energy-to-fire requirements increased
Arm Anomaly now in the Arm Adv Construction Platform
Core Sky Fortress energy requirements increased

As previously stated, this list is very incomplete since this version has been in work since the last one was released (So, thats about 10 months f work...off and on, of course) and I can never remember to build a changelog list along the way. Anywho, here are the links!


--Removed--


As always, feel free to leave (constructive) comments about balance and units and what not. I'm always willing to listen to your suggestions to make the mod better. :)


Last edited by Kuroneko on 20 Mar 2008, 15:37, edited 7 times in total.

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 Post subject:
PostPosted: 19 Feb 2007, 19:56 

Joined: 19 Apr 2005, 18:23
I haven't been home yet to play it, but it sounds awesome.

Screeeeeenshots!


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 Post subject:
PostPosted: 20 Feb 2007, 09:01 
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Joined: 17 Feb 2006, 15:58
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Added to modit.

Errors:
http://modinfo.unknown-files.net/modit/ ... urota-v050

More:
http://modinfo.unknown-files.net/modit/ ... urota-v050

Optimize this:
http://modinfo.unknown-files.net/modit/ ... urota-v050
There is duplicate movementclasses, that is bad, because it just makes the path calculations slower.

Edit: There is 13 unused movement classes, look that "count" value...
If you remove those unused classes, this mod path calculation goes 2 times faster!


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PostPosted: 20 Feb 2007, 16:56 
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Joined: 03 Jan 2005, 05:32
TradeMark wrote:
Added to modit.

Errors:
http://modinfo.unknown-files.net/modit/ ... urota-v050

More:
http://modinfo.unknown-files.net/modit/ ... urota-v050

Optimize this:
http://modinfo.unknown-files.net/modit/ ... urota-v050
There is duplicate movementclasses, that is bad, because it just makes the path calculations slower.

Edit: There is 13 unused movement classes, look that "count" value...
If you remove those unused classes, this mod path calculation goes 2 times faster!


Wow, thats a whole bunch of stuff that my error finding stuff doesn't look for (I only look for fatal stuff :P) Thanks, I'm already working on fixing them.


Last edited by Kuroneko on 20 Feb 2007, 20:20, edited 1 time in total.

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 Post subject:
PostPosted: 20 Feb 2007, 17:40 
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Kuroneko wrote:
However, some of those unused units are in fact being used....not sure whats up with that.

Hmm.. can you tell which units?


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 Post subject:
PostPosted: 20 Feb 2007, 20:19 
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Joined: 03 Jan 2005, 05:32
TradeMark wrote:
Kuroneko wrote:
However, some of those unused units are in fact being used....not sure whats up with that.

Hmm.. can you tell which units?


I retract my previous statement. Those units were actually even older units (From, like, original TA) than what I thought they were. Needless to say, they are being cleaned up.

I love that script o_o, must have.


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 Post subject:
PostPosted: 23 Feb 2007, 17:09 
Damned Developer
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Joined: 01 Jun 2006, 12:15
Location: Banned user for reason “Do not post pictures of people fucking cars”
You've got the same evolva script and texturing issues as other mods using the evolva models do.


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 Post subject:
PostPosted: 24 Feb 2007, 01:57 
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Joined: 22 Nov 2005, 22:58
Location: My Relationship with Spring is complicated!
Ok, so I redid the Cambell tank, honestly It need a bit of a facelift more so than any other unit in the mod. It also was not textured much like other arm tanks. I tried to keep to the orginial as much as possible and maintain the arm texture scheme, the script needed to be tweaked to match the new setup and I tried to keep the old values to avoid a balance issue.

If it meets approval I can pack it into a little zip and ship it your way..

Pic:

Image


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 Post subject:
PostPosted: 24 Feb 2007, 08:52 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
I must say I never really cared for the look of the campbell. That yellow camoish thing was pretty fail.

Ohhh the hellfire, now that was a piece of pwn.

All in all I like it.

KuroTA was always a lot of fun, I'll have to give it another go.


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 Post subject:
PostPosted: 24 Feb 2007, 10:31 
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Joined: 03 Jan 2005, 05:32
That looks sweet Fanger! I'd be happy to include it :D


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 Post subject:
PostPosted: 25 Feb 2007, 02:22 
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Joined: 24 Oct 2006, 12:45
Location: Nebraska
That new model would look better with barrels more relative to other units. The uber-sized barrels look out of place. But the color scheme is an improvement for sure.


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 Post subject:
PostPosted: 25 Feb 2007, 12:31 
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Location: Lahti, Finland
in version 0.50 the arm proton infusion cannon crashes the game instantly when the building starts


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PostPosted: 25 Feb 2007, 13:33 
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Worked fine for me...


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 Post subject:
PostPosted: 25 Feb 2007, 17:52 
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i tested numerous times and re-installed kuro ta... it must be some kind of only for linux issue :)

still crashed in 0.51 in linux when bulding the arm proton infusion cannon


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 Post subject:
PostPosted: 25 Feb 2007, 18:48 
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Added to Modit again:
http://modinfo.unknown-files.net/modit/ ... urota-v051


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PostPosted: 25 Feb 2007, 22:25 
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Joined: 24 Oct 2006, 12:45
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Masse wrote:
still crashed in 0.51 in linux when bulding the arm proton infusion cannon


It's probably a file naming convention. Alot of mods use a mixture of capitals and lowercase in unit names when in linux its very sensitive to the exact name. In windows it will work because case sensitivity is ignored.


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 Post subject:
PostPosted: 01 Mar 2007, 04:46 

Joined: 26 Aug 2005, 04:40
Location: I use to play Spring... but then I took an Argh to the knee
hey why does the Dual gun tank have cloak but not stealth? kinda makes em useless for stealth attacks.


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PostPosted: 01 Mar 2007, 08:50 
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Joined: 06 Apr 2006, 17:32
Location: In your mind, telling you to kill.
j5mello wrote:
hey why does the Dual gun tank have cloak but not stealth? kinda makes em useless for stealth attacks.


But it CAN raid outposts and forces with no radar coverage, and can be mixed in with other forces to disguise your true numbers from the enemy. He might see a vast mass of units on the radar, but only a scattered force when they come closer.


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PostPosted: 23 Nov 2007, 03:55 
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Joined: 30 Jul 2007, 09:27
Location: Melbourne, Australia
*Bump*

any progress been made on this mod?

it looks really cool


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 Post subject:
PostPosted: 23 Nov 2007, 04:45 
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Joined: 03 Jan 2005, 05:32
I do still update it internally, but I haven't released a version for a long while as you can tell. Perhaps I'll release an RC after this weekend.


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