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.
---------------------- ================ ---------------------- 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
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.
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!
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 ) Thanks, I'm already working on fixing them.
Last edited by Kuroneko on 20 Feb 2007, 20:20, edited 1 time in total.
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.
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..
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.
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.
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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