Search found 25 matches
- 30 Jan 2006, 11:54
- Forum: Game Development
- Topic: Project "Satan"
- Replies: 20
- Views: 3039
And I second swiftspear. All those poly's are just going to slow stuff down, and if you need extra poly's, better use them for cool things like opening missile hatches, landing gear or joints than a true hollow barrel, that you'll see only when you first build the unit, but then never again because ...
- 25 Nov 2005, 12:52
- Forum: Help & Bugs
- Topic: Increased firing speed resets
- Replies: 7
- Views: 1275
- 21 Nov 2005, 22:42
- Forum: AI
- Topic: NTAI untested thread (0.28 BETA 9, 3rd december)
- Replies: 49
- Views: 14265
- 19 Nov 2005, 23:13
- Forum: Engine
- Topic: Complaint about stability
- Replies: 16
- Views: 2507
Indeed, Betalord. I have been playing with one friend, for 5 long hours on a 20x20 map, trying to destroy eachothers mega-defence, attacking with enormous amount of units, and there was no crashing. Another friend of mine did have stability problems, but fixed them by doing a complete reinstall. The...
- 19 Nov 2005, 23:08
- Forum: Engine
- Topic: Disable weapon smoke for fp unit
- Replies: 4
- Views: 1113
Disable weapon smoke for fp unit
I think this one should be relatively easy. I always find it rather bothersome that when riding an intimidator myself taking potshots at my weakling opponent, that the smoke gets in my view, and I just see the plasma-bomb falling on the ground. Would it be hard to change this? Like making all smoke-...
- 19 Nov 2005, 22:49
- Forum: AI
- Topic: NTAI untested thread (0.28 BETA 9, 3rd december)
- Replies: 49
- Views: 14265
I tried this version on 2 maps (castles and 2 valleys), and in both cases it just built a few metal extractors, a solar-collector, and a factory (first time a kbot lab, second time aircraft plant), and that was it. No building, commander stopped, nothing. It just went to a halt. I tried giving him b...
- 19 Nov 2005, 16:12
- Forum: Game Development
- Topic: Absolute Annihilation: Spring[old]
- Replies: 1171
- Views: 176236
And you wouldn't just build catapults, tremors, etc.... why? Because they would turn into very black craters. Believe me, I tried that. But the darn catapults were scrap very quickly, because of dragon's eyes. Even 20 of them at the same time... They aren't that quick... Tremors don't have the rang...
- 18 Nov 2005, 20:31
- Forum: Game Development
- Topic: Absolute Annihilation: Spring[old]
- Replies: 1171
- Views: 176236
Hmm, I found the perfect solution for a core player facing an impenetrable arm base. But this is probably a bug... The Viper Rocket tower can shoot rockets very far, because when it's rockets get to the end of their range, they just fall down, allowing you to lob them very far, right into the enemy ...
- 18 Nov 2005, 20:21
- Forum: Help & Bugs
- Topic: Increased firing speed resets
- Replies: 7
- Views: 1275
Increased firing speed resets
When playing AA 1.03, I built a viper missile tower. It preformed as expected, and I went fps with it to test it for something. When I hit enemies, experience went up, and I indeed noticed an increase in firing speed. Very nice. But as soon as I hit 1.00 exp, firingspeed resetted to the default leve...
- 14 Nov 2005, 15:18
- Forum: Game Development
- Topic: Keepers make bases invincible
- Replies: 31
- Views: 5156
Indeed. I used to porc a lot myself, and I always started sending out massive amounts of units once my defence-line was deemed indestructible. Count on orcones running out once there are 20 anni's in line, and tons of brawlers and bombers as well. The only real threat to a good defence-line is cloak...
- 10 Nov 2005, 00:47
- Forum: Game Development
- Topic: Keepers make bases invincible
- Replies: 31
- Views: 5156
Well, I have been doing some serious testing (still wiping the sweat off my poor computer), and my previous post might need some adjusting. Here's what I did: I played against empty AI, so the situation was lab-like, with no counterattacks. First, I built eachothers economy. I supplied myself with a...
- 09 Nov 2005, 22:35
- Forum: Game Development
- Topic: Keepers make bases invincible
- Replies: 31
- Views: 5156
It is entirely possible to overwelm a reflector. Heck, it's very easy even. I managed to bust one that was backed by 20 advanced fusion reactors with just a few units that spew bullets like popcorn. Each and every bit of plasma puts on the drain on the energy-supply. You can't bust it with bertha's,...
- 08 Nov 2005, 12:54
- Forum: AI
- Topic: Message to AI Creaters
- Replies: 11
- Views: 2394
Don't forget that testing different AI's against eachother might give some really interesting results as well. From what I've been reading, all the developers take a good look at the code behing all those AI's, and they all learn from that. So I'd say that it's good to have multiple AI's going, beca...
- 28 Oct 2005, 16:50
- Forum: Game Development
- Topic: Absolute Annihilation: Spring[old]
- Replies: 1171
- Views: 176236
About weak Anti Air-weapons, in OTA a flakker really rips through a legion of brawlers, because the explosion generated by each shell would rip through all of them. The Copperhead has to work to put a dent in a single brawler, let alone be an effective form of defence to 40 of them, as they flew ove...
- 28 Oct 2005, 11:44
- Forum: Game Development
- Topic: Absolute Annihilation: Spring[old]
- Replies: 1171
- Views: 176236
Ah, I like the weakening of the commander. Although as a commander he shouldn't be weak, I was playing a while back against a guy that used his commander as a one man army to guard a pass. I couldn't even crush him with the weaker level 4 core-bots, because no matter what units I threw at him, he ru...
- 27 Oct 2005, 19:39
- Forum: Game Development
- Topic: Absolute Annihilation: Spring[old]
- Replies: 1171
- Views: 176236
The core sabot aircraft fires it's missiles straight away, so you can't hit the ground in front of you while in first person. When giving it a regular attack-order, the first missile usually flies over the target, while all following missiles are aimed correctly. Arm Liche rockets hardly ever fire t...
- 03 Oct 2005, 11:40
- Forum: Art & Modelling
- Topic: World details
- Replies: 16
- Views: 3258
World details
On planetannihilation there is a topic about a TA3D version for linux. When I was checking the screens, I noticed that the creator added lava sprouting from lava-pools. I thought maybe such additions would be nice. Not nessecarily gameplay-wise, but just to add a little more life to the world battle...
- 02 Oct 2005, 12:03
- Forum: Game Releases
- Topic: UberHack, Spring Version 1.2 (28-sept-05)
- Replies: 27
- Views: 7837
- 30 Sep 2005, 13:08
- Forum: Game Development
- Topic: Repulsing Tower... :D :D :D
- Replies: 51
- Views: 8274
Isn't there a risk that when you build all three repulsers (plasma, laser and rocket) next to eachother, you get an invincible sphere? You'd need suicide units, but if there are 8 annihilators around those towers, it'd be useless. I once spent 5 hours playing against someone, and both our defence wa...
- 25 Sep 2005, 01:23
- Forum: Engine
- Topic: Feature Request: Modular LOS.
- Replies: 21
- Views: 2038
Unlimited LoS in fps mode would actually make fps mode fun to use. Only when I try flying a hawk into my opponent's base, there is so many anti-air that I get whacked a hundred times before I can say crap. And, FPS is very time consuming to do when fighting. Still, it's nice to get into one of my 20...