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by AlienDNA
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 ...
by AlienDNA
25 Nov 2005, 12:52
Forum: Help & Bugs
Topic: Increased firing speed resets
Replies: 7
Views: 1275

Well, it's been a while... Could anyone either verify this, or prove me wrong? I would conduct some tests if I was back behind my home computer now...
by AlienDNA
21 Nov 2005, 22:42
Forum: AI
Topic: NTAI untested thread (0.28 BETA 9, 3rd december)
Replies: 49
Views: 14265

The AI indeed doesn't do anything yet. He does D-gun me, but the game crashed after he actually hit anything with his d-gun (2 jeffy's). It just stands around. Too bad we can't test any features this way... :)
by AlienDNA
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...
by AlienDNA
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-...
by AlienDNA
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...
by AlienDNA
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...
by AlienDNA
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 ...
by AlienDNA
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...
by AlienDNA
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...
by AlienDNA
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...
by AlienDNA
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,...
by AlienDNA
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...
by AlienDNA
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...
by AlienDNA
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...
by AlienDNA
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...
by AlienDNA
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...
by AlienDNA
02 Oct 2005, 12:03
Forum: Game Releases
Topic: UberHack, Spring Version 1.2 (28-sept-05)
Replies: 27
Views: 7837

I can confirm the weasel-thing, it's not map related...
by AlienDNA
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...
by AlienDNA
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...

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