Search found 36 matches
- 14 Sep 2006, 03:01
- Forum: Game Releases
- Topic: Absolute Annihilation 2.11
- Replies: 3529
- Views: 381219
I tried a game with the new version, and it's looking good so far! Two bugs I noticed: 1) Farks get stuck exiting northward-facing factories. Like, a lot. I had set a waypoint directly to the north of the plant, and they still got stuck running in place. 2) While playing as Core on MetalHeck, I had ...
- 14 Sep 2006, 02:55
- Forum: Engine
- Topic: 0.73b1 test release 3
- Replies: 154
- Views: 20415
I tried the new release, and noticed it being weird when queuing up patrol or guard commands. Telling a builder to build a windmill and then to guard another worker results in the windmill being built and then the worker just waits around. When you shift-click, the guard line doesn't even come up. O...
- 13 Sep 2006, 01:29
- Forum: Game Releases
- Topic: Absolute Annihilation 2.11
- Replies: 3529
- Views: 381219
I just wanted to point out how absolutely delightful I think this is. I can't wait for the new version to give it a try!Caydr wrote:Juggernaut is now in possession of 3 LLTs and took down 250 AKs with about 5000 health remaining, without any assistance from the unit-bouncing-for-massive-damage bug.
- 10 Sep 2006, 20:54
- Forum: Game Development
- Topic: Battletech
- Replies: 627
- Views: 128600
- 09 Sep 2006, 00:36
- Forum: Feature Requests
- Topic: Dynamic water only rendered where water actually is?
- Replies: 15
- Views: 2741
eh... if i get more than 20 fps in a typical setting (that is, i won't go below 20fps the whole game except the 10000000000000 particles after a nuke/complosion), i dont care and keep it on... your eyes only get about 16 fps anyway :P Your eyes can see more than 16fps... that's a common misconcepti...
- 08 Sep 2006, 23:16
- Forum: Feature Requests
- Topic: Dynamic water only rendered where water actually is?
- Replies: 15
- Views: 2741
Dynamic water only rendered where water actually is?
As I understand it, the entire map is checked for dynamic water when dynamic water is enabled ( http://taspring.clan-sy.com/phpbb/viewtopic.php?t=6954 ). Is there any way to change the rendering engine so that the calculations for dynamic water are only performed where water is actually showing? If ...
- 06 Sep 2006, 01:42
- Forum: Help & Bugs
- Topic: Dynamic water causes slowdown even when there's no water?
- Replies: 4
- Views: 1094
Dynamic water causes slowdown even when there's no water?
Hi! I just noticed the other day playing on Comet Catcher that there's a big performance decrease from having dynamic water enabled, even though there's no water on the map. Is this a known bug? Or is it a "there's water on every map, if you dig deep enough!" kind of thing? If it's the lat...
- 03 Sep 2006, 00:27
- Forum: Game Development
- Topic: NEW: Unit Overload v2.01!!
- Replies: 45
- Views: 9396
- 27 Aug 2006, 02:27
- Forum: Map Releases
- Topic: It's ready: Aavikko(V2)
- Replies: 20
- Views: 2401
- 20 Aug 2006, 02:08
- Forum: Game Releases
- Topic: Absolute Annihilation 2.11
- Replies: 3529
- Views: 381219
I really like the current tech levels, as it gives a feeling of progress to the game. I also love the large variety of units in the game, as it adds to the amount of strategies you can try. If anything, I'd love more units, just to facilitate the development of new strategies using them. As far as s...
- 18 Aug 2006, 00:29
- Forum: Game Development
- Topic: NEW: Unit Overload v2.01!!
- Replies: 45
- Views: 9396
- 09 Aug 2006, 03:45
- Forum: Map Creation
- Topic: Supreme Battlefield - 24x24?
- Replies: 16
- Views: 2439
- 09 Jul 2006, 04:08
- Forum: Game Releases
- Topic: Absolute Annihilation 2.11
- Replies: 3529
- Views: 381219
1: Killing Boats 2: Nailing that Com, just getting those few hits on him whilst he retreats 3: Low Grav Maps (more damage from high traj impulse, but slower moving shots) 4: Last Ditch Defense, that one PW is up close and personal after his unit have wiped out those defenses of yours, one low traj ...
- 08 Jul 2006, 21:57
- Forum: Game Releases
- Topic: Absolute Annihilation 2.11
- Replies: 3529
- Views: 381219
- 08 Jul 2006, 19:34
- Forum: Game Releases
- Topic: Absolute Annihilation 2.11
- Replies: 3529
- Views: 381219
I like the way the water is now. Instead of being able to rely on defensive building, you have to build ships, with building as support if at all. It's one fo the things that make water different from land, playwise. My thoughts exactly. People who make a ton of defensive buildings still lose to an...
- 03 Jul 2006, 06:37
- Forum: Game Releases
- Topic: Absolute Annihilation 2.11
- Replies: 3529
- Views: 381219
I just played a game and I'd like to know what the offencive counter to blades is. It seems they are all but invunerable over enemy territory, you can't kill them with flak trucks, you can't kill them with fighters because of enemy AA, and enough of them, just like brawlies, will take down any ment...
- 27 Jun 2006, 18:36
- Forum: Game Releases
- Topic: Absolute Annihilation 2.11
- Replies: 3529
- Views: 381219
T3 units are not for charging annihilators. annihilators and DDM and penetrators and snipers COUNTER T3 ffs...that is some (unnecessary immature and insulting language removed) Annihilators and DDMs and penetrators and snipers and sumos and fatboys and bombers and gunships and goliaths and bulldogs...
- 27 Jun 2006, 02:07
- Forum: Game Releases
- Topic: Absolute Annihilation 2.11
- Replies: 3529
- Views: 381219
I'm really looking forwards to the improvements on the L3 mechs, since I love them so dearly. My first suggestion would be to reduce annihilator and bertha damage modifiers from 3x to at least 2x, since this would make some of the larger robots handy in sieging hardened defenses. As it is right now,...
- 20 Jun 2006, 00:41
- Forum: Game Releases
- Topic: Absolute Annihilation 2.11
- Replies: 3529
- Views: 381219
- 17 Jun 2006, 09:06
- Forum: Game Releases
- Topic: Absolute Annihilation 2.11
- Replies: 3529
- Views: 381219