Search found 23 matches
- 10 Feb 2007, 12:59
- Forum: Game Releases
- Topic: Balanced Annihilation v4.7 !!
- Replies: 1266
- Views: 178299
- 01 Jan 2007, 04:46
- Forum: Game Development
- Topic: flare stuff :
- Replies: 5
- Views: 920
Heavily edited: If you have a flare, it has 50% chance to succeed. Well, if it didn't succeed, you have a second one with 50% succeed. The chance for you using two flares and not succeeding is 0.5*0.5, because if first flare succeeded you wouldn't be calculating any more, and since the chance to not...
- 01 Jan 2007, 03:34
- Forum: Game Development
- Topic: flare stuff :
- Replies: 5
- Views: 920
While I don't generally know anything about this, I'd like to point out that if you have 4 chances that something happens at 50% chance it doesn't mean there's 200% chance it happens. You could well not get any tails with 4 coins, and the probability of getting tails if you throw a coin is approxima...
- 15 Dec 2006, 12:47
- Forum: Game Releases
- Topic: Balanced Annihilation v4.7 !!
- Replies: 1266
- Views: 178299
- 05 Dec 2006, 23:17
- Forum: Game Development
- Topic: The Blue Tanks
- Replies: 27
- Views: 5397
- 17 Nov 2006, 08:38
- Forum: Game Releases
- Topic: Absolute Annihilation 2.23
- Replies: 1326
- Views: 185836
Weasels are ludicrous. They need to be nerfed, seriously. Yesterday I got pwned by them since I refused to build a single scout vehicle and went for levelers (they seem to be somewhat decent counter due to the aoe, but they're so slow that a horde of weasels can easily outmanouver them unless it's s...
- 19 Oct 2006, 00:35
- Forum: Game Releases
- Topic: Absolute Annihilation 2.23
- Replies: 1326
- Views: 185836
I have to agree, mines aren't bad at the moment. Pretty good payout for the price. Though one of the reasons for that is that many people don't really expect mines. Only thing I might want to ask is a tiny radar jamming radius for the mine layer. At the moment radars won't spot a mine layer, but the...
- 05 Oct 2006, 21:00
- Forum: Game Releases
- Topic: Absolute Annihilation 2.23
- Replies: 1326
- Views: 185836
- 05 Oct 2006, 06:40
- Forum: Game Releases
- Topic: Absolute Annihilation 2.23
- Replies: 1326
- Views: 185836
While I generally don't care since I atm am downloading the package with 296kb/s, I still don't think it's a good idea to release stuff you don't need with the mod because apparently people still have ancient methods to connect internet. I remember when I still used to have a 56k and had to download...
- 15 Sep 2006, 11:25
- Forum: Game Releases
- Topic: Absolute Annihilation 2.11
- Replies: 3529
- Views: 360529
- 09 Sep 2006, 04:41
- Forum: Game Releases
- Topic: Absolute Annihilation 2.11
- Replies: 3529
- Views: 360529
- 14 Aug 2006, 21:20
- Forum: Game Development
- Topic: New mod id like to do...
- Replies: 50
- Views: 4615
- 14 Aug 2006, 21:11
- Forum: Game Development
- Topic: New mod id like to do...
- Replies: 50
- Views: 4615
If zombies can reclaim they can slowly tear down walls. :wink: ooooh yes! edit: best make walls units and not features so that the reclaiming time is more controllable than just through metal cost (is it correct that it's buildtime based for units?) That works awesomely for the idea of bigger zombi...
- 14 Aug 2006, 21:09
- Forum: Game Development
- Topic: New mod id like to do...
- Replies: 50
- Views: 4615
I think the opposite, one on one humans should be stronger than zombies but more expensive (after all, in a last-survivors scenario zombies would be everywhere while normal humans would be rare). Perhaps zombies could have stronger attacks but much shorter range so the humans could gun them down be...
- 14 Aug 2006, 13:03
- Forum: Game Development
- Topic: New mod id like to do...
- Replies: 50
- Views: 4615
Yes, that sounds good. What kinds of weapons should the humans use? I suppose mostly handguns or shotguns with the occassional machinegun or assault rifle and maybe a spraycan-flamethrower (that unit could also throw burning cans or bottles as grenades when attacking buildings). Should maybe all un...
- 14 Aug 2006, 11:13
- Forum: Game Development
- Topic: New mod id like to do...
- Replies: 50
- Views: 4615
I really like the idea that zombies would gain advancement by actually being aggressive. I'd also like it so, that you can create basic cannon fodder zombies non-stop with very minimal cost so that you will always have a huge bulk force of dead meat along with your possible stronger units. That and ...
- 14 Aug 2006, 08:38
- Forum: Game Development
- Topic: New mod id like to do...
- Replies: 50
- Views: 4615
- 14 Aug 2006, 08:24
- Forum: Game Development
- Topic: New mod id like to do...
- Replies: 50
- Views: 4615
A zombie can't use a gun, unless its some kind of 'magic' zombie. And those are only around when there's a vampire or necromancer controlling the strings. But we all know no self respecting vampire is going to let a necromancer muscle in on their turf. So if these are your run of the mill virus zom...
- 14 Aug 2006, 08:10
- Forum: Game Development
- Topic: New mod id like to do...
- Replies: 50
- Views: 4615
I was just thinking - you probably want atleast a small variety of units. Humans of course bring you a lot of variety easily - Militia with a pistol, Militia with a rifle, Guy with a bike and a gun, Jeep with a mounted machine gun, Guy with a flamethrower, Some kind of tank hybrid like in Land of th...
- 13 Aug 2006, 23:49
- Forum: Game Development
- Topic: New mod id like to do...
- Replies: 50
- Views: 4615