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by EXit_W0und
12 Oct 2006, 15:43
Forum: Game Releases
Topic: Absolute Annihilation 2.23
Replies: 1326
Views: 95082

Cool, what's it called? So i can go test it :)
by EXit_W0und
12 Oct 2006, 15:39
Forum: Game Releases
Topic: Absolute Annihilation 2.23
Replies: 1326
Views: 95082

Are subs practically invisible when under sonar jamming as they were in ota? Or do they show up within Los? I only intend to make them harder to see on sonar not invisible. I think reducing the sonar range of destroyers and making depth charges a bit more inaccurate (but more powerful) is a better o...
by EXit_W0und
12 Oct 2006, 14:50
Forum: Game Releases
Topic: Absolute Annihilation 2.23
Replies: 1326
Views: 95082

Is it possible to use scripting to have a sonar jammer enabled only when the sub is stationary? This might have the desired effect.
by EXit_W0und
12 Oct 2006, 13:23
Forum: Game Releases
Topic: Absolute Annihilation 2.23
Replies: 1326
Views: 95082

With respect to the sub/destroyer balance: would it be an idea to make depth charges more inaccurate? Or to reduce destroyer LOS? It's probably not good to make real life comparisons but depth charges in ww2 were hardly accurate weapons which is probably why subs had a (slightly) better chance again...
by EXit_W0und
11 Oct 2006, 16:46
Forum: Game Releases
Topic: Absolute Annihilation 2.23
Replies: 1326
Views: 95082

The role of close combat at sea seems to be intended for the corvette, but it still doesn't do well at this in light of the destroyer. Why not take the destoyer's laser and give it to the corvette separating their roles into short and medium range combat? This way the destroyer will be good at shore...
by EXit_W0und
09 Oct 2006, 18:12
Forum: Game Releases
Topic: Absolute Annihilation 2.23
Replies: 1326
Views: 95082

2.) Lugers can't hit anything even if you have radar and LOS. (I had like 10 of them shooting at armed mex for a min)
What map were you playing on? Since i noticed alot of artillery units fell short of its max range but then remembered the gravity is much higher on some maps...
by EXit_W0und
07 Oct 2006, 15:18
Forum: Game Releases
Topic: Absolute Annihilation 2.23
Replies: 1326
Views: 95082

+1 for the idea of giving stumpies/raiders a 2nd weapon
by EXit_W0und
06 Oct 2006, 02:18
Forum: Game Releases
Topic: Absolute Annihilation 2.23
Replies: 1326
Views: 95082

As Firecrack said, all it needs is time. Give the mod pack a chance - maybe remove the maps from it and add afew more mods instead, along with any updates that you think are needed. I recon in afew months things will pan out nicely.

Right, i'm off to play some 1944...
by EXit_W0und
05 Oct 2006, 21:50
Forum: Feature Requests
Topic: Flexible Alliances
Replies: 11
Views: 805

+1
by EXit_W0und
03 Oct 2006, 02:31
Forum: Off Topic Discussion
Topic: Fusion plants
Replies: 52
Views: 1236

I wouldn't say alternative solutions are taking that long to come about. For example wind power is making a fair impact in scotland and the rest of the uk at least. There about 20-30 wind gens near my town actually - they just 'sprung' up over the last year. I hear they're reeling in a fair amount o...
by EXit_W0und
29 Sep 2006, 20:31
Forum: Feature Requests
Topic: Defining map settings before starting a game
Replies: 80
Views: 4008

Personally i don't mind the handicap being modified to include negative values (quickest way tbh), and i think that start positions should be moveable as well as the option to randomly select one at start up should actually work.
by EXit_W0und
29 Sep 2006, 19:57
Forum: Feature Requests
Topic: Increase weapon damage/range at extra cost for short while
Replies: 6
Views: 396

What about if you wanted to have a scale of how much extra power you could put into the weapons range or firepower? That would need new gui elements at least, the on off switch wouldn't be quite enough there. I'd also prefer it if the weapon stats loaded in memory were ajusted within the constraints...
by EXit_W0und
29 Sep 2006, 15:07
Forum: Game Releases
Topic: Absolute Annihilation 2.11
Replies: 3529
Views: 160748

I prefer the new emg shots. The old ones looked like you were firing bits of belly button fluff at the enemy :p
Though the new ones could maybe be a brighter colour.
by EXit_W0und
29 Sep 2006, 14:03
Forum: Game Releases
Topic: Absolute Annihilation 2.11
Replies: 3529
Views: 160748

Well I did most of the testing on blue planet, which has a gravity of 150. (i'm thinking thats fairly high above average from what you've just said)
Whats the average? About 100 maybe?

Although the sniper missing its target after a certain range is a different issue - no gravity involved there.
by EXit_W0und
29 Sep 2006, 13:51
Forum: Feature Requests
Topic: Increase weapon damage/range at extra cost for short while
Replies: 6
Views: 396

Increase weapon damage/range at extra cost for short while

I was thinking it might be a nice idea for some mods if weapon ranges or damages could be increased for a short period of time at the cost of extra energy or perhaps risk of the weapon overheating and damaging its self. Maybe energy costs/damage to self could increase exponentially to make firing be...
by EXit_W0und
29 Sep 2006, 13:44
Forum: Game Releases
Topic: Absolute Annihilation 2.11
Replies: 3529
Views: 160748

Fair point, i forgot about gravity :/
Ignore all of that then :) Serves me right for trying to think in the morning :p
by EXit_W0und
29 Sep 2006, 13:00
Forum: Game Releases
Topic: Absolute Annihilation 2.11
Replies: 3529
Views: 160748

I'm notcing some units aren't able to fire as far as their red weapon range circle indicates they should be able to. The weapon always falls short by a certain distance or in the case of the sniper it just misses everything after a certain range (even big massive things). I noticed this on the stump...
by EXit_W0und
29 Sep 2006, 09:46
Forum: Off Topic Discussion
Topic: Fusion plants
Replies: 52
Views: 1236

Fusion plants

Think you lot will find this interesting :)

http://www.chinadaily.com.cn/china/2006 ... 699035.htm

http://www.chinadaily.com.cn/china/2006 ... 606707.htm

Now all we need to do is find a way to convert energy into metal...
by EXit_W0und
29 Sep 2006, 00:54
Forum: Feature Requests
Topic: Defining map settings before starting a game
Replies: 80
Views: 4008

I think i should point out that buildings and units dont cost any less with the handicap, just that you gain more metal from mexes. I'm not that bothered if this does get implemented, because i don't think it will be commonly used - or handicap already would be since its an ok alternative (even if i...
by EXit_W0und
28 Sep 2006, 21:56
Forum: Feature Requests
Topic: Defining map settings before starting a game
Replies: 80
Views: 4008

Trademark: handicap increases the amount of metal income per metal extractor/moho by the value of the handicap. So a handicap of 40 will give you 140% more metal for each extractor. If that extractor was getting 2m by default then it would now be getting 2.8. You could increase the metal maps bright...

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