Search

Search found 164 matches

by EXit_W0und
28 Sep 2006, 01:37
Forum: Feature Requests
Topic: Defining map settings before starting a game
Replies: 80
Views: 6315

The idea of adjusting the overal metal output seems a bit pointless to me when there is the handicap feature - just enable that for everyone. Although I would like to see adjustable start positions as forboding suggested. Perhaps also a feature density value? (So maps with excessive trees dont slow ...
by EXit_W0und
27 Sep 2006, 03:40
Forum: Game Releases
Topic: Absolute Annihilation 2.11
Replies: 3529
Views: 266112

Are there going to be any changes to the lyche? Just it seems too expensive to be worthwhile building. (edit: scratch that last statement i missed the change :p) Also, its more of an engine thing but it never fires at the target you want :/ (just everything else) Even on hold fire. Would it be an id...
by EXit_W0und
24 Sep 2006, 21:33
Forum: Feature Requests
Topic: Small modification to add to how units operate on slopes...
Replies: 21
Views: 1788

he wants units to be MUCH slower at 100% slope climbing No, I'd like kbots to have a speed advantage vs vehicles on slopes, without vehicles being slowed down too much. One way of doing this is giving kbots less of a speed reduction on slopes, rather than slowing vehicles down more. If you take the...
by EXit_W0und
23 Sep 2006, 05:57
Forum: Feature Requests
Topic: Small modification to add to how units operate on slopes...
Replies: 21
Views: 1788

Thats true, however vehicles are more likely to waste energy by losing their grip and falling back a little. Kbots having a better grip in the first place don't waste all the energy they put into climbing the slope.
by EXit_W0und
21 Sep 2006, 15:11
Forum: Feature Requests
Topic: Small modification to add to how units operate on slopes...
Replies: 21
Views: 1788

I am suggesting that with this addition it will be possible to have some units (say vehicles for arguments sake) be able to cross hills not too ineffeciently but still at a slower speed than other units (like kbots). Allowing the kbots to have a maneuverability advantage - both sets of units would s...
by EXit_W0und
21 Sep 2006, 14:37
Forum: Feature Requests
Topic: Small modification to add to how units operate on slopes...
Replies: 21
Views: 1788

There isn't any tag called badSlope in the unitDefHandler (you sure that's what it's called?), However the variable slopeMod is based on the maxSlope value and does increase a units climbing speed for a higher maxSlope. But it would be better if a units climbing speed was independent of the maxSlope...
by EXit_W0und
21 Sep 2006, 12:16
Forum: Feature Requests
Topic: Small modification to add to how units operate on slopes...
Replies: 21
Views: 1788

Its allowing modders to better control how well units handle slopes, whether they decide that a unit 'takes ages' to get up a slope is up to them. To be honest i don't see any standard ever happening - there are far too many maps and mods to go and make them adhere to any standard. From my point of ...
by EXit_W0und
21 Sep 2006, 11:59
Forum: Feature Requests
Topic: Small modification to add to how units operate on slopes...
Replies: 21
Views: 1788

Not neccesarily ages, just some a bit longer than other units.
The values i gave were just an example.
by EXit_W0und
21 Sep 2006, 11:48
Forum: Feature Requests
Topic: Small modification to add to how units operate on slopes...
Replies: 21
Views: 1788

Small modification to add to how units operate on slopes...

Lately there has been a fair bit of argument over how to balance different unit types in terms of what areas of land they can access - ie how steep a slope they can climb. Its a difficult thing to balance using only hard limits of where a unit can and cannot go when there are so many maps with diffe...
by EXit_W0und
21 Sep 2006, 11:45
Forum: Game Releases
Topic: Absolute Annihilation 2.11
Replies: 3529
Views: 266112

Aye, the slope speed is calculated here: float CGroundMoveMath::SpeedMod(const MoveData& moveData, float height, float slope) { //Too slope? if(slope > moveData.maxSlope) return 0.0f; //Too depth? if(-height > moveData.depth) return 0.0f; //Slope-mod float mod = 1 / (1 + slope * moveData.slopeMo...
by EXit_W0und
21 Sep 2006, 11:23
Forum: Game Releases
Topic: Absolute Annihilation 2.11
Replies: 3529
Views: 266112

I don't think there is a tag to determine the speed of a unit or its grip on a slope.
I'll post the idea of adding a slope grip tag in the dev forum, its a simple thing to change hopefully and it may well make balancing the slopes alot easier for you modders and mappers. :)
by EXit_W0und
21 Sep 2006, 00:03
Forum: Game Releases
Topic: Absolute Annihilation 2.11
Replies: 3529
Views: 266112

Well then i'd like to see more maps that use slopes of that steepness.
by EXit_W0und
20 Sep 2006, 23:57
Forum: Game Releases
Topic: Absolute Annihilation 2.11
Replies: 3529
Views: 266112

I agree with Day there for a slightly different reason, recently played a game where gators and flashes were climbing up a fairly steep hill faster than rockos could. The map was Cooper hill. I did a test to confirm my suspicions, between a gator, thud and rocko climbing the same hill on that map - ...
by EXit_W0und
19 Sep 2006, 18:34
Forum: Feature Requests
Topic: Virtual Build Chain (or "his lasting Will")
Replies: 18
Views: 2149

+1
by EXit_W0und
19 Sep 2006, 13:23
Forum: Feature Requests
Topic: Proper Aircraft Behavior
Replies: 60
Views: 6142

Must have missed that message :S
I was only trying to help...
by EXit_W0und
19 Sep 2006, 12:00
Forum: Feature Requests
Topic: Proper Aircraft Behavior
Replies: 60
Views: 6142

standingfireorder and standingmoveorder are the tags you want. The reason that bombers move to attack lone targets enroute to their actual order is that they have to move just to attack where as a passing vehicle doesn't. It simply spins its turret and fires - they use similar behaviour for firing i...
by EXit_W0und
19 Sep 2006, 11:43
Forum: Game Releases
Topic: Absolute Annihilation 2.11
Replies: 3529
Views: 266112

neddiedrow wrote: There are a few things you could do to balance Mines and the Minesweeper... but I would only do one or two of those listed, not multiple. 1. Increase Nanolathe Range. 2. Decrease Mine Build Costs. 3. Decrease Mine Upkeep Costs. 4. Don't Let Mines Chain Explode If Too Near Together....
by EXit_W0und
19 Sep 2006, 01:45
Forum: Game Releases
Topic: Absolute Annihilation 2.11
Replies: 3529
Views: 266112

j5mello wrote: The rest of this boils down to making defense cheaper and easier than offense which doesn't seem like such a sound idea. Having mines (except the nuke) kill outright would make me less likely to risk my units in an attack. you would instead see more siege gameplay with mass use of art...
by EXit_W0und
19 Sep 2006, 00:35
Forum: Game Releases
Topic: Absolute Annihilation 2.11
Replies: 3529
Views: 266112

Well perhaps emp + damage would be a better alternative if possible - i have witnessed the results of excess impulse. However I just don't see why you all seem to think some moderate impulse is a bad thing. For it will only affect large units - since smaller units will be completely incinerated by t...
by EXit_W0und
18 Sep 2006, 23:10
Forum: Game Releases
Topic: Absolute Annihilation 2.11
Replies: 3529
Views: 266112

Meh, i'm sure we can find a suitable value so that doesn't happen - the purpose is to stop heavy units moving not send them flying.

Go to advanced search