Download Mirrors:
http://spring.jobjol.nl/show_file.php?id=987
http://www.file-upload.net/en/download- ... 1.sd7.html
http://www.tasdownloads.com/uploads/mod ... c/MA11.sd7
http://spring-portal.com/index.php/docm ... lation-v11
more to come
Modinfo / Modit:
http://modinfo.adune.nl/index.php?side=arm&MOD=ma11
Media:
- Trailer #1 (High-Res Version)
Pre-Release trailer giving a sneak peak on MA (Extended Annihilation back then) and featuring the allmighty Ruberduck...
- Trailer #2 (High-Res Version)
Version 1.0 release trailer...
Version 1.1 - What's new?
General:
Version 1.1 provides lots of bugfixes and corrected typos as well as new features and units. For a full list have a look at the CHANGELOG...
New Units:
Core Thud MK-II
Heavy Artillery Mech
Tech Level: 3
The Thud MK-II is the result of the latest R&D and recently has left prototype status. Central Consciousness had enforced the completion of this project after several setbacks against Arm forces. The Thud MK-II combines Core's latest plasma cannon based technologies and represents the by far heaviest mobile ground artillery in the entire arsenal. Wielding four autonomous plasma cannons with new shock absorbers it provides both a high fire rate and damage potential at very long range while still preserving an extraordinary accuracy. It also is the first ground unit which outranges Arms unfortunately very efficent "Annihilator-Class" high-energy perimeter defense what was one of the project's main goals. At the same time adapting Arm's newest shrapnel technique, which splits a single plasma charge into several pieces forming stable projectiles which can pierce through standard plasma deflector shields, was successfully concluded. The high energy amount for creating the slicing fields renders the Thud MK-II immobile though and needs a recalibration of the movement controls taking some time.
First field tests uncovered a not to overcome weakness though: Arm several times succeeded in exploiting an instability while the Thud MK-II prototypes were firing backwards leading to the mech's downfall. The capability of straightening up is too little and so every prototype in this situation was destroyed before it could reach combat mode again. As for this the blueprints transferred to all Core Commanders already contain an adapted code which prevents the turret part from rotating to the back...
Arm Weaver
Advanced All-Terrain Assault Spider
Tech Level: 3
The Weaver is Arm's latest project designed for exploiting weaknesses in Core's defenses. Core's Monsta-Class mech recently had shown that various areas unapproachable by heavy gear make up a weak spot. As first projects to create a Monsta equivalent only had dissatisfying results, the Weaver project was founded aspiring a different design. As it seemed to be impossible to match the damage and armor level Core delivers the focus drifted towards agility. The Weaver is the fastest All-Terrain combat unit in Arm's arsenal and was equipped with a new yet experimental EMG weapon system and limited AA capabilities. First tests have shown a very promising potential and so the Weaver now is integrated in every Arm Commander database...
FAQ:
Q: What is this?
A: It's a new TA mod which originated from the Balanced Annihilation mod and still is loosely based on it.
Q: What's the difference?
A: In contrast to its origin MA tries to extend and/or change the gameplay at various points to create more tactical possibilities and improve the game where possible and also is oriented towards team games whereas BA is very much tuned for a nice 1v1 experience. There are quite some changes which will not be presented right now. At the end of this posting you'll find a brief guideline which introduces you to the mod's features. There also is a video comment planned which will present this in detail.
Q: Is this finished?
A: No - not at all. There are numerous things still not integrated and many things like not so good looking models or quirky corpses have to be reworked but even if some things may not look like a beauty the functionalities of the units are fully given.
Q: Who developes this?
A: Just me.
Q: How can I help?
A:
1.)
You heard the man! Just go ahead, play a bit and come back here with your critique, suggestions or even some praise ( ). I'm interested in any opinion.
2.)
I'm VERY interested in replays of games with 4 or even better 6 and up players!
3.)
I'm also looking for some nice backgrounds for the loadscreens. So if you think you have a nice scene make a screenshot and send it to me. Please use png screenshots and not the standard low quality JPEG screenshots because they won't look good after recompression. So just type "/bind F12 screenshot png" (without the exclamation marks of course) to create high-quality png screenshots when pressing F12...
Q: What's going to happen next?
A: Well for this I can give a nice small roadmap:
----------------------------------V1.0
Released
V1.1
Released
V1.4 Major Milestone
- upgrade some models
- do a more performant explosion FX for Core T3 bomber
- extend T3 Sea
- experimental: gates, dying animations for Mechs
V1.8 Minor Milestone
- introduction of Krogoth & Arm Ultra-Mech
V2.0 Major Milestone
- integration of T3 Tank Tree
- all planned units / buildings now are ingame
Brief Gameplay Guideline:
General changes from BA that should be known before first gaming:
1.)
New Eco-System without buildtime being a ressource.
Labs now build on their own and cannot be assisted (leading to way higher gamespeed in lategame because of an immense decrease in nano particle numbers).
Metal Makers are more inefficent: 100e per m on T1, 80e per m on T2, 60e per m on T3 (that's T1 level in BA btw).
All Labs now use a certain amount of metal per second - no matter which unit they build:
T1 Ground / Sea Labs: -5m per second
T2 Ground / Sea Labs: -10m per second
T3 Ground / Sea Labs: -25m per second
T1 Air Labs: -2.5m per second
T2 Air Labs: -5m per second
T3 Air Labs: -12.5m per second
So you can plan ahead as how much of your income you want to spend on units.
You'll also find T1 being very cheap...
2.)
Power Plants & Metal Extractors only have a rather tiny storage capacity.
For serious backup ressources you need storages.
3.)
K-Bots now have All-Terrain specialism, Vehicles have Amphibic specialism.
Each tree now has a special All-Terrain / Amphibic worker.
Amphibic K-Bots were removed in the process (i.e. T1 / T2 = KBot ; T3 = Mech).
4.)
K-Bots now have a conquer&hold role as they all have a decent autoheal which turns in when idling for a while (in Spring i.e. not being attacked).
Vehicles still are for brute force.
T1 heal: 10HP per second
T2 heal: 20HP per second
Exceptions: Spies, Scouts & Artillery - they only have half of those values.
5.)
As most people will ask about it here it comes:
Yes - Flash and Instigator now got more reasonable stats.
Another important change is that Samsons / Slashers now actually are AA-only - you have dedicated artillery against ground so use those.
6.)
Lasers now actually do 100% of their damage and don't lose hell of a firepower on distance. Especially at T1 (and also T2) this has the nice effect that it really reduces the effectiveness of one unit spam. So you might want to rethink just charging your Stumpies into the enemy and start using artillery or a different tactic - there have been quite some accomodations on this sector like Merls / Diplomat not moving at turtle speed anymore or having the opportunity to use alternate routes via transports. Mix your units for good!
7.)
Crawling Bombs only detonate in a big manner when you (or they themselves) ignite them. You'll also find out they have a nice special feature now...
8.)
The recent T3 level was extended to a whole Tech Level.
Tech Level 2 got totally revamped building wise.
9.)
Both sides now have a T2 Tactical Nuke Launcher which work just like a Nuke Silo with less damage per missile and being interceptable by Anti-Nukes.
10.)
Lots of new units, buildings, FX and abilities added. I won't go into detail here because it would make this brief overview waaay too long so go ahead and try everything out - the unit descriptions should tell you everything you need to know. :)
11.)
While the damage units deal can be pretty much seen on the explosion, you also can guess the damage a beam laser deals now:
Red Laser: Low Damage
Orange Laser: Medium Damage
Green Laser: High Damage
Turqoise Laser: Very High Damage
Blue Laser: OMFG!!!
12.)
When having reached T3 morphing your Commander will give you access to the "T4 Superweapons". You can only get them via your Commander. Going into lategame without your Com may be your downfall now so keep an eye on him.
13.)
Lifting your (or an enemy ) Com with T1 Air Transports won't work.
14.)
Hosting tip: Use 500e and 500m as starting ressources.
15.)
Enjoy gaming! :)