Maximum Annihilation V1.1

Maximum Annihilation V1.1

All game release threads should be posted here

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[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Maximum Annihilation V1.1

Post by [Krogoth86] »

Image

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:
Image
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...

Image
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:
Image
1.)
You heard the man! Just go ahead, play a bit and come back here with your critique, suggestions or even some praise ( :roll: ). 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! :)
Last edited by [Krogoth86] on 19 Apr 2008, 13:01, edited 4 times in total.
User avatar
TheRegisteredOne
Posts: 398
Joined: 10 Dec 2005, 21:39

Re: Maximum Annihilation V1.1

Post by TheRegisteredOne »

http://modinfo.adune.nl/index.php?act=e ... 0&MOD=ma10
http://modinfo.adune.nl/index.php?act=e ... m&MOD=ma10
I made these for Talon and TAWP, i don't know why it is in TYTA
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Maximum Annihilation V1.1

Post by [Krogoth86] »

TheRegisteredOne wrote:http://modinfo.adune.nl/index.php?act=e ... 0&MOD=ma10
http://modinfo.adune.nl/index.php?act=e ... m&MOD=ma10
I made these for Talon and TAWP, i don't know why it is in TYTA
Ah ok - I just saw them in TYTA and Seamon only gave this info:
True Fighters
- Experimental Shipyard (Arm)
- Experimental Shipyard (Core)
But well on Unit Universe they are not listed for this group - there just are those HELLS Shipyards but that are just some crappy models. As I couldn't find it anywhere else I just put ??? as the creator and told where I got them from...

So may I use them?
User avatar
clericvash
Posts: 1394
Joined: 05 Oct 2004, 01:05

Re: Maximum Annihilation V1.1

Post by clericvash »

wooo new units, awesome
User avatar
TheRegisteredOne
Posts: 398
Joined: 10 Dec 2005, 21:39

Re: Maximum Annihilation V1.1

Post by TheRegisteredOne »

[Krogoth86] wrote:
TheRegisteredOne wrote:http://modinfo.adune.nl/index.php?act=e ... 0&MOD=ma10
http://modinfo.adune.nl/index.php?act=e ... m&MOD=ma10
I made these for Talon and TAWP, i don't know why it is in TYTA
Ah ok - I just saw them in TYTA and Seamon only gave this info:
True Fighters
- Experimental Shipyard (Arm)
- Experimental Shipyard (Core)
But well on Unit Universe they are not listed for this group - there just are those HELLS Shipyards but that are just some crappy models. As I couldn't find it anywhere else I just put ??? as the creator and told where I got them from...

So may I use them?
Are you sure it is TYTA? because i check TYTA and the ESYs it uses are not made by me.
yea you can use it. Also, I also have better dreadnaughts that came with those shipyards.
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Maximum Annihilation V1.1

Post by [Krogoth86] »

TheRegisteredOne wrote:Are you sure it is TYTA? because i check TYTA and the ESYs it uses are not made by me.
yea you can use it. Also, I also have better dreadnaughts that came with those shipyards.
Well I guess you're right. When extracting I must have made a mistake whatsoever in order to think it came with Tyta - will fix the Credits.txt with the next release... :-)
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Maximum Annihilation V1.1

Post by [Krogoth86] »

So - I'd like to do sort of a small poll as I want to start doing some serious work on the next MA version (main focus is on extending the rather rudimentary T3-Sea-Tree) pretty soon:

1.)
Would you prefer to have the next level labs only in the buidlist of normal workers (what besides an exception is the case right now) or do you think the amphibic / all-terrain workers should be able to build them too?

2.)
Would you like to have a light T2 shield with limited defence even against rockets?

3.)
Did you miss floating Nanos yet?

Would be nice if you would give some arguments... :-)
User avatar
Falcrum
Posts: 149
Joined: 14 Nov 2007, 01:03

Re: Maximum Annihilation V1.1

Post by Falcrum »

Great mod!! This is real "total annihilation"!! Many new units, huge battles...
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Crayfish
Posts: 481
Joined: 12 Feb 2008, 12:39

Re: Maximum Annihilation V1.1

Post by Crayfish »

I tried this mod the other day and although I suck at it, it's fun.

The touch of non-assistable factories is a defining touch, meaning that factories, like econ buildings, have to be spammed for maximum effect. The tech trees are extensive with a lot of interesting units.

Because of the low (T1) unit buildtime and cost, huge armies assemble quickly and constant action is the order of the day.

On the other hand it does sometimes feel a little too unit packed, meaning that individual units don't always feel as valuable as in other mods. This often makes it more an economic war of attrition than micro strategy, with defense spamming being more important than defense placement.

It's got its own feel though and honestly is more developed than I expected it to be. Given a few months of balancing and gameplay rationalisation I expect this to be an excellent mod. Even now it's a great mod if you like swarms of small units and, eventually, giant, all ravaging robot monsters.
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Maximum Annihilation V1.1

Post by [Krogoth86] »

Crayfish wrote:On the other hand it does sometimes feel a little too unit packed, meaning that individual units don't always feel as valuable as in other mods. This often makes it more an economic war of attrition than micro strategy, with defense spamming being more important than defense placement.
Well I think especially when playing with someone who played a lot of CA it really can get quite unit packed as a CA rule is trying to keep even T1 units relevant during the entire match. This is kinda different in MA:

Here the rule is the higher the tech level the higher the gain per invested ressources. With that said you often see some players spamming the rather cheap T1 units even when having some T2 Eco (what is a high boost and let's you spam a quite high number of T1 units). In most cases that isn't a good idea as there are many solutions to deal with hordes of units in an effective manner. T1 in comparison now is a rather short phase of the game - it's mostly about conquering new terrain with your rather fast units and developing a frontline (probably with turrets). The decision who overpowers his enemy then in most cases is decided by T2 units and their use or scouting and exploiting a severe weakness (like virtually no AA - you might remember that :wink: )...

As I just mentioned AA there also is something quite new in MA:
Air (and especially T1 Air) can and should now be way more used because it's more useful even in not so big games where you don't have a teammate dedicated to air. That's a problem especially BA players are facing imo - in BA you always had your Slashers / Samsons because they make up a fine artillery too. As they are Anti-Air only in MA there's sort of a change happening because suddenly there are only very few of them present if at all and so even Banshees now can get a nice killing spree if your enemy lets them. That's probably strange at first for many players because in most TA-mods I know air pretty much sucks when you want to use it in a rather early phase of the game. In MA you now can have an air lab besides your ground labs and because of the new eco- and lab-system it doesn't take like 2 minutes to build an air constructor or else. With additions like air minelayers it got quite competitive although especially the T1 gunships still are easily shot down.

Concerning defense / turrets:
Well I think the placement of the turrets has never been something really important (except for things like putting plasma towers as high as possible and using them as artillery vs an enemie's defense line and things like that) but they just are some immobile units with nice range and dps - especially as lasers always deal full damage in MA the T1 defense got slightly upgraded. Well in general turrets in MA are rather strong vs skirmishers but their downside is being pretty helpless against artillery. With that said I find porcing way more difficult in MA despite the strong turrets.

That's also why I'm thinking about introducing a light T2 shield that gives you some seconds to react on having the enemy lining up some Merls for example...
Xeroxyster
Posts: 25
Joined: 16 Aug 2009, 01:31

Re: Maximum Annihilation V1.1

Post by Xeroxyster »

*This is a mild bump*
Hay, I am new to the forums and multiplayer but I do comp-stomp, so take this with a grain of salt:

1.)I would prefer to have the next level labs only in the buidlist of normal workers, But the amphibian / all-terrain workers should still be able to build the level they came from.
-Requiring a normal worker to tech-up will keep normal workers relevant. (i.e. choosing to build amphibian worker would be a strategic choice, because as far as I know there is no real draw-back to using only amphibian / all-terrain, and under those conditions player's would never build normal workers).

2.) I don't have a strong opinion on a light T2 shield.
-It would make porcupine-ing slightly more attractive. MA1.1 is pretty hostile to porc-ing right now.

3.) I REALLY miss floating Nanos!
-T3 shipyards are so slow to build I could take a trip to Siberia and not miss a thing.

BTW if I remember right T3 Construction subs can assist T3 Shipyards right now, this bug-ish thing plays hell with "no unit-making-assisting available", an otherwise defining and pleasant aspect of MA.

I LOVE this mod. Any chance of getting a dedicated sub-forum like BA, CA, S44, and XTA have? I am looking for MA1.2 and a sub-forum would make sure I won't miss it.

Thanks again,
Xeroxyster
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Maximum Annihilation V1.1

Post by smoth »

I must say I am interested in specing this from watching the trailer. VERY interesting.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: Maximum Annihilation V1.1

Post by Forboding Angel »

Epic thread necro is epic.
Master-Athmos
Posts: 916
Joined: 27 Jun 2009, 01:32

Re: Maximum Annihilation V1.1

Post by Master-Athmos »

Well I'll give a short comment right ahead: I've teamed up with some other guys recently and we're working on a totally unique game (i.e. not TA related). That'y why I currently don't really work on MA anymore. Nevertheless I wanted to take out all the not finished content and release it as version 1.2 soon...

You actually can see it in action (just as the new radar icon system) here:
http://springrts.com/phpbb/viewtopic.php?f=16&t=19804

The list of really new content will be rather short though - I couldn't finish things like a Core T2 Tac Nuke Sub or an Arm T2 "Walking Ship". Still you'll have some new units though plus some balance refinements this time especially aimed towards sea...
Xeroxyster wrote:because as far as I know there is no real draw-back to using only amphibian / all-terrain, and under those conditions player's would never build normal workers
Well most people I asked about that topic wanted all constructors being able to tech and so I granted them this option. Standard constructors still should be preferred though because of things like worker power or worker power per costs (and probably also for e.g. health)...
Xeroxyster wrote:2.) I don't have a strong opinion on a light T2 shield.
-It would make porcupine-ing slightly more attractive. MA1.1 is pretty hostile to porc-ing right now.
Yeah it was meant to give you a bit more time when e.g. your enemy shows up with Merls or Diplomats. Won't make it in V1.2 though...
Xeroxyster wrote:3.) I REALLY miss floating Nanos!
-T3 shipyards are so slow to build I could take a trip to Siberia and not miss a thing.
They're in! :-)
Xeroxyster wrote:BTW if I remember right T3 Construction subs can assist T3 Shipyards right now, this bug-ish thing plays hell with "no unit-making-assisting available", an otherwise defining and pleasant aspect of MA.
Yes - that was my bad (afaik seaplane platforms had the same issue) - it's fixed though... :-)
Xeroxyster wrote:I LOVE this mod. Any chance of getting a dedicated sub-forum like BA, CA, S44, and XTA have? I am looking for MA1.2 and a sub-forum would make sure I won't miss it.
I gave it a thought but despite some other people's opinions imo a subforum only is needed when there's a decent amount of topics in the mods section. As there currently is not much discussion about MA I don't really see a need for that yet...
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Re: Maximum Annihilation V1.1

Post by Caydr »

I like your style, that Thud mk2 doesn't really capture the likeness of the original too much but it's still a cool design.

Also, DESCENT FONT WOOO I WANNA PLAY DESCEENNNNNT
Dream Focus
Posts: 44
Joined: 27 Nov 2009, 03:22

Re: Maximum Annihilation V1.1

Post by Dream Focus »

It keeps crashing on me.

I downloaded the stuff mentioned in the forum topic [http://springrts.com/phpbb/viewtopic.ph ... or#p377701] which solved my first error, but now it tells me I have problems with some LUA widgets.

Can I get a list of what LUA widgets I need? Also, can I get them by means other than the Spring Lobby? It keeps freezing up when I look through the long Lua Widgets list, then I have to shut it down, Vista making a window pop up saying its not responding.

Is there anything else I need to download to make it work?
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Maximum Annihilation V1.1

Post by smoth »

run said ta mod

let it crash

open infolog.txt. This file will show up in your spring dir.

ctrl+a
ctrl+c

close file

open browser

click thread

make new post

ctrl+v

submit post


Sacrifice a goat to me.
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Dream Focus
Posts: 44
Joined: 27 Nov 2009, 03:22

Re: Maximum Annihilation V1.1

Post by Dream Focus »

I got two Lua Widgets, so no more error about that. Altered my settings to be lower. The only start error I see now is "[ 0] Image missing for side arm, using default." I was playing fine for awhile, then suddenly it crashed on me.
LogOutput initialized.
Spring 0.80.5.2 (0.80.5.2-0-g67e2f5b{@}-cmake-mingw32)
Available log subsystems: mapinfo, CollisionVolume, unit, VFS-detail, VFS, ArchiveScanner, Sound
Enabled log subsystems: Sound
Enable or disable log subsystems using the LogSubsystems configuration key
or the SPRING_LOG_SUBSYSTEMS environment variable (both comma separated).
using configuration source "C:\Users\Thomas Prewitt\AppData\Local\springsettings.cfg"
[CMyMath::Init] CPU SSE mask: 120, flags:
SSE 1.0: 1, SSE 2.0: 1
SSE 3.0: 1, SSSE 3.0: 0
SSE 4.1: 0, SSE 4.2: 0
SSE 4.0A: 0, SSE 5.0A: 0
using streflop SSE FP-math mode, CPU supports SSE instructions
OS: Microsoft Windows
Microsoft Windows Vista Home Premium Edition, 32-bit (build 6000)
AMD Athlon(tm) 64 X2 Dual Core Processor 4400+; 3517MB RAM, 7199MB pagefile
OS: 32bit native mode
Using read-write data directory: C:\Spring Engine\
Using read-only data directory: C:\Users\Thomas Prewitt\Documents\My Games\Spring\
Scanning: C:\Users\Thomas Prewitt\Documents\My Games\Spring\maps
Scanning: C:\Users\Thomas Prewitt\Documents\My Games\Spring\base
Scanning: C:\Users\Thomas Prewitt\Documents\My Games\Spring\mods
Scanning: C:\Users\Thomas Prewitt\Documents\My Games\Spring\packages
Scanning: C:\Spring Engine\maps
Scanning: C:\Spring Engine\base
Scanning: C:\Spring Engine\mods
Scanning: C:\Spring Engine\packages
Video mode set to 1024 x 768 / 32 bit
[ 0] SDL: 1.2.10
[ 0] GL: 2.1.2
[ 0] GL: NVIDIA Corporation
[ 0] GL: GeForce 6150SE nForce 430/PCI/SSE2/3DNOW!
[ 0] GLEW: 1.4.0
[ 0] Joysticks found: 0
[ 0] Joystick 0 not found
[ 0] Connecting to local server
[ 0] Sound: OpenAL info:
[ 0] Sound: Vendor: Creative Labs Inc.
[ 0] Sound: Version: 1.1
[ 0] Sound: Renderer: Software
[ 0] Sound: AL Extensions: EAX EAX2.0 EAX3.0 EAX4.0 EAX5.0 EAX3.0EMULATED EAX4.0EMULATED AL_EXT_OFFSET AL_EXT_LINEAR_DISTANCE AL_EXT_EXPONENT_DISTANCE
[ 0] Sound: ALC Extensions: ALC_ENUMERATE_ALL_EXT ALC_ENUMERATION_EXT ALC_EXT_CAPTURE ALC_EXT_EFX
[ 0] Sound: Device: Generic Software
[ 0] Sound: Available Devices:
[ 0] Sound: Generic Software
[ 0] Starting GameServer: 787 ms
[ 0] Starting demo recording
[ 0] Using map Nuclear_Winter_v1.smf
[ 0] Recording demo demos/local_20091126_211334_Nuclear_Winter_v1_0.80.5.sdf
[ 0] Using script Commanders
[ 0] Using mod Maximum Annihilation V1.1
[ 0] Using mod archive MA11.sd7
[ 0] Loading client data: 6 ms
[ 0] User number 0 (team 1, allyteam 0)
[ 0] Loading console: 0 ms
[ 0] Sound: parsed 4 sounds from gamedata/sounds.lua
[ 0] Loading sounds: 2 ms
[ 0] Camera and mouse: 360 ms
[ 0] Parsing unit icons
[ 0] Parsing definitions
[ 0] Loading all definitions: 0.703000
[ 0] Loading defs: 765 ms
[ 0] You are missing the "ARB_shadow_ambient" extension (this will probably make shadows darker than they should be)
[ 0] Loading map informations
[ 0] Opening map file
[ 0] Loading Map
[ 0] Loading detail textures
[ 0] Creating overhead texture
[ 0] Creating ground shading
[ 0] Loading .smt tile-file "maps/Nuclear_Winter_v1.smt"
[ 0] Loading 32666 tiles from file 1/1
[ 0] Reading tiles
[ 0] Reading tile map
[ 0] Creating projectile texture
[ 0] Number of damage types: 28
[ 0] Loading weapon definitions
[ 0] Sound: WAV file sounds/launch.wav has data length 867918196 greater than actual data length 13245
[ 0] Sound: WAV file sounds/impact.wav has data length 867918196 greater than actual data length 13245
[ 0] Could not load sound from def: DFhit
[ 0] Sound: WAV file sounds/rockhit.wav has data length 291939 greater than actual data length 19514
[ 0] Sound: WAV file sounds/packolau.wav has data length 806248820 greater than actual data length 12304
[ 0] Sound: WAV file sounds/packohit.wav has data length 327704948 greater than actual data length 5002
[ 0] Sound: WAV file sounds/TAWF114a.wav has data length 929718644 greater than actual data length 14188
[ 0] Loading unit definitions
[ 0] Could not load sound from def: torpadv1
[ 0] Inconsistent movedata 13 for armduck (moveclass hover3): floater, but not a ship movetype
[ 0] Could not load sound from def: torpadv1
[ 0] Loading feature definitions
[ 0] Generating trees
[ 0] Creating unit textures
[ 0] Initializing map features
[ 0] Reading estimate path costs
[ 0] Pathing data checksum: b33abea3
[ 0] Creating sky
[ 0] Loading LuaRules
[ 0] Lua LoadCode pcall error = 2, LuaRules/main.lua, error = 2, LuaRules/gadgets.lua, [string "LuaRules/main.lua"]:26: attempt to index global 'arg' (a nil value)
[ 0] Loading LuaGaia
[ 0] Loading LuaUI
[ 0] Using LUAUI_DIRNAME = LuaUI/
[ 0] Reloaded ctrlpanel with: LuaUI/ctrlpanel.txt
[ 0] LuaUI: bound F11 to the widget selector
[ 0] LuaUI: bound CTRL+F11 to tweak mode
[ 0] Failed to load: gui_defenserange.lua (duplicate name)
[ 0] Loaded widget from mod: HealthBars <unit_healthbars.lua>
[ 0] Image missing for side arm, using default.
[ 0] Image missing for side arm, using default.
[ 0] Loaded widget from user: AdvPlayersList <gui_advplayerslist.lua>
[ 0] Loaded widget from mod: DGunLimit <gui_limit_dgun.lua>
[ 0] Loaded widget from mod: BuildETA <gui_build_eta.lua>
[ 0] Loaded widget from mod: Dynamic Blob Shadows <dynamic_blob_shadows.lua>
[ 0] Loaded widget from mod: Build costs 1.02 <gui_build_costs.lua>
[ 0] Loaded widget from mod: BuildBar <unit_buildbar.lua>
[ 0] Loaded widget from mod: Start Point Remover <init_start_point_remover.lua>
[ 0] Loaded widget from mod: Take Reminderv2.0 <gui_take_remind.lua>
[ 0] End spec mode / action finder
[ 0] Loaded widget from user: Action Finder <cmd_actionfinder.lua>
[ 0] <DefenseRange> Unsupported Game, shutting down...
[ 0] Loaded widget from user: Defense Range <gui_defenseRange.lua>
[ 0] Loaded widget from mod: Select n Center! <gui_center_n_select.lua>
[ 0] Loaded widget from mod: CustomFormations <unit_customformations.lua>
[ 0] LuaUI v0.3
[ 0] Finalizing...
[ 0] Spring 0.80.5.2 (0.80.5.2-0-g67e2f5b{@}-cmake-mingw32)
[ 0] Build date/time: Nov 12 2009 23:04:44
[ 0] Player added point: Start 1
[ 0] Player added point: Start 0
[ 0] -> connection established (given id 0)
[ 0] Player Player finished loading and is now ingame
[ 0] GameID: ed430f4b42fdcc5fd69aba4a97174d8b
[ 0] Player added point: Start 1
[ 0] Image missing for side arm, using default.
[ 0] Image missing for side arm, using default.
[ 15] Image missing for side arm, using default.
[ 15] Image missing for side arm, using default.
[ 60] Skirmish AI "Bot1" took over control of team 0
[ 100] SkirmishAI (with team ID = 0): Cheating enabled!
[ 500] <SkirmishAI: E323AI 2.13.5 (team 0)>: *** E323AI 2.13.5 - Ultralisk ***
[ 500] <SkirmishAI: E323AI 2.13.5 (team 0)>: *** Error323 - folkerthuizinga@gmail.com ***
[ 500] <SkirmishAI: E323AI 2.13.5 (team 0)>: *** This A.I. mainly focusses on the XTA and BA mods ***
[ 3360] false
[ 3360] Error in MousePress(): [string "LuaUI/Widgets/unit_customformations.lua"]:72: attempt to call field 'GetMouseMiniMapState' (a nil value)
[ 3360] Removed widget: CustomFormations
[ 6527] Construction Vehicle is being attacked
[ 6682] Metal Extractor is being attacked
[ 7611] Construction Vehicle is being attacked
[ 8398] Metal Extractor is being attacked
[ 8675] Vehicle Plant is being attacked
[ 8776] Vehicle Plant is being attacked
[ 10751] Flash is being attacked
[ 13229] Metal Extractor is being attacked
[ 14214] Spring 0.80.5.2 (0.80.5.2-0-g67e2f5b{@}-cmake-mingw32) has crashed.
[ 14214] Exception: Access violation (0xc0000005)
[ 14214] Exception Address: 0x1b3619ac
[ 14214] DLL information:
[ 14214] 0x00400000 spring
[ 14214] 0x76dd0000 ntdll
[ 14214] 0x76f30000 kernel32
[ 14214] 0x10000000 DevIL
[ 14214] 0x76c30000 MSVCRT
[ 14214] 0x00250000 ILU
[ 14214] 0x767f0000 ADVAPI32
[ 14214] 0x75900000 RPCRT4
[ 14214] 0x6fb60000 GLU32
[ 14214] 0x6ec50000 OPENGL32
[ 14214] 0x76d30000 GDI32
[ 14214] 0x75680000 USER32
[ 14214] 0x6eb60000 DDRAW
[ 14214] 0x73210000 DCIMAN32
[ 14214] 0x76930000 SETUPAPI
[ 14214] 0x76ac0000 OLEAUT32
[ 14214] 0x75720000 ole32
[ 14214] 0x73a20000 dwmapi
[ 14214] 0x76ef0000 IMAGEHLP
[ 14214] 0x6fbc0000 mingwm10
[ 14214] 0x75bd0000 SHELL32
[ 14214] 0x75870000 SHLWAPI
[ 14214] 0x758d0000 WS2_32
[ 14214] 0x75b30000 NSI
[ 14214] 0x6e940000 libgcc_s_dw2-1
[ 14214] 0x00270000 SDL
[ 14214] 0x73c20000 WINMM
[ 14214] 0x73bd0000 OLEACC
[ 14214] 0x7c340000 MSVCR71
[ 14214] 0x66fc0000 freetype6
[ 14214] 0x61b80000 zlib1
[ 14214] 0x6ed80000 glew32
[ 14214] 0x6b180000 vorbisfile
[ 14214] 0x63e00000 vorbis
[ 14214] 0x002c0000 ogg
[ 14214] 0x002e0000 OpenAL32
[ 14214] 0x75b10000 IMM32
[ 14214] 0x76720000 MSCTF
[ 14214] 0x759d0000 LPK
[ 14214] 0x766a0000 USP10
[ 14214] 0x74630000 comctl32
[ 14214] 0x75530000 USERENV
[ 14214] 0x75510000 Secur32
[ 14214] 0x69500000 nvoglv32
[ 14214] 0x6eb30000 DINPUT
[ 14214] 0x743e0000 HID
[ 14214] 0x74570000 WINTRUST
[ 14214] 0x74fe0000 CRYPT32
[ 14214] 0x75130000 MSASN1
[ 14214] 0x73b40000 wdmaud
[ 14214] 0x74120000 ksuser
[ 14214] 0x749e0000 AVRT
[ 14214] 0x74820000 MMDevAPI
[ 14214] 0x75b40000 CLBCatQ
[ 14214] 0x739f0000 audioses
[ 14214] 0x73980000 audioeng
[ 14214] 0x755e0000 PSAPI
[ 14214] 0x73b30000 msacm32
[ 14214] 0x73b00000 MSACM32
[ 14214] 0x73a40000 midimap
[ 14214] 0x72140000 dsound
[ 14214] 0x74a00000 POWRPROF
[ 14214] 0x07090000 wrap_oal
[ 14214] 0x74cf0000 mswsock
[ 14214] 0x74df0000 wship6
[ 14214] 0x61a40000 AIInterface
[ 14214] 0x1b340000 SkirmishAI
[ 14214] 0x71d00000 dbghelp
[ 14214] Stacktrace:
[ 14214] (0) C:\Spring Engine\AI\Skirmish\E323AI\2.13.5\SkirmishAI.dll(release+0xbb5c) [0x1B3619AC]
[ 14214] (1) C:\Spring Engine\AI\Skirmish\E323AI\2.13.5\SkirmishAI.dll(release+0xcc40) [0x1B362A90]
[ 14214] (2) C:\Spring Engine\AI\Skirmish\E323AI\2.13.5\SkirmishAI.dll(release+0xd2f6) [0x1B363146]
[ 14214] (3) C:\Spring Engine\AI\Skirmish\E323AI\2.13.5\SkirmishAI.dll(release+0xa76c) [0x1B3605BC]
[ 14214] (4) C:\Spring Engine\AI\Skirmish\E323AI\2.13.5\SkirmishAI.dll(release+0x199f2) [0x1B36F842]
[ 14214] (5) C:\Spring Engine\AI\Skirmish\E323AI\2.13.5\SkirmishAI.dll(handleEvent+0xda) [0x1B3558AA]
[ 14214] (6) C:\Spring Engine\spring.exe [0x0084B946]
[ 14214] (7) C:\Spring Engine\spring.exe(skirmishAiCallback_Unit_CurrentCommand_getOptions+0xcfc6) [0x0086A666]
[ 14214] (8) C:\Spring Engine\spring.exe(aiInterfaceCallback_DataDirs_getWriteableDir+0x3869) [0x00880869]
[ 14214] (9) C:\Spring Engine\spring.exe(skirmishAiCallback_Unit_CurrentCommand_getOptions+0x14434) [0x00871AD4]
[ 14214] (10) C:\Spring Engine\spring.exe [0x004054C8]
[ 14214] (11) C:\Spring Engine\spring.exe [0x0041E8DE]
[ 14214] (12) C:\Spring Engine\spring.exe [0x00422B4C]
[ 14214] (13) C:\Spring Engine\spring.exe [0x007F29BA]
[ 14214] (14) C:\Spring Engine\spring.exe [0x007F98D5]
[ 14214] (15) C:\Spring Engine\spring.exe [0x007EF16B]
[ 14214] (16) C:\Spring Engine\spring.exe [0x007EF611]
[ 14214] (17) C:\Spring Engine\spring.exe(aiInterfaceCallback_DataDirs_getWriteableDir+0xabe8) [0x00887BE8]
[ 14214] (18) C:\Spring Engine\spring.exe [0x0040124B]
[ 14214] (19) C:\Spring Engine\spring.exe [0x004012B8]
[ 14214] (20) C:\Windows\system32\kernel32.dll(BaseThreadInitThunk+0x12) [0x76F73823]
[ 14214] (21) C:\Windows\system32\ntdll.dll(LdrInitializeThunk+0x4d) [0x76E0A9BD]
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Maximum Annihilation V1.1

Post by smoth »

[ 14214] (0) C:\Spring Engine\AI\Skirmish\E323AI\2.13.5\SkirmishAI.dll(release+0xbb5c) [0x1B3619AC]
[ 14214] (1) C:\Spring Engine\AI\Skirmish\E323AI\2.13.5\SkirmishAI.dll(release+0xcc40) [0x1B362A90]
[ 14214] (2) C:\Spring Engine\AI\Skirmish\E323AI\2.13.5\SkirmishAI.dll(release+0xd2f6) [0x1B363146]
[ 14214] (3) C:\Spring Engine\AI\Skirmish\E323AI\2.13.5\SkirmishAI.dll(release+0xa76c) [0x1B3605BC]
[ 14214] (4) C:\Spring Engine\AI\Skirmish\E323AI\2.13.5\SkirmishAI.dll(release+0x199f2) [0x1B36F842]
[ 14214] (5) C:\Spring Engine\AI\Skirmish\E323AI\2.13.5\SkirmishAI.dll(handleEvent+0xda) [0x1B3558AA]
[ 14214] (6) C:\Spring Engine\spring.exe [0x0084B946]
[ 14214] (7) C:\Spring Engine\spring.exe(skirmishAiCallback_Unit_CurrentCommand_getOptions+0xcfc6) [0x0086A666]
[ 14214] (8) C:\Spring Engine\spring.exe(aiInterfaceCallback_DataDirs_getWriteableDir+0x3869) [0x00880869]
this is a wild assed guess but I would say it is caused by the ai you are trying to use.
Dream Focus
Posts: 44
Joined: 27 Nov 2009, 03:22

Re: Maximum Annihilation V1.1

Post by Dream Focus »

I just clicked one of them. It was E323AI.

description: Competetive AI that supports most TA based Mods and plays decently.

Is there a list of which ones I should and should not use?

I just played a full game with KAIK bot, and it worked fine. It is odd that the two banshee airships were able to do so much damage to my enemy's infrastructure, simply because they had a lot of thunder bombers who kept trying to attack them, and the only thing they able to use are bombs they drop, those not hurting my units, but totally destroying their hordes of windmills and whatnot. Also it told me I won after it had wiped out all of my forces. Weird.

The armed mining stations are great. Lot of interesting new units to check out.
Last edited by Dream Focus on 27 Nov 2009, 05:10, edited 1 time in total.
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