Spring:1944 dev and testing - Page 4

Spring:1944 dev and testing

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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MadRat
Posts: 532
Joined: 24 Oct 2006, 13:45

Post by MadRat »

I'd love to try out the newest version atm but my motherboard had an attack of exploding capacitors. I'll be back up in a few days hopefully. What's new to look forward to?
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Post by FLOZi »

http://aata.tauniverse.com/spring/changelog.txt

Mainly bugfixes and balance tweaks, some new gameplay additions like basic infantry being able to build flags though.

Code: Select all

---------------------------------
January 5-6, 2007 (0.01b3f)-->(0.01b3g)
---------------------------------
*shrank US HQ footprint to fix engineers getting out on hills issue.
*buffed 37mm/40mm AA weapon so it could actually kill bombers.
*fixed BAR losing gun after nading
*made quad mount 20mm a true quad mount, 20mm AA weapon nerfed slightly to compensate.
*boosted towed gun health by 5x (100->500)
*fixed headless german riflemen (whoops!)
*fixed infantry transports so they can't carry guns (M2 and sdkfz251)
---------------------------------
January 1-4, 2007 (0.01b3d)-->(0.01b3e) (not really released)-->(0.01b3f)
---------------------------------
*fixed stupid mistake with heerhq footprint
*changed sandbags so enemy units don't bother shooting at them
*made infantry masses 10x higher so they don't go soaring as often
*gave AT guns cloak (2x rifleman cloak distance)
*fixed panther tex error
*removing sdkfz4nebel (light rocket halftrack) for now, until I can figure out what's wrong with it.
*fixed hummel not using notification system
*nerfed MG turret health by about 50%
*fix HQ footprint
*bumped up weaponvelocities of infantry AT weapons
*gave riflemen and SMGers the ability to build flags
*bumped up mine BT (AP 25->75, AT 75-->125)
*Fixed Greyhound refusing to fire
*fixed 20mm look and feel, its AoE as well
*nerfed Sherman 105 range (had already made the weapon, just forgot to add it into sherman fbi)
*increased guard BT and cost so spamming them is a bad idea (1 metal--->~100, 80 energy-->180, 80k buildtime-->160k)
*removed P47 fighter
*nerfed AA MGs by giving them a large targetmoveerror 
*fixed fighterbombers, P-47FB script error.
*ramped up cost of air stuff (about 2x cost, 1.5x builttime on the whole)
g->h was really just a minor fix to do with the HQs again for it to be a playable release until the next biggy (b4a - which will have some considerable changes, especially buildtree and unit behaviour wise :-) ).
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

Hoorah!
Coolio
Posts: 5
Joined: 17 Nov 2006, 16:47

Post by Coolio »

Hey i got a q uestion. Does the mod have AI support? or only human vs human?
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Nemo
Spring 1944 Developer
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Joined: 30 Jan 2005, 19:44

Post by Nemo »

RAI plays it rather well if you give it enough starting resources (someone said 10k/10k).


Even on regular starting resources, it expands quite well - the only problem is that it doesn't start building logistics until too late, so it takes a while to get the first barracks up.
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Neddie
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Post by Neddie »

KAI usually stalls.
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Nemo
Spring 1944 Developer
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Joined: 30 Jan 2005, 19:44

Post by Nemo »

A cool feature coming in the next version: suppressing fire!

http://filexoom.com/files/15778/suppression.MPG

When troops get shot at, they'll hit the deck, gaining an armor bonus. They can also be told to dive via the on/off switch.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

So I'm remodelling the Sherman... finished the hull:

Image

Not tri'd yet, obviously.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
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Post by SpikedHelmet »

Image
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smoth
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Post by smoth »

Image
SpikedHelmet
MC: Legacy & Spring 1944 Developer
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Post by SpikedHelmet »

That's a nice M4A3 105mm there. A bit different from my M4A2 75mm that I modelled. Namely the M4A2 had late-production solid front hull plates as opposed to the multi-piece plates and protruding driver hoods of the M4A3.
Last edited by SpikedHelmet on 15 Feb 2007, 07:03, edited 1 time in total.
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Neddie
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Post by Neddie »

Hurm. Looks like the undercarriage is too high, Spiked.
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Zoombie
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Joined: 15 Mar 2005, 07:08

Post by Zoombie »

I don't know tanks too well, but the treds and the wheels look a bit...sparse. Like it'd fall apart if it had actuall weight.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

Yeah the hull doesn't go down enough. Wargh! Also that M4A3 has HVSS suspension, mine doesn't. And yes, Shermans were built for speed, not resilience.
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yuritch
Spring 1944 Developer
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Joined: 11 Oct 2005, 07:18

Post by yuritch »

Image
Is that the Sherman type you are making? (This particular M4A2 was in Soviet service and had probably been through a lot of rought time judging from its condition).
If it is the type, then the turret seems a bit wrong. Yours is more like Matilda mk.II turret (maybe thats just the view angle). Of course, the number of Sherman variations is such that I cannot be sure.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

I think my turret is too tall. And it could probably have more rounded top.

But no that's not the same type. That looks like an early production A2 (if it is an A2, I'm not sure) as it has the driver/radio operator protrusions in the front hull plate.

And remember that tank is probably 60 years old! God knows what the Soviets did to it after the war. Judging from all the dents in the side, it may have been used for target practice (and then repainted). Either that or it saw service in the war and some 37mm had a field day with it (as anything bigger would easily be able to penetrate that side armour).
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

if its been through soviet service I expect a hulking ex-lumberjack might have pulled it apart and half rebuilt it with russian parts
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

Image

Better?
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

better but look at the tank treads they need work.
Dash_Riprock
Posts: 70
Joined: 29 Sep 2006, 00:32

Post by Dash_Riprock »

I guess Im the only one that hasnt figured this out yet but... how the heck do you build an airfield? Its always yellow and dosent let me build.
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