Complete Annihilation News - Page 15

Complete Annihilation News

A dynamic game undergoing constant development and refinement, that attempts to balance playability with fresh and innovative features.

Moderators: Content Developer, Content Developer

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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

i can has ban complicated ??
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tombom
Posts: 1933
Joined: 18 Dec 2005, 20:21

Post by tombom »

Noruas wrote:Please do not put Xta in the same category as BA. You obviously have not played xta enough to know.... also, this is how stupid you sound, "lalalalalla."
yes please do not put my favourite mod in the same category as this other mod which i've almost never played because it's all flash spam lol
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the-middleman
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Joined: 24 Jul 2007, 12:18

Post by the-middleman »

the moho center is gay. I dont like it
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Machiosabre
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Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

me neither, though its really the cheap t2 thats the bad change imo.
pushing forward T2 eco can only be good because late t2 is the worst part of the game, but taking t2 back just shortens t1 instead, which sucks.
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Otherside
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Joined: 21 Feb 2006, 14:09

Post by Otherside »

the moho center change is a good idea (hasnt been implemented like id like it to atm)

but played a few games and overall it isnt so bad.. the eco jump is a bit slower than b4 (the main reason t2 was good was cos ur eco jumped as soon as soon as u hit tier 2 cos mex morph)

now thats a bit small i still dont agree with the half cost for tier 2 factory... the reason this was done cos all tier 2 units r getting nerfed a bit (in every sense including cost) to be more inline with tier 1 and more specialised not a huge ass jump.. in health and ability

so the factory was halved in price without the units being rebalanced (alot of work to rebalance all tier2)

but still overall moho center + tier 2 = more cost than wat old tier 2 cost

so to the transition is a bit smoother altho sum1 can tier 2 rush easily now albeit with shit eco
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Machiosabre
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Post by Machiosabre »

thats what I said, but longer.
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BaNa
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Joined: 09 Sep 2007, 21:05

Post by BaNa »

Q: Are you guys going to make it semistable before the tourney? It would be nice if there where no balance changes in the week preceding it, or if the tourney where played with an agreed on version (not newest one)...
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quantum
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Joined: 19 Sep 2006, 22:48

Post by quantum »

Freezing features before every tourney would slow down too much the development, imho. The second option sounds good, although it might be harder to find practice games.
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Machiosabre
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Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

Image

is this because of the suspension dealy?

its not paused btw, they just suck at parallel parking.
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quantum
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Joined: 19 Sep 2006, 22:48

Post by quantum »

They may suck at parrallel parking, but they excel at vertical parking, which is clearly superior.

Hahah, It stopped doing that in my tests, I thought i fixed it.

FIX TIEM
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BrainDamage
Lobby Developer
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Joined: 25 Sep 2006, 13:56

Post by BrainDamage »

i thought for a second that CA added tik-tanks from C&C 2 (tanks who could sunk halfway in the ground and become stationary turrets)
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Zpock
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Joined: 16 Sep 2004, 23:20

Post by Zpock »

I think I'm gonna make a whole new suspension script, maybe soon, that will be much better. I have a lot of ideas to try, for example to use a vertex shader to move the tracks and a whole new much better way of doing the mathematics, using LUA so coding isn't such a pain and I can properly integrate the units movement itself. I'll try and make it clear and easy to implement too. Hopefully I'll get around to do it...
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CarRepairer
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48

Re: Complete Annihilation News

Post by CarRepairer »

I know xmas is over, and I will dearly miss the commander's santa hat, the xmastree dragon's teeth, and of course, the bomber's exploding giftwrapped presents of destruction. Please, if at all possible, maintain a separate "CA - xmas edition" on capsring.org for every few versions. Just for the memories.

:|
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Persh
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Joined: 10 Aug 2006, 04:07

Re: Complete Annihilation News

Post by Persh »

Who the hell approved the ugly matrix models for the core side :(
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Skid
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Joined: 18 Sep 2007, 04:06

Re: Complete Annihilation News

Post by Skid »

You mean the aircraft and mex ones? I kind of like them, though they're too dark and the the team colors don't show very well at all. (I probably shouldn't open that old debate again, but oh well.)

Look too detailed compared to everything else at the moment though, the Core style is going to have to change a lot so that they don't clash with too many other things.

And the spike thing in the middle of the moho mex is too tall.
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kiki
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Re: Complete Annihilation News

Post by kiki »

lulx
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Persh
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Re: Complete Annihilation News

Post by Persh »

Skid wrote:You mean the aircraft and mex ones? I kind of like them, though they're too dark and the the team colors don't show very well at all. (I probably shouldn't open that old debate again, but oh well.)

Look too detailed compared to everything else at the moment though, the Core style is going to have to change a lot so that they don't clash with too many other things.

And the spike thing in the middle of the moho mex is too tall.
I hate the aircraft.

They're ugly and undistinctive.
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Saktoth
Zero-K Developer
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Joined: 28 Nov 2006, 13:22

Re: Complete Annihilation News

Post by Saktoth »

One of the things ive been ranting about for ages is bright team colour, and easily distinguishable units with high contrast.

These are... not that. I dont think anyone knows how to texture for an RTS...
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kiki
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Re: Complete Annihilation News

Post by kiki »

i smell fire
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Pressure Line
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Joined: 21 May 2007, 02:09

Re: Complete Annihilation News

Post by Pressure Line »

Sak is right, a lot of the s3o stuff that is coming out right now is beautifully textured, but looks bad in spring because the average play view distance is significantly further out than screenshot distance. add to that people refusing to use black as the base for their teamcolour texture, and using low saturation on the teamcolour channel, you end up with fuzzy muddy blobs.
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