Complete Annihilation News - Page 30

Complete Annihilation News

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

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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 »

manored wrote:Last time I checked roosts made very little metal and energy, but ever drones would produce the same amount even before being roosts... aka nanoblobs like econ :) tubes produced only energy.
Morph the tube on a metal spot. It's a mex, not a metal maker. I know it's confusing, but that's why it's a hidden faction for now.

As for something you'll see much sooner, there's the new "mex overdrive" feature. It removes the need for Moho mines and metal makers from the game entirely and reduces your need to micromanage your economy. Still in the works but so far it's really awesome. Good work, Licho.
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YokoZar
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Joined: 15 Jul 2007, 22:02

Re: Complete Annihilation News

Post by YokoZar »

I'm really liking this mod. Do you guys think you can have a completely free version within about 5 months? I want to bundle CA with the packages for Ubuntu, and make it very easy to start games.
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[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Complete Annihilation News

Post by [Krogoth86] »

YokoZar wrote:I'm really liking this mod. Do you guys think you can have a completely free version within about 5 months? I want to bundle CA with the packages for Ubuntu, and make it very easy to start games.
You're not talking about getting it Cavedog IP free are you?
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: Complete Annihilation News

Post by KDR_11k »

He probably is but that deadline is impossible to hold.
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Otherside
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Joined: 21 Feb 2006, 14:09

Re: Complete Annihilation News

Post by Otherside »

5 months is near impossible at the current work rate

even a year is doubtful :P

unless we get a surge of modelling/texturing done :/
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Complete Annihilation News

Post by smoth »

Quantum, I grabbed the latest release, I didn't see the chickens options anymore under mod options, what is it named now?
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Otherside
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Joined: 21 Feb 2006, 14:09

Re: Complete Annihilation News

Post by Otherside »

smoth Chicken = bots now

if u click add bot you will get 3 levels of chickens :P

just add 1
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BrainDamage
Lobby Developer
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Joined: 25 Sep 2006, 13:56

Re: Complete Annihilation News

Post by BrainDamage »

smoth wrote:Quantum, I grabbed the latest release, I didn't see the chickens options anymore under mod options, what is it named now?
chicken mode is available only in CA's test versions, not in releases yet
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the-middleman
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Joined: 24 Jul 2007, 12:18

Re: Complete Annihilation News

Post by the-middleman »

What is a good counter for the zeus bot? I got pwned by it today :(
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chillaaa
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Joined: 16 Mar 2005, 00:12

Re: Complete Annihilation News

Post by chillaaa »

Chickens...
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Otherside
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Joined: 21 Feb 2006, 14:09

Re: Complete Annihilation News

Post by Otherside »

middle anything that outranges and can out maneuver it

morty/fido/rocko/storm but needs micro so use some assault units as meat shield walls vs the zeus

or sumthing bigger goli is good but enuff zeus can stun one so always bring support and use a varied assortment of units
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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 »

the-middleman wrote:What is a good counter for the zeus bot? I got pwned by it today :(
The Zeus, like most Assault units, has lots of HP but is relatively slow with a short range. Skirmisher units (with longer ranges) are relatively good vs the Zeus, though they take micro. The difference with the Zeus is that if he does manage to hit you, he can paralyze you so you cant run away from him. That makes it all the more important to stay out of his range.

The paralysis makes small numbers of light units less effective vs the zeus, as he will just paralyze them before they're capable of doing any serious damage. Always attack a zeus en-masse.
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manored
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Joined: 15 Nov 2006, 00:37

Re: Complete Annihilation News

Post by manored »

I think that some units might need something like a "effective range marker", such as, for example, AA lasers/chainguns. True that their range is that big, but its quite counter-intuitive that their accuracy is very low and thus you need to count it on their range then making then...
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smoth
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Re: Complete Annihilation News

Post by smoth »

core play:

Missile turrets firing a volley and reload sucks a fat dick...

the upgrade to exploiter is lame and not something I would want, bring back the moho at least as an option.
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Otherside
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Joined: 21 Feb 2006, 14:09

Re: Complete Annihilation News

Post by Otherside »

mohos are still being discussed about

hoping to keep worthwhile upgrades (that do not increase m production) but are worth the cost so you can upgrade your frontline mex's
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smoth
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Re: Complete Annihilation News

Post by smoth »

meh, upgrades were great before :|/
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Otherside
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Re: Complete Annihilation News

Post by Otherside »

yes core will keep a strong exploiter (like moho) arm will keep sumthing similar to a cloaked mohomex + twilight in one
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Complete Annihilation News

Post by smoth »

I still think the salvo missile towers are lame.

also, I think the cockatrice is a bit too strong. That or core has been gimped.
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Peet
Malcontent
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Joined: 27 Feb 2006, 22:04

Re: Complete Annihilation News

Post by Peet »

I think the chickens' HP/dps should increase according to the sum of the human players' metal incomes.
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smoth
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Re: Complete Annihilation News

Post by smoth »

oh god no! I cannot even get past the new dodo.
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