Complete Annihilation News - Page 72

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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MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: Complete Annihilation News

Post by MidKnight »

Aww, oh well. thanks for trying, though! :-)

It's not on my computer either. I think the absence may have something to do with the fact that the game ended when the 20 krogs chain-exploded the block of adv. fusions, causing me to have to restart my computer. :P
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Re: Complete Annihilation News

Post by manored »

MidKnight wrote:Aww, oh well. thanks for trying, though! :-)

It's not on my computer either. I think the absence may have something to do with the fact that the game ended when the 20 krogs chain-exploded the block of adv. fusions, causing me to have to restart my computer. :P
I had forgotten that it ended this way, that explains it then :)
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MidKnight
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Joined: 10 Sep 2008, 03:11

Re: Complete Annihilation News

Post by MidKnight »

Lol, i just remembered too
manored
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Joined: 15 Nov 2006, 00:37

Re: Complete Annihilation News

Post by manored »

I just realized my tremendous stupidity striked once again.

P.S: Ignore this post if you dont understand 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 »

Nubtron is now available in French and Finnish, but not Portuguese because our Portuguese translator is at the beach or something and hasn't showed up for work in a while.
manored
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Joined: 15 Nov 2006, 00:37

Re: Complete Annihilation News

Post by manored »

CarRepairer wrote:Nubtron is now available in French and Finnish, but not Portuguese because our Portuguese translator is at the beach or something and hasn't showed up for work in a while.
I have got to read a book for school, so the free-time that would be dedicated to writing is currently occupied with reading :)
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CarRepairer
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Joined: 07 Nov 2007, 21:48

Re: Complete Annihilation News

Post by CarRepairer »

Image
manored
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Joined: 15 Nov 2006, 00:37

Re: Complete Annihilation News

Post by manored »

No offense meant, but some unit descriptions are not very helpfull, I mean, for example, the firestorm is described like this:

"A large group of these is the worst possible thing that can appear on a Nova radar screen. The Firestorm's napalm bombs decimates field troops and buildings alike - in sufficient numbers, it can level an entire fortress."

That is kind of an exageration, it doesnt works well against everthing. From my experience, its use is mostly as a bomber that hits mobile targets with ease.

I also think that the guide should be writing from the highest complexity downyards, rather than the oposite, that is how it is being writen right now. The reason is because most people know/get to know the common and cheap units quite fast, but it takes time to get to know the ubber units/structures, especially then nobody wants to risk spending a lot of resources into a unit whose form or operation they arent sure about :)
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BlueTemplar
Posts: 314
Joined: 28 Oct 2007, 22:37

Re: Complete Annihilation News

Post by BlueTemplar »

Hi, I have a problem with the latest stable CA version 4277: when starting the game via spring.exe, or a multiplayer game from TASClient, Spring crashes with the following:

Code: Select all

LogOutput initialized.
Available log subsystems: unit, CollisionVolume, VFS-detail, VFS, ArchiveScanner, mapinfo
Enabled log subsystems: 
Enable or disable log subsystems using the LogSubsystems configuration key
  or the SPRING_LOG_SUBSYSTEMS environment variable (both comma separated).
using configuration source "D:\Documents and Settings\Admin\Local Settings\Application Data\springsettings.cfg"
OS: Microsoft Windows XP Professional Service Pack 3 (build 2600)
Hardware: Intel(R) Celeron(R) M CPU        520  @ 1.60GHz; 446MB RAM, 2420MB pagefile
Using read-write data directory: E:\Spring\
Scanning: E:\Spring\maps
Scanning: E:\Spring\base
Scanning: E:\Spring\mods
Video mode set to  1280 x 800 / 32 bit
[      0] SDL:  1.2.10
[      0] GL:   1.4 20.07.01k
[      0] GL:   S3 Graphics, Incorporated
[      0] GL:   VIA Chrome9 HC IGP
[      0] GLEW: 1.4.0
[      0] Connecting to local server
[      0] Starting demo recording
[      0] Using map DarkSide Remake.smf
[      0] Recording demo demos/20090409_231608_DarkSide Remake_0.78.2.sdf
[      0] Using script GlobalAI test (RAI.dll)
[      0] Using mod Complete Annihilation stable-4277
[      0] Using mod archive ca-r4277.sdz
[      0] Became player 0 (team 0, allyteam 0)
[      0] Parsing unit icons
[      0] could not load buildOption data: missing file
[      0] WARNING: removed the "armstump2" entry from the "concept_factory" build menu
[      0] WARNING: removed the "blastwingmins" entry from the "concept_factory" build menu
[      0] WARNING: removed the "corint2" entry from the "concept_con" build menu
[      0] Loading all definitions:  2.836000
[      0] Spring 0.78.2.1 (0.78.2.1-0-g768a2af{@}-s) has crashed.
[      0] Exception: Access violation (0xc0000005)
[      0] Exception Address: 0x05c78aa3
[      0] DLL information:
[      0] 0x00400000	spring
[      0] 0x7c900000	ntdll
[      0] 0x7c800000	kernel32
[      0] 0x77dd0000	ADVAPI32
[      0] 0x77e70000	RPCRT4
[      0] 0x77fe0000	Secur32
[      0] 0x73f10000	dsound
[      0] 0x77c10000	msvcrt
[      0] 0x774e0000	ole32
[      0] 0x77f10000	GDI32
[      0] 0x7e410000	USER32
[      0] 0x77c00000	VERSION
[      0] 0x76b40000	WINMM
[      0] 0x68b20000	GLU32
[      0] 0x5ed00000	OPENGL32
[      0] 0x73760000	DDRAW
[      0] 0x73bc0000	DCIMAN32
[      0] 0x76c90000	IMAGEHLP
[      0] 0x6fbc0000	mingwm10
[      0] 0x7c9c0000	SHELL32
[      0] 0x77f60000	SHLWAPI
[      0] 0x71ad0000	WSOCK32
[      0] 0x71ab0000	WS2_32
[      0] 0x71aa0000	WS2HELP
[      0] 0x6ed80000	glew32
[      0] 0x10000000	SDL
[      0] 0x7c340000	MSVCR71
[      0] 0x00df0000	DevIL
[      0] 0x66fc0000	freetype6
[      0] 0x61b80000	zlib1
[      0] 0x003e0000	ILU
[      0] 0x76390000	IMM32
[      0] 0x773d0000	comctl32
[      0] 0x5d090000	comctl32
[      0] 0x74720000	MSCTF
[      0] 0x755c0000	msctfime
[      0] 0x77120000	OLEAUT32
[      0] 0x05b20000	s3gIGPgl
[      0] 0x71a50000	mswsock
[      0] 0x662b0000	hnetcfg
[      0] 0x71a90000	wshtcpip
[      0] 0x76c30000	WINTRUST
[      0] 0x77a80000	CRYPT32
[      0] 0x77b20000	MSASN1
[      0] 0x72d20000	wdmaud
[      0] 0x72d10000	msacm32
[      0] 0x77be0000	MSACM32
[      0] 0x77bd0000	midimap
[      0] 0x73ee0000	KsUser
[      0] 0x59a60000	DBGHELP
[      0] Stacktrace:
[      0] (0) D:\WINDOWS\system32\s3gIGPgl.dll [0x05C78AA3]
When I start CA with the singleplayer version of TASClient, or a previous stable release (like 4101), it works fine.
What is weird is that the current version might not have crashed before I tried playing CA via the sigleplayer version of TASClient (but I'm not sure of that).
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Complete Annihilation News

Post by Saktoth »

manored wrote:Some things
Agreed. I dont recall who wrote most of the descriptions but he has a flair for overblown hyperbole and dramatic narrative descriptions with 0 useful content...

You can tell my descriptions because they say stuff like 'It does this. Its good at this. Its bad at this. It kills this. Use this to kill it.'

There are a lot of descriptions to write though, and its just more busy work for most of our devs, feel free to try your hand at it.
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Licho
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Joined: 19 May 2006, 19:13

Re: Complete Annihilation News

Post by Licho »

BlueTemplar - blame RAI
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BlueTemplar
Posts: 314
Joined: 28 Oct 2007, 22:37

Re: Complete Annihilation News

Post by BlueTemplar »

What RAI can have to do with multiplayer games?
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KingRaptor
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Posts: 838
Joined: 14 Mar 2007, 03:44

Re: Complete Annihilation News

Post by KingRaptor »

Saktoth wrote:
manored wrote:Some things
Agreed. I dont recall who wrote most of the descriptions but he has a flair for overblown hyperbole and dramatic narrative descriptions with 0 useful content...
;_;

Sorry. I'll try and revise the less descriptive helptexts.
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Re: Complete Annihilation News

Post by manored »

Saktoth wrote: There are a lot of descriptions to write though, and its just more busy work for most of our devs, feel free to try your hand at it.
Where should I submit contribuitions to the english guide itself? It is auto-generated from the mod files, right?
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Complete Annihilation News

Post by CarRepairer »

manored wrote:
Saktoth wrote: There are a lot of descriptions to write though, and its just more busy work for most of our devs, feel free to try your hand at it.
Where should I submit contribuitions to the english guide itself? It is auto-generated from the mod files, right?
You need to use SVN so you can modify the text in the unit files. Also you seemed to be ignoring my advice on not translating from your Portuguese page which was made from an English page from a while ago because you seem to like doing translations which will be erased since they're wrong.

If you don't want to use the SVN, message me or KingRaptor or someone else the texts you suggest.
manored
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Joined: 15 Nov 2006, 00:37

Re: Complete Annihilation News

Post by manored »

CarRepairer wrote: You need to use SVN so you can modify the text in the unit files. Also you seemed to be ignoring my advice on not translating from your Portuguese page which was made from an English page from a while ago because you seem to like doing translations which will be erased since they're wrong.

If you don't want to use the SVN, message me or KingRaptor or someone else the texts you suggest.
I am not translating according the the old english version left in the page, Im just not updating what became outdated, so the newer parts of the guide are up to date while the older ones are not. I will update what is now outdated once I finish translating everthing that has no translation yet.

I will message any descriptions I make, Im not good with handling delicate things such as mod files :)
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MidKnight
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Joined: 10 Sep 2008, 03:11

Re: Complete Annihilation News

Post by MidKnight »

New in CA!

CarRepairer's Chicken Tag!
Chicken Tag is a mission made using quantum's [Mission Editor] and extra lua. It requires four players and a bot. The bot must be Alliance1-Player1. The players must be Alliance2-Players2,3,4,5.

Each player gets a runner (Commander) and must run from the taggers (Cockatrices). When tagged, a player is sent to jail in the middle of the map. Other runners can free the jailed runners by touching the fence, at which point they will appear just to the south of the jail. If all four runners get tagged, you lose. After 20 minutes, you win if all runners are free, otherwise you must free them to win.

Dragon's Teeth and Metal Extractors are free to build. Other structures cost metal only and can be used to create a stronghold to fight off enemies. These are:
  • Fort Wall (5 metal)
  • Ray
  • Faraday
  • Stardust
  • Sentinel
  • Annihilator
  • EMP missile launcher (probably not useful).
Characters:
  • Tagger (Cockatrice) - if they touch you, you go to jail. Run away from them at all costs!
  • Chicken Swarmer - attacks your structures.
  • Nugget (Dodo) - runs at you and gets in your way.
  • Super Tagger - appears very late game. Like a tagger but with a boost to its HP and speed.
If you get tagged, you lose all your structures and metal!

Your runner will kick pesky chickens and nuggets out of his way.

Jailed runners cannot build anything except for ticks, and cannot build a tick if they currently have one. Ticks can be built outside the fence and used to try and paralyze taggers to help the outsiders.

Tips:

Run away from taggers at all costs. Your runner is 10% faster than a tagger and in a straightaway will always gain some distance so you have time to think, plan, build walls and defences, etc. Do not turn too much or you'll lose that distance.

If the taggers all start chasing one runner, that runner should continue to lure them around while the other runners take the opportunity to build up expansions of mexes, using walls and turrets to defend them.

Small turrets and walls can defend expansions from the Swarmers and Nuggets. But if you are being chased by taggers, do not lure them into


Shield charge sharing!
Allied shields that are touching now share charge!


New models!
Image
My new Bladewing and maackey's new radar dish!
Last edited by MidKnight on 13 Apr 2009, 01:04, edited 1 time in total.
User avatar
Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: Complete Annihilation News

Post by Otherside »

midknight stop putting crap in the CA thread

Chicken Tag is just a mission that has little to do with CA so should go elsewhere

and the models arent even final (the radar dish is dull/boring/bland) your giving people shitty idea's now gtfo
pintle
Posts: 1763
Joined: 19 Dec 2005, 16:01

Re: Complete Annihilation News

Post by pintle »

Otherside wrote:midknight stop putting crap in the CA thread

Chicken Tag is just a mission that has little to do with CA so should go elsewhere

and the models arent even final (the radar dish is dull/boring/bland) your giving people shitty idea's now gtfo

lol you even troll the CA thread now? GG
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: Complete Annihilation News

Post by Google_Frog »

If chicken tag gets a whole page where is the new ramp terraform command page?

Although I couldn't write a whole page on it. It's basically click and drag terraforming that makes a ramp between 2 points, populous the beginning style
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