Supreme Annihilation U75 V1.0 discussion

Supreme Annihilation U75 V1.0 discussion

A supreme offshoot of a mighty bloodline...

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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Supreme Annihilation U75 V1.0 discussion

Post by Gota »

Supreme Annihilation U36

http://www.springfiles.com/show_file.php?id=1677

You also Need the latest balance file,U75.
Link: http://www.springfiles.com/show_file.php?id=2565
Important notes for Ba players:

*SA units and turrets shoot through one another
(If your llt is standing in the middle of a base it will be able to shoot any enemy unit that enters it's weapon range even if some of your buildings are in between).
*SA solars cost energy(important to know in order to not stall energy at the begining).
*Gunships deal full dmg to the commanders(as oppose to BA where they deal low dmg).
*There are no nanos.
*There are sea shields,bertha ships and amphibious ships in SA.
*The commander does not leave a wreckage.
*Missile towers,hover AA,T1 kbot and vehicle AA all shoot at air AND ground units.
*Minelayers are in the T1 kbot labs.
*The arm warrior is a 1.5T unit with 2 weapons.
*T2 assist bots are stealthy.
*T2 vehicle assist units cannot build a thing but are very effective at repairing and have a long repair range.
*Sonar is more expensive.
*Plasma turrets are stronger.
*DD and the Annihilator cost more and are heavier than their BA equivalents.
*Underwater fusions and energy converters are Floating in SA.

Image
Last edited by Gota on 19 Jun 2009, 00:03, edited 22 times in total.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Supreme Annihilation U3 V1.0

Post by 1v0ry_k1ng »

196 so far actually :?
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Supreme Annihilation U3 V1.0

Post by Gota »

:?:
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TheMightyOne
Posts: 492
Joined: 26 Feb 2007, 14:32

Re: Supreme Annihilation U3 V1.0

Post by TheMightyOne »

1v0ry_k1ng wrote:196 so far actually :?
right ik, and where are the 5078 who dled xta then? :wink:

number of DLs =/= number of players
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Supreme Annihilation U3 V1.0

Post by Gota »

If you don't play nor try to play why are you even commenting in this thread?
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KaiserJ
Community Representative
Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: Supreme Annihilation U3 V1.0

Post by KaiserJ »

i've played a few games of it so far, and found it to be quite enjoyable.

the only balance complaint that i've had was that the penetrators and banishers seem to have a bit too many hitpoints and a bit too much movement speed, if you make one immediately after teching and micro it, it will go through t1 defenses like a knife through butter and still have enough speed to tactically maneuver and withdraw if necessary... perhaps this is to balance for the missing popups though so i suspend judgement.

also, easter is coming up. com needs bunny ears. the success of ANY mod depends solely on the use of seasonal hats.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Supreme Annihilation U3 V1.0

Post by smoth »

TheMightyOne wrote:
1v0ry_k1ng wrote:196 so far actually :?
right ik, and where are the 5078 who dled xta then? :wink:

number of DLs =/= number of players
gundam, has over 50k if you count all the downloads, players playing it right now no one is playing, I see maybe 1-2 games a day. just backing up mighty one's statement that downloads do not equal games.
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Teutooni
Posts: 717
Joined: 01 Dec 2007, 17:21

Re: Supreme Annihilation U3 V1.0

Post by Teutooni »

I'm curious about the versioning, what's U3?
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Supreme Annihilation U3 V1.0

Post by CarRepairer »

50% better than U2.
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Supreme Annihilation U4 V1.0 --EDITED--

Post by Gota »

Released U4 cause of the spring updated that caused errors which didn't allow normal play.

U for update...This is SA 1.0 with slight tweaks.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Supreme Annihilation U4 V1.0 --EDITED--

Post by 1v0ry_k1ng »

why download a mod and then never play it I wonder :?
If you don't play nor try to play why are you even commenting in this thread?
its not like anyone else is posting here, you should be grateful for the company
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Supreme Annihilation U5 V1.0

Post by Gota »

Supreme Annihilation U5 V1.0 modlink:
http://spring.jobjol.nl/show_file.php?id=1677

changes:

Supreme Annihilation U5 V1.0

Rebalanced transports to be less resistant to AA.
Removed special damage of the gimp vs subs.
Move errors removed from plasma batteries.
Increased t2 energy storage capacity to 60k.
Reduced unit speed a tiny bit.
A rebalance of metal makers,converters are more expensive now.
Sumos,Cans and Snipers energy drain per shot increased(snipers just a bit,sumo and can substantially).
Bladewings will now attack targets around them automatically.
Fixed the nuke bombers attack.
T1 sea scout wont try and engage in combat with enemy units.
from now on players will only be able to use the widgets the mod itself uses and no others.
defenserange widget tweaked to only show ranges of allied units.
Changed los system and colors.
Changed the color of plasma shields.
Increased cost of all defensive structures by 4%..

A big thank you to [RoX]lurker for his help with several important issues.
R-TEAM
Posts: 177
Joined: 22 Jan 2009, 19:25

Re: Supreme Annihilation U5 V1.0

Post by R-TEAM »

Hi,

nice mod - but with U5 i stoped to play it.
Like my IceUI and good things like unitgoups that make this RTS to an good
alternate to commercial games.

I can understand to limit the widget usage to prevent ceating ...
But to disable/restrict the UI options in U5 is not the way i like ..

Regards
R-TEAM
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Supreme Annihilation U5 V1.0

Post by Gota »

hmm,ill include it in the future.
unfortunately it doesn't work on my machine and i cant properly judge how it looks or functions..
The last time i tryed it,with a different comp,was about 4-5 months ago and I wasn't impressed.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Supreme Annihilation U5 V1.0

Post by Saktoth »

Some people like to tweak and customize their widgets, UI and widget settings. Other people like to keep their widgets up-to-date. Including those widgets in mod versions wont allow them to do that.

I dont know of any widgets you consider 'cheating', it's probably a bad idea to put this in 'pre-emptively. Perhaps this is because of googles skirmish widget?
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Supreme Annihilation U5 V1.0

Post by Gota »

Saktoth wrote:Some people like to tweak and customize their widgets, UI and widget settings. Other people like to keep their widgets up-to-date. Including those widgets in mod versions wont allow them to do that.

I dont know of any widgets you consider 'cheating', it's probably a bad idea to put this in 'pre-emptively. Perhaps this is because of googles skirmish widget?
No not just that.
Same with the defenserange widget that marks enemy turret ranges and anti nuke radius.
And some others as well.
Widgets are not always accessible or used by everyone
so SA sacrifices being always up to dates with anything new coming out with having a stable unison experience for everyone playing SA.
I don't think there should be such an attention given to Widgets especially when it comes to OTA based mods.
Widgets can alter gameplay just like adding or removing units or changing their properties.
The main motif is the core balance and gameplay not hording of features that most of the time just change the gameplay not necessarily making it better.
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adin_panther
Posts: 164
Joined: 06 Jan 2009, 14:14

Re: Supreme Annihilation U5 V1.0

Post by adin_panther »

Rebalanced transports to be less resistant to AA.
This is win. Sure makes combomb harder and comnap.
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Supreme Annihilation U5 V1.0

Post by Gota »

They are still better than BA transports.
Just that SA's static AA is better.
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adin_panther
Posts: 164
Joined: 06 Jan 2009, 14:14

Re: Supreme Annihilation U5 V1.0

Post by adin_panther »

Either way, i like the thought. While i don't whine about getting comnapped or bombed i still think it should at least be halfway difficult to even do it.
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Supreme Annihilation U5 V1.0

Post by Gota »

the problem of combombing can only arise when you make AA weapons be strictly AA and not shoot air and land units at the same time.
Unfortunately,spring doesn't allow to make a proper mod with turrets that behave what way(for several reasons)...once it will ill do it.
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