Supreme Annihilation U75 V1.0 discussion - Page 9

Supreme Annihilation U75 V1.0 discussion

A supreme offshoot of a mighty bloodline...

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slogic
AI Developer
Posts: 626
Joined: 17 Mar 2008, 19:03

Re: Supreme Annihilation U49 V1.0 discussion

Post by slogic »

U49 is not ready for Spring 0.82.
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Supreme Annihilation U49 V1.0 discussion

Post by Gota »

Think you can get it ready?
slogic
AI Developer
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Joined: 17 Mar 2008, 19:03

Re: Supreme Annihilation U49 V1.0 discussion

Post by slogic »

No, it's just a notice. I was in a mood to tweak E323AI config file, but failed to run the mod under 0.82RC.

Although fix is simple: remove all entries of AllowUnsafeChanges in LUA scripts.
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JohannesH
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Joined: 07 Apr 2009, 12:43

Re: Supreme Annihilation U49 V1.0 discussion

Post by JohannesH »

Samson and slasher still stop firing when given move order after attack order. Same thing as in BA.

Formerly it was a bit different way it worked, since they were given attack order automatically once they stopped. Which meant that they rarely fired while moving succesfully, but always started shooting again once stationary. Now they don't fire once bugged out unless you press stop or give them an attack order.
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Gota
Posts: 7151
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Re: Supreme Annihilation U49 V1.0 discussion

Post by Gota »

SA U50 made compatible with the new spring version:
http://www.springfiles.com/show_file.php?id=2565
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Sgt Doom
Posts: 144
Joined: 19 Jun 2006, 10:52

Re: Supreme Annihilation U50 V1.0 discussion

Post by Sgt Doom »

Doesn't seem to work properly; commanders spawn fine and all, but the resources bars show 0 yet stretch to infinity regardless of map or resource setting (whether one be set to spawn with anything between and including 1 or 10,000 energy and mass). Also, trying to build something results in the initiation of construction, but absolutely no progress is made.

Might it be that NaN bug that seems to be cropping up everywhere nowadays?

Yep failed...ill release a fixed version.sorry about that.
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Gota
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Re: Supreme Annihilation U50 V1.0 discussion

Post by Gota »

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Sgt Doom
Posts: 144
Joined: 19 Jun 2006, 10:52

Re: Supreme Annihilation U51 V1.0 discussion

Post by Sgt Doom »

Nope, still doing the same thing unfortunately :/
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Supreme Annihilation U51 V1.0 discussion

Post by Gota »

edited
OK should work now,U53.
http://www.springfiles.com/show_file.php?id=2565


Supreme Annihilation U53 V1.0 changelog:

Made sea scout missile weapons not track targets to make sea gameplay more interesting.
Removed all walking bombs from T2.
Remove reculse and made the emp spider be able to cloak.
added a jammer to the T2 Core kbot lab and removed it from the Core T2 vehicle lab.
removed the amphibious T2 transport from the T2 core vehicle lab.

this works!
XD
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Sgt Doom
Posts: 144
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Re: Supreme Annihilation U52 V1.0 discussion

Post by Sgt Doom »

Yep, that one works perfectly :D
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Supreme Annihilation U53 V1.0 discussion

Post by Gota »

Supreme Annihilation U54 changelog:

*Added custom hitboxes to all ground sea and hover units.
*Slightly reduced Fatboy's HP.
*Slightly Increased the Goliath's reload time.
*Reduced the storage amounts in energy storage buildings.
*Fixed the T3 amphibious unit scripts.
*Changes Sea scout firing effects.
*Fixed T1 missile units scripts.
*Fixed the minimap.
*Added BrainDamage's Player list widget.
*Removed jammers from T2 sea labs.
*Added basic eco structures to T2 Kbot assist bots.
*Increased land DT costs.
*Slightly reduced the velocity of the D-gun.
*Removed the bomber resistant T1 advanced AA turrets.

Link: http://www.springfiles.com/show_file.php?id=2565

This file requires Supreme annihilation U36.
Link: http://www.springfiles.com/show_file.php?id=1677
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Supreme Annihilation U54 V1.0 discussion

Post by Gota »

Supreme Annihilation U55 changelog:

Reduced DT hp.
Made fake com cost a bit more.
Reduce fake com line of sight.
Removed arty subs.
Made side names completely identical, case sensitive so SL displays them properly.
Made t2 mexes generate more M.
Made Tremor a bit more expensive.
Slightly reduced T2 arty dmg.
Made emg and laser of sea scouts do more dmg.
Made Goliaths turn slower.
Reduced dmg of torp bombers.
Removed seaplane torpedo gunships.
add BDs fpsmanager widget.

Link: http://www.springfiles.com/show_file.php?id=2565

This file requires Supreme annihilation U36.
Link: http://www.springfiles.com/show_file.php?id=1677
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Supreme Annihilation U55 V1.0 discussion

Post by Gota »

A quick fix to DT bug and some minor changes.

Supreme annihilation U56
Changes:

Adjusted efficiency of all cloacked units so they are all balanced after the addition of the cloackable spider.
Commanders now generate 2 metal instead of 1.5.
Slightly reduced all bomber build time.
Fixed DT,commander will not be able to walk over them.
Increased shield costs a bit.
Slightly reduced line of sight of pt.

Link: http://www.springfiles.com/show_file.php?id=2565

This file requires Supreme annihilation U36.
Link: http://www.springfiles.com/show_file.php?id=1677
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Supreme Annihilation U57 V1.0 discussion

Post by Gota »

Supreme AnnihilationU 57:

Slightly nerfed t2 defensive structures.

Link: http://www.springfiles.com/show_file.php?id=2565

This file requires Supreme annihilation U36.
Link: http://www.springfiles.com/show_file.php?id=1677
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Supreme Annihilation U57 V1.0 discussion

Post by Gota »

Supreme annihilation U58:

Increased the speed of scout boat missiles.
Fixed battleships hitshperes so subs hit them easier.
Decreased the range of the T3 amphibious bot torpedoes.
Slightly modified BD's FPS gadget so it doesn't turn on shadows with very poor quality.
Added custom hitshperes for all labs and some other structures.
Removed the pitbull.
Removed the Warrior.
used Deadknight's fixed DD script.
fixed the footprint of the core t1 sub.
The shots of the riaders were made slower but the damage increased slightly.
Added Behe's ao planes to structures for bling.
Upped the Twilights countdown to 5 seconds.
Slightly nerfed both t2 crusader class ships.
Reduce the build time of the T1 air labs by a bit.
Made the DD's main weapon deal less dmg but have longer range.

Link: http://www.springfiles.com/show_file.php?id=2565

This file requires Supreme annihilation U36.
Link: http://www.springfiles.com/show_file.php?id=1677
pintle
Posts: 1763
Joined: 19 Dec 2005, 16:01

Re: Supreme Annihilation U58 V1.0 discussion

Post by pintle »

Did you remove viper, or only the pitbull? :S
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Supreme Annihilation U58 V1.0 discussion

Post by Gota »

pintle wrote:Did you remove viper, or only the pitbull? :S
Only the pitbull.
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Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Re: Supreme Annihilation U58 V1.0 discussion

Post by Noruas »

Removed the Warrior.
Image
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Supreme Annihilation U58 V1.0 discussion

Post by Gota »

sorry Noruas.....
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Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Re: Supreme Annihilation U58 V1.0 discussion

Post by Noruas »

Reasoning?
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