Supreme Annihilation U75 V1.0 discussion - Page 7

Supreme Annihilation U75 V1.0 discussion

A supreme offshoot of a mighty bloodline...

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Gota
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Re: Supreme Annihilation U34 V1.0 discussion

Post by Gota » 05 Mar 2010, 09:08

Supreme Annihilation U35

Game speed increased.
scouts hp went up by 10%.
torpedo seaplanes are now gunships.
Janus rocket effect made longer.
Rocket effect of the samson and similar units was toned down and made thinner.
Third party widget blocking mod option is off by default.
Fixed core wind gen script.
Land dt made 3% smaller.
Overall wreckage value reduced by 10%.
Extraction rate of t2 mexes reduced a bit.

http://www.springfiles.com/show_file.php?id=1677
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manolo_
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Re: Supreme Annihilation U35 V1.0 discussion

Post by manolo_ » 09 Mar 2010, 15:54

i like ur work, did u include the landing-ships before noruas (coz i thought u requested modells for them a long time ago)? and its a pitty that some modells wont fit to each other
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Gota
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Re: Supreme Annihilation U35 V1.0 discussion

Post by Gota » 09 Mar 2010, 21:14

No,I did not.
I Liked the idea of walking ships right after i Saw it in Supcom but was not aware such models existed until noruas added them to XTA from some OTA mod.
In SA they are a bit lighter and are aimed at closer range combat rather than bombardment from afar.
I'm Still interested in nice looking walking ship models since these aren't really as awesome as i'd want them to be.
I Could Use Cremuss's Ship model If i modified it a bit and added legs but Than one walking ship would look way better than the other one(I'm still thinking about adding it despite this).
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Elysium
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Re: Supreme Annihilation U35 V1.0 discussion

Post by Elysium » 12 Mar 2010, 17:42

I only find the missle towers a bit on the weak side so far, especially vs bombers.

Haven't really played around yet with other units but will have a go vs ai one of these days.

*EDIT*

After looking at some replays it seems that bombers have a little too much hp in general. Still going to look some more into this since i haven't had the chance to go air to start with.
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Gota
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Re: Supreme Annihilation U35 V1.0 discussion

Post by Gota » 19 Mar 2010, 07:33

Supreme Annihilation U36

This is a mostly a balance patch.
I removed the SA Los since it ate up a lot of FPS and replaced lolui with Red UI(added sound and music support for Red UI with Regrets help).


Changelog:

Decreased overall reload times by 10%.
Increase overall weapon velocity by 10%.
Increase overall unit speed by 10%.
Reduced overall build time by 8%.
Fixed walking ships not getting targeted by Subs.
Decreased com sizes slightly.
Seascout,missile truck and missile kbot damage versus land targets increased by 9%.
Plasma hovers made 4% cheaper.
hover lab cost Increased by 5%.
Subs can now hit all floating missile towers correctly.
Fixed wreckage values of the DD and the Anni.
Fixed wreckage values of LLTs.
Snipers made heavier and more expensive.
Laser hover cost decreased.
Added a Mega Radar for CORE and ARM.
Penetrator Hp decreased.
fixed Scout ships seeing subs if they are right above them.
Decreased Juno missiles revealing area
ARM and CORE T1 Destroyer laser damage decreased a bit.
nuke bomber will no longer chase air units.
Sumo got more range but less line of sight.
Coms explosion effect on water fixed.
Vulcan and Buzzsaw projectiles will now use the correct visual effect.
Labs are now on Maneuver by default.A widget was added to allow to put units on hold by default.
The explosion damage of advanced nanos increased.
T3 labs made more expensive.
T2 labs cost reduced slightly.
All gunships build time reduced.
Janus now auto targets units again.
HP of all the bombers was reduced by 10%.
Air cons build time decreased.

LINK:
http://www.springfiles.com/show_file.php?id=1677
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Gota
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Re: Supreme Annihilation U36 V1.0 discussion

Post by Gota » 23 Mar 2010, 18:01

Supreme Annihilation U37(mutator file,requires U36 to work):
http://www.springfiles.com/show_file.php?id=2565


A small mutator file with some balance changes:

The cost of rocket missile and plasma hovers increased by 5%.
missile hover hp decreased by 20%.
Rocket hover hp increased by 15%.
Sea scouts are now taller.
ARM and CORE T1 destroyer plasma cannon now deal more damage and have slightly increased area of effect.
Fighters deal more damage to land targets.
Mines now deal normal damage to other mines and their HP is now much higher.
Mine layer,both CORE and ARM,speed increased slightly.
Reaper model Made 3% bigger.
Decreased the DPS of the Fido by 5% and Morty by 4%.
Decreased the cost of ARM and CORE scout ships by 8%.
Decreased CORE and ARM sea scout close range weapons DPS.
decreased the size of land DTs slightly.
Increased Goliaths wreckage size.
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Gota
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Re: Supreme Annihilation U36 V1.0 discussion

Post by Gota » 31 Mar 2010, 20:41

Supreme Annihilation U38.
Another balance tweak/mutator file.
Requires SA U36 http://www.springfiles.com/show_file.php?id=1677

changelog:
Scout ships made 15% faster.
lowered T1 destroyer plasma weapon DPS by 5%.
Increased CORE and ARM T1 plasma turret build time by 10%
Added metal extraction multiplier in modoptions.
Reduced HP of water DT from 15k to 6k.
Removed build options from both decoy commanders.
Added capturing and cloaking to decoy commanders and increased their HP to 4k.
Sumo HP increased by 10%
Can and Zeus HP increased by 15%
Increased HP of mines.
Increased Fatboy reload time.
Increased Fatboy weapon area of effect slightly.
Decreased t1 air scout speeds.
Slightly decreased energy generation of all t2 fusions.
Decreased the price of the hovercraft platforms by 10%.

LINK: http://www.springfiles.com/show_file.php?id=2565
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Gota
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Re: Supreme Annihilation U36 V1.0 discussion

Post by Gota » 01 Apr 2010, 00:36

Quick fix,U39:

Changelog:
Kbot and vehi T1 land/air units have 30% less LOS.
Rocket bots missile are now slightly faster and have slightly more AOE.
Buffed DPS of the scout boats and decreased hp.
decreased t1 destroyer laser weapon DPS slightly.
Line of sight and radar range of commanders increased.
Warrior long range weapon range increased slightly.

LINK: http://www.springfiles.com/show_file.php?id=2565
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Gota
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Re: Supreme Annihilation U40 V1.0 discussion

Post by Gota » 04 Apr 2010, 01:16

balance Patch,U40:

Changelog:

All T2 cons will now build 10% slower.
Land and hover Scouts buffed a bit.
T1 missile trucks have 10% less HP.
T1 missile kbots have 5% less HP.
Increased Maverick cost by 4%.

LINK: http://www.springfiles.com/show_file.php?id=2565
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SirArtturi
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Re: Supreme Annihilation U40 V1.0 discussion

Post by SirArtturi » 05 Apr 2010, 13:36

Crashed when I destroyed nuke silo with bertha. Everyone crashed...

Code: Select all

[  67452] Caught content exception: File not found: objects3d/corsilo_dead.3do
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Gota
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Re: Supreme Annihilation U40 V1.0 discussion

Post by Gota » 06 Apr 2010, 00:30

thx
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Gota
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Re: Supreme Annihilation U40 V1.0 discussion

Post by Gota » 19 Apr 2010, 14:16

Supreme Annihilation U41

Changelog:

Fixed corsilo crash.
Decreased hover AA damage to air by 11%
Air units will now gather into an automatic formation when moving unless a formation line was drawn by the player.
Fighters damage to land units increased.
fighters weapon range Increased.
Increase T1 torpedo launcher weapon range.
Added visual effects to the Heavier T1 AA turrets and to the long range missile turrets.
Changed the trail of fighter rockets.
Changed the effects of the Advanced T2 AA kbots.

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

Supreme Annihilation U36 main mod file

Link: http://www.springfiles.com/show_file.php?id=1677
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MisterBenn
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Re: Supreme Annihilation U41 V1.0 discussion

Post by MisterBenn » 20 Apr 2010, 05:03

Hey there. I very much like what I've seen of the mod so far, and have a quick comment on the performance of bots with U41 as I ran a couple of head to head AI games to check out this release.

It seems that under bot control, Core outperforms Arm as Core seems to prefer building decent numbers of the cheaper units (AK / Storm / Thud / Levellers etc) whereas Arm builds smaller numbers of expensive units (Jeffy / Flash are rare, it's usually Pincer / Stumpy / Shellshocker, and no combat Kbots apart from the Warrior). When Arm and Core clash, Arm collapse quickly under the concentration of enemy firepower and steadily lose ground. I saw the same trend on Green Comet Basic (they both went vehicle first) and Brazillian Battlefield Remake (both making bots).

No idea where bot behaviour features on you priority list but you might like to take a look...
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Gota
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Re: Supreme Annihilation U41 V1.0 discussion

Post by Gota » 20 Apr 2010, 13:33

Hmm well I had not looked into how bots play SA...
I didnt tweak anything for it and im not sure i can do anything modside apart from making a special
ai for SA...
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hoijui
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Re: Supreme Annihilation U41 V1.0 discussion

Post by hoijui » 20 Apr 2010, 15:52

isn't this kind of positive?
i mean, the user can like choose between two different play types for his AI enemy through its faction.
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Gota
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Re: Supreme Annihilation U41 V1.0 discussion

Post by Gota » 20 Apr 2010, 17:59

Well,an official level of difficulty would be more appropriate for that.
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MisterBenn
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Re: Supreme Annihilation U41 V1.0 discussion

Post by MisterBenn » 21 Apr 2010, 05:22

FYI that was KAIK AI that I was talking about. Since then I made some config files to make E323AI 3.19.1 play U41. It seems to play a decent game from what I've seen so far, it looks comparable to how it plays BA, certainly at T1. That release of E323AI seems to defend its base better than the version that comes with Spring too. I attached the config files in the AI's thread.
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Gota
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Re: Supreme Annihilation U41 V1.0 discussion

Post by Gota » 21 Apr 2010, 20:21

Nice I'll try playing some games with it.
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MisterBenn
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Re: Supreme Annihilation U41 V1.0 discussion

Post by MisterBenn » 21 Apr 2010, 22:38

I ran a few, it plays a decent T1 land game (although outside the main base its constructors and mexes are easily sniped) but I can't for the life of me convince it to build a T2 factory. That seems to be the case when it plays BA too, even with a bot playing alone on a map it places all T1 mexes, slowly grows the base with wind gens and metal makers and builds a lot of T1 land units.

It seems this AI is still in active development (I only became aware of Spring this month) - so unless I have something wrong I presume the progression to T2 is still to be added in. It does lots of things well already and the configuration seems well organised so it looks like there are more good things to come.
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MisterBenn
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Re: Supreme Annihilation U41 V1.0 discussion

Post by MisterBenn » 23 Apr 2010, 05:33

Hello again. FYI I updated the config files and gave them a lot of tweaking and testing today, they've been updated in the AI thread once again. Incidently the lack of progression beyond T1 was just situation dependent, the AI does play all tech level quite happily if the situation warrants it.
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