Supreme Annihilation U75 V1.0 discussion - Page 8

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 U41 V1.0 discussion

Post by Gota » 23 Apr 2010, 11:27

Hmm so this needs to be packaged with the SA.
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Neddie
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Re: Supreme Annihilation U41 V1.0 discussion

Post by Neddie » 14 May 2010, 23:34

So, you, uhm... don't really use this forum much. Should it remain a subforum or be remerged into Games & Mods?=

remain a subforum.
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Gota
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Re: Supreme Annihilation U42 V1.0 discussion

Post by Gota » 16 May 2010, 20:35

Supreme Annihilation U42

Changes:
Reduced flak damage.
Long range missile range reduced by 10%.
Solar closed damage modifier changed from 0.5 to 0.48.
Mines are now much more expensive.
T2 air transports hp increased by 20%.
T1 metal maker build time halved.
Added a self d sequance to the roach.
Now the roach does 10% more dmg than usual with blast when self-d but 10% less than usual when it explodes regularly.
The projectile velocity of the T1 plasma turrets increased by 10%.
Slightly decreased DPS pf Arm and Core llt.
Idle builders widget will now zoom to the idle unit when the icon is pressed with the right muse button.
Land and hover t1 labs cost reduced by 15%.
t2 land labs cost reduced by 5%.
Scout boats and Missile hover weapon ranges reduced a bit.
Moved all the amphibious tanks to the shipyards.
Moved Amphibious Ships to T1 shipyards and balanced accordingly.
Removed Floating hovercraft platform.
All fusion sizes increased.
Fixed T1 kbot Missile weapon target priority.
Adv solars are now cheaper in metal but take longer to make.
All reload times reduced by 5%.
Pelicans are heavier,more expensive and can fire their missiles at ground targets.

Link: http://www.mediafire.com/?nkgwnm5elyn

This file requires Supreme annihilation U36.
Link: http://www.springfiles.com/show_file.php?id=1677
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Gota
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Re: Supreme Annihilation U42 V1.0 discussion

Post by Gota » 16 May 2010, 23:27

Quick fix Supreme Annihilation U43:

Changes:

Removed floating radars.
Made T1 amphibious ships a bit lighter.
Sea scouts line of sight slightly decreased.

Link: http://www.mediafire.com/?wynd322ldo2

This file requires Supreme annihilation U36.
Link: http://www.springfiles.com/show_file.php?id=1677
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MisterBenn
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Re: Supreme Annihilation U43 V1.0 discussion

Post by MisterBenn » 18 May 2010, 04:33

Thanks a lot for this. I wish there were more players, I think this is my favourite build of a TA game.

FYI in case you haven't been keeping an eye on it, the latest RC of E323AI plays a decent game of U43 from what I've seen so far.
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Gota
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Re: Supreme Annihilation U43 V1.0 discussion

Post by Gota » 18 May 2010, 11:47

Thx..Dont know your lobby name Mine is BasiC,if you want we can play some games..
There are also some other players that play regularly,though they usually password their rooms.
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Gota
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Re: Supreme Annihilation U43 V1.0 discussion

Post by Gota » 18 May 2010, 12:29

Another quick patch:

Supreme Annihilation U45:

changes:

Removed hovers from the Com's buildlist.
Nerfed missile hovers slightly and slightly buffed hover scouts and plasma hovers.
Increased T2 bombers speed a bit.
Decreased banshee HP a bit.
decrease t1 bomber HP a bit and raised BT slightly.

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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gilboa
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Re: Supreme Annihilation U42 V1.0 discussion

Post by gilboa » 19 May 2010, 13:44

Hi,

Thanks for making my favorite spring game! :)
(D/L U45 as I write this)
Gota wrote: Changes:
Removed floating radars.
Any chance of changing this decision?
In large island maps, creating a ring of floating radars greatly reduces the change of having a single land radar die leaving me blind...

- Gilboa
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Gota
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Re: Supreme Annihilation U45 V1.0 discussion

Post by Gota » 19 May 2010, 17:17

Thx I'm glad you like SA.
I ask of you to try and get accustomed to this change,give it a shot and see how the game changes as a result.
On most maps you can cover most of the area with land radars as is.
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Gota
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Re: Supreme Annihilation U45 V1.0 discussion

Post by Gota » 29 May 2010, 00:02

Another balance and bug fix version.

Supreme annihilation U46 changelog:

Fixed pelican laser not firing.
Slowed down sea transport arms.
Increased sea transports hp.
Increased nuke bomber's damage.
Spaced adv bomber bomb drops.
Anni DPS decreased a bit.
Emp spider does less emp damage to air units.
Decreased juno missile line of sight a bit.
Fatboy HP reduced by 5%.
Advanced nano build power reduced by 10%
Increased advsolar build time by 10%.
Warrior will no longer target air units if it has other available targets.
Increased the size of the heavy laser hover wreckage.
All gunships HP reduced a bit.
Alligator model made a bit longer.
Warrior plasma gun range slightly decreased as well as turn rate acceleration and break rate.
slightly reduced build power of kbot mine layers.
Decreased build time of all mines.
Slightly increased efficiency of all T1 mexes.
Slightly increased the efficiency of T2 mexes and reduced Energy intake to 100 from 150 also reduced metal value a bit.
Amphibious ships have been buffed substantially.
T2 metal makers now draw 720 E for 12 M.
Reduced turn rates of t1 scout units slightly.
Repair vehicles repair a bit faster but have less repair range.
Corsumo e intake per shot reduced a bit.
Fixed E price of core gantry.
Increased Rocko missile speed.
Commanders can now be Paralyzed.
Increased air LOS for AA turrets.
commanders now leave a wreckage that is worth 500m.

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
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Re: Supreme Annihilation U46 V1.0 discussion

Post by Gota » 29 May 2010, 11:29

U48 changelog:

slowed down rocko/storm missile speed.

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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triton
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Re: Supreme Annihilation U48 V1.0 discussion

Post by triton » 29 May 2010, 17:42

Good job, now you just have to pick up new core kbots models :)

You could fix widget too it's boring for new players to fix all widget when they start playing sa for the first time.
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Gota
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Re: Supreme Annihilation U48 V1.0 discussion

Post by Gota » 29 May 2010, 18:56

I cant fix widgets..
New users wouldn't have any problems.
the ones having issues are old users that have their own widgets in the spring widget directory.
This cannot be fixed and this is why.

To fix this I'd have to prevent 3rd party widgets by default.
ATM,its a mod option If i make this the default nobody would be able to use any other widgets but the SA ones and when youll go ingame you wont have any doubled UI parts or 2 UI on top of each other.
Problem is the moment i make this option default a million people will start complaining they cant use some widget they like.
I have tried this already.

If the engine devs ever decide to deal with this issue and force only game widgets to be used than there would be no problem(though if anyone wants to bring some different way of looking at it id be happy to listen).
There is also an issue with Every Single UI available having some major flaws or bugs making all of them unsuitable to be a fit all UI that "just works".

Lolui is very resource intensive,red UI lacks several important features making it frustrating to use with certain resolutions.
Iceui is cumbersome and doesn't work for some players.
Chiliui is under heavy development and still lacks many features.
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gilboa
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Re: Supreme Annihilation U45 V1.0 discussion

Post by gilboa » 21 Jun 2010, 07:59

Gota wrote:Thx I'm glad you like SA.
I ask of you to try and get accustomed to this change,give it a shot and see how the game changes as a result.
On most maps you can cover most of the area with land radars as is.
I just played a sea-only map (actually, the map had some land mass, but it's too steep to climb) and the lack of sea radars made it almost impossible to play.

Please reconsider :)
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Chamrin
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Re: Supreme Annihilation U48 V1.0 discussion

Post by Chamrin » 21 Jun 2010, 11:42

Couldn't you make a radar that's really low to the surface of the water, say 1 elevation, so most of land wouldn't be picked up?
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gilboa
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Re: Supreme Annihilation U48 V1.0 discussion

Post by gilboa » 21 Jun 2010, 11:57

Chamrin wrote:Couldn't you make a radar that's really low to the surface of the water, say 1 elevation, so most of land wouldn't be picked up?
If you think about it, most of the big radars here on earth are sea based (E.g. The U.S. X-band radars) - let alone ship based.

- Gilboa
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Gota
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Re: Supreme Annihilation U48 V1.0 discussion

Post by Gota » 30 Jun 2010, 06:46

Supreme Annihilation U49

A small update.

U49 changelog:

Increased overall turn rates a bit.
Decreased hover transport loading arms speeds.
fixed nano turret descriptions.
fixed Samson and slasher not firing while moving.
fixed com debris from 900 to 250.

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

This file requires Supreme annihilation U36.

http://www.springfiles.com/show_file.php?id=1677
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gilboa
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Re: Supreme Annihilation U49 V1.0 discussion

Post by gilboa » 01 Jul 2010, 09:31

I'm not sure if its a bug or not, but the health bar of damaged unit seems to disappear from time to time.

Short test.
I've started a new map, used the commander to create 4 solar collectors, a mine and a laser tower and ordered the laser tower to destroy everything in sight.
The health bar of the mine was visible (before it went up the flames), but I couldn't see the solar collector's health bar. It simply blew up.

Switch back to U48 seems to solve this issue.

- Gilboa "Sea radar liberation movement".
Last edited by gilboa on 01 Jul 2010, 10:20, edited 1 time in total.
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Gota
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Re: Supreme Annihilation U49 V1.0 discussion

Post by Gota » 01 Jul 2010, 09:51

I'll write it down but can you tell something, you play online?
What's your nick in the lobby?
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gilboa
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Re: Supreme Annihilation U49 V1.0 discussion

Post by gilboa » 01 Jul 2010, 10:21

Gota wrote:I'll write it down but can you tell something, you play online?
What's your nick in the lobby?
(Edit: U48 -does- seem to solve this problem).
I'm playing off line due to "rotten-ISP-with-lag-oplenty" problem. (Beyond the usual "I truly suck and on-line people will use me for target practice" issues...)
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