Download Complete Annihilation beta 2.1

Download Complete Annihilation beta 2.1

All game release threads should be posted here

Moderator: Moderators

User avatar
quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Download Complete Annihilation beta 2.1

Post by quantum »

www.caspring.org

Image Image

Image Image

Image Image



Image


More Screenshots
Videos


Now that Spring .75b1 is out, we can show you what we've been up to. Here is a stable-ish release so you don't need to download the a new version every day. Please report bugs here, we usually fix them in quickly.

Have fun!



===Features===


=User interface and LuaUI=

-New cursors
-Centers and selects the Comm at startup,
-Warns when d-gun is limited,
-Shows which units are being transported,
-Depicts unit experience with tank icons,
-Automatically controls your metal makers for maximum efficiency,
-Always see what your factories are building and give the orders quickly with buildbar.
-New button graphics.
-Units reply with speech.


=Gameplay and LuaRules=

-No effective single unit spam (hopefully).
-Kbots and Vehicles are both viable on most maps.
-Arm and Core have a different play style.
-Set at which percentage of remaining health your units will retreat to the nearest Commander or nanotower.
-Pointless micromanagement is not rewarded.
-The Commander can cloak nearby units or toggle the stealth ability, for a hefty energy cost.
-Once you have a factory, you can concentrate on the battle while the your metal extractors, radars or metal makers automatically upgrade themselves.
-Windmill output increases with altitude.
-Sharing with an enemy is disables unless cheat mode is active.
-Unit sharing is delayed to avoid share at last second before death scenarios.
-Lose the resources contained in a storage building when it is destroyed.


=Graphics=

-New models and textures.
-New explosions, weapon and unit effects.
-Play in cartoon mode with the outline widget.
-Higher resolution 3do textures.


=Deployment Mutator=

-Place your units and give orders to them before the game starts: you don't have to wait to use the big guns.


=Tactics Mutator=

-Place your units on the battlefield before the game starts then wipe out your enemy. With no economic management, you are free to exercise your tactics.


=Absolute Annihilation for Complete Annihilation Mutators=

Bleeding edge graphics, old school gameplay!
These two mutators turn CA into AA 2.11 or AA 1.46 while keeping the new effects and models.
User avatar
lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Post by lurker »

AWESOME!
This is the best mod EVAR!!1!11one!1
The Commander can cloak nearby units or toggle the stealth ability, for a hefty energy cost.
:D :D :D :D :D
User avatar
Sleksa
Posts: 1604
Joined: 04 Feb 2006, 20:58

Post by Sleksa »

COMMANDER
COMMANDER
COMMANDER
COMMANDER
COMMANDER
COMMANDER
COMMANDER
COMMANDER
COMMANDER
COMMANDER
COMMANDER
COMMANDER
COMMANDER
COMMANDER
COMMANDER
COMMANDER
COMMANDER
COMMANDER
COMMANDER

( yes, its annoying >___< )
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

You should limit the voices so a unit will only use voices of one type, not respond first with a female voice and then a grumpy dude.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

-Lose the resources contained in a storage building when it is destroyed.
I don't get it, isn't that how it's always been?
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Only when your resources exceed your surviving storage, this sounds like you get the penalty immwediately
User avatar
Relative
Posts: 1371
Joined: 15 Oct 2006, 13:17

Post by Relative »

KDR_11k wrote:You should limit the voices so a unit will only use voices of one type, not respond first with a female voice and then a grumpy dude.
Or you could just disable the LUA widget called voices :P
User avatar
LOrDo
Posts: 1154
Joined: 27 Feb 2006, 00:21

Post by LOrDo »

Your missunderstanding. The voices themselves are excellent, its just the management of them thats a bit off. Like how kbots will have voices that were obviously meant for air pilots, and how one unit will have a male voice and a female voice next.
Also, if core were to have its own voices, that would be so cool. There robots though...so the voices have to be awesome!
User avatar
Mars
Posts: 56
Joined: 12 Dec 2004, 14:28

Post by Mars »

This realese is made of win and awesome.


I agree on the voices issue though. Keep up the good work.
User avatar
hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Post by hunterw »

i prefer the old cursors :|

but yes, ca is made of pure awesome
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Post by MR.D »

Defence structures seem excessively overpowered for the most part, as well as T2 balance making Lvl-1 pretty much useless.

Which isn't the case on other mods, T1 always had a use before, but now they're pretty weak and harmless against T2, except for the Overpowered Defences.
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

Quantum, are you lads ready for my input these days?
User avatar
TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Post by TheFatController »

Caydr wrote:
-Lose the resources contained in a storage building when it is destroyed.
I don't get it, isn't that how it's always been?
Nope in normal mods the structure that's empty always happens to die first. In CA when you lose 50% of your storage you lose 50% of your resource, whatever level of it you have. Also if you're full it doesn't instantly get transported to your allies as in other mods; its now lost :)

ps CA is sweet! :!:
Last edited by TheFatController on 19 Jul 2007, 08:46, edited 1 time in total.
User avatar
Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

problem with turning of voices is you don't get the old responses back, if you did it'd be fine.
and I imagine if someone would want the voices they wouldn't want windmills requesting orders :P
User avatar
quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Post by quantum »

neddiedrow wrote:Quantum, are you lads ready for my input these days?
Sure, we welcome any help.

About the sounds, thanks for the feedback. I'll work more on them.

I agree about tech 1 d-fens being too powerful, we'll do something about that.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Why didn't you just throw the voices into the unit acknowledgements? You can have 8 per action for each voice set so I don't see why you'd want to use Lua for those.
User avatar
LOrDo
Posts: 1154
Joined: 27 Feb 2006, 00:21

Post by LOrDo »

Also, I didn't express enough how much I love this mod in my first post. Best ever TA based mod, no question.
User avatar
hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Post by hunterw »

KDR_11k wrote:Why didn't you just throw the voices into the unit acknowledgements? You can have 8 per action for each voice set so I don't see why you'd want to use Lua for those.
i think that's so you can turn them off if you don't like them
User avatar
Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Post by Acidd_UK »

Massive love. The start screens are brilliant.
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

WTH would be the point in giving these guys ranking based on Exp..?

Do they actually get a decent bonus, or is it just a gimmick?
Post Reply

Return to “Game Releases”