Epic Annihilation V0.51 released! (V0.5 Cancelled)
Moderator: Moderators
- Complicated
- Posts: 369
- Joined: 06 Jun 2007, 18:51
Epic Annihilation V0.51 released! (V0.5 Cancelled)
http://www.unknown-files.net/3640/Epic_ ... tion_V051/
The Armaggedon wouldn't have a stockpile option nor a fire option, all settings were accurate to my knowledge. Doesn't matter, plan B for ARM Or CORE's Adv Silo's will be implimented next release
Epic Annihilation v0.5 -> 0.51
Core Armaggedon removed and ARM Eliminator now available in Core Super Commander's Build list
ARM Praetorian given krog weapons temporary until tweaks with his new weapons are completed
T1 Commanders AA do not fire, shall be fixed
Epic Annihilation v0.4 -> 0.5 (Release Canceled)
Core Eliminator transfered to Arm, (Originally was an ARM construct)
Core Armaggedon Added (Purified Hydrogen Bomb Silo)
Seadocks removed (Glitched)
ARM Praetorian added to Gantry
Epic Annihilation v0.3 -> 0.4
Dawn Star's DPS on both weapons increased
all tech2 hovers damage increased
added anti matter facilities to Super Commander's Build list
added core eliminator to Super Commander's Build list
added advanced wind generators to tech 1 con build lists
added Airpad NS to tech 2 naval cons
added naval silos
added naval plasma batteries
added naval bertha/intimidator
added naval buzz/vulcan
added seadocks
added naval pop-up batteries
added naval llt (arm one has scripting errors so make do with it's torpedo)
added arm cloakable ns silo to super commander's build list
arm commanders given small aa (Napping needs to be strategic)
Epic Annihilation v0.2 -> 0.3
AK commando added to tech 1 core kbotlab
cricket added to tech 1 core kbotlab
flea radar fixed
arm/core tech two hovercraft lab (land and sea) and hovers added
added tech 2 ARM General
Added tech 2 CORE General
Added tech 3 Commanders (ARM/CORE)
armmark coding fixed in sidedata. (arm adv kbot labs can produce these)
Epic Annihlation v0.11 -> 0.2
Jeffy/Weasel weapons removed, now have short radar
flash/gator dps decreased, speed increased, acceleration increased, damage decreased, los increased, maxslop increased, brakerate increased
flea has been given stealth, weapons removed, short radar
stock llt, HLT, HLLT, beamer settings returned, Annihilator range decreased to stock
arm and core t1 construction vehicle/kbot speed and acceleration increased
Epic Annihilation V0.1 -> v0.11
Light Fusion's footprints decreased to orginal
Adv mex production reduced to half
adv mex metal costs reduced
leveler bug fixed (Stock leveler reinstated)
BA 5.71 -> Epic Annihilation V0.1
All T1 unit costs decreased to allow more spam
Introduced New Tech One Advanced Metal Extractors and Tech One Fusion Reactors (t1 construction units are only ones able to produce)
HLT, LLT, HLLT, Beamer reload times decreased
Leveler's damage range increased to deal with huge spam
Flea, weasel, jeffy's dps decreased more to scout class
Discriptions now include Unit Class's
Dragonteeth and fortidude defence hitpoints increased
Non-mobile anti nuke payload costs decreased to mobile anti nuke's payload
Dgun damage increased due to it being called a 'Disintergrator Gun' thus being juggarnaut's are no longer partically immune
Silo payload cruise speed increased a bit[/b]
The Armaggedon wouldn't have a stockpile option nor a fire option, all settings were accurate to my knowledge. Doesn't matter, plan B for ARM Or CORE's Adv Silo's will be implimented next release
Epic Annihilation v0.5 -> 0.51
Core Armaggedon removed and ARM Eliminator now available in Core Super Commander's Build list
ARM Praetorian given krog weapons temporary until tweaks with his new weapons are completed
T1 Commanders AA do not fire, shall be fixed
Epic Annihilation v0.4 -> 0.5 (Release Canceled)
Core Eliminator transfered to Arm, (Originally was an ARM construct)
Core Armaggedon Added (Purified Hydrogen Bomb Silo)
Seadocks removed (Glitched)
ARM Praetorian added to Gantry
Epic Annihilation v0.3 -> 0.4
Dawn Star's DPS on both weapons increased
all tech2 hovers damage increased
added anti matter facilities to Super Commander's Build list
added core eliminator to Super Commander's Build list
added advanced wind generators to tech 1 con build lists
added Airpad NS to tech 2 naval cons
added naval silos
added naval plasma batteries
added naval bertha/intimidator
added naval buzz/vulcan
added seadocks
added naval pop-up batteries
added naval llt (arm one has scripting errors so make do with it's torpedo)
added arm cloakable ns silo to super commander's build list
arm commanders given small aa (Napping needs to be strategic)
Epic Annihilation v0.2 -> 0.3
AK commando added to tech 1 core kbotlab
cricket added to tech 1 core kbotlab
flea radar fixed
arm/core tech two hovercraft lab (land and sea) and hovers added
added tech 2 ARM General
Added tech 2 CORE General
Added tech 3 Commanders (ARM/CORE)
armmark coding fixed in sidedata. (arm adv kbot labs can produce these)
Epic Annihlation v0.11 -> 0.2
Jeffy/Weasel weapons removed, now have short radar
flash/gator dps decreased, speed increased, acceleration increased, damage decreased, los increased, maxslop increased, brakerate increased
flea has been given stealth, weapons removed, short radar
stock llt, HLT, HLLT, beamer settings returned, Annihilator range decreased to stock
arm and core t1 construction vehicle/kbot speed and acceleration increased
Epic Annihilation V0.1 -> v0.11
Light Fusion's footprints decreased to orginal
Adv mex production reduced to half
adv mex metal costs reduced
leveler bug fixed (Stock leveler reinstated)
BA 5.71 -> Epic Annihilation V0.1
All T1 unit costs decreased to allow more spam
Introduced New Tech One Advanced Metal Extractors and Tech One Fusion Reactors (t1 construction units are only ones able to produce)
HLT, LLT, HLLT, Beamer reload times decreased
Leveler's damage range increased to deal with huge spam
Flea, weasel, jeffy's dps decreased more to scout class
Discriptions now include Unit Class's
Dragonteeth and fortidude defence hitpoints increased
Non-mobile anti nuke payload costs decreased to mobile anti nuke's payload
Dgun damage increased due to it being called a 'Disintergrator Gun' thus being juggarnaut's are no longer partically immune
Silo payload cruise speed increased a bit[/b]
- Complicated
- Posts: 369
- Joined: 06 Jun 2007, 18:51
Both sides have it now Until I can get this problem resolved with the Purified Hydrogen Bomb SiloMadRat wrote:So the Eliminator was for ARM but then got switched back to CORE, but then it got switched back to ARM but the cancellation made that change null and now its CORE once again?
Refrain from whining please.Nemo wrote:Stop making new threads for every single release. Especially when they're only a few days apart and the only changes are generally fbi/tdf tweaks or a random unit add.
Stop making new threads for every single release.Complicated wrote:Refrain from whining please.Nemo wrote:Stop making new threads for every single release. Especially when they're only a few days apart and the only changes are generally fbi/tdf tweaks or a random unit add.
Stop making new threads for every single release.
Stop making new threads for every single release.
Stop making new threads for every single release.
Stop making new threads for every single release.
Stop making new threads for every single release.
Stop making new threads for every single release.
Stop making new threads for every single release.
Stop making new threads for every single release.
Stop making new threads for every single release.
Stop making new threads for every single release.
Stop making new threads for every single release.
Stop making new threads for every single release.
Stop making new threads for every single release.
Last edited by REVENGE on 15 Oct 2007, 01:51, edited 1 time in total.
- Complicated
- Posts: 369
- Joined: 06 Jun 2007, 18:51
Re: well
Use common sense please, people on spring are too lazy to look into older topics normally, a fresh topic of an announcement of a new release is appropiate. BA does it, LLTA does it, AA did it, NOTA also did it, so stop whining, all of you. If your going to whine about this, go do it to another mod release topic.rcdraco wrote:I'll agree with MadRat, there's no reason for this, I have 1 thread, per each of my mods, BloX being the only one active.
And as for the release date between 0.5/0.51 and 0.4 = Three weeks
- Complicated
- Posts: 369
- Joined: 06 Jun 2007, 18:51
- KingRaptor
- Zero-K Developer
- Posts: 838
- Joined: 14 Mar 2007, 03:44
Re: well
Presumptive cock.Complicated wrote:people on spring are too lazy to look into older topics normally
Except that AA's release threads average 50 pages, with the 2.11 thread having a whopping 177 pages. BA's release threads often have ten or more pages. Comparing EpA to them is wholly invalid.BA does it, LLTA does it, AA did it
And LLTA has only two release threads, the second of which contains significantly new content.
No they don't.NOTA also did it
Of course, this would be a whole non-issue if you actually bothered to make each release actually anything resembling, you know, releasable before making a thread for it.
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
REVENGE wrote: Stop making new threads for every single release.
Stop making new threads for every single release.
Stop making new threads for every single release.
Stop making new threads for every single release.
Stop making new threads for every single release.
Stop making new threads for every single release.
Stop making new threads for every single release.
Stop making new threads for every single release.
Stop making new threads for every single release.
Stop making new threads for every single release.
Stop making new threads for every single release.
Stop making new threads for every single release.
Stop making new threads for every single release.
Stop making new threads for every single release.