Tech Annihilation v1.06

Tech Annihilation v1.06

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Senna
Posts: 315
Joined: 17 Mar 2009, 00:20

Tech Annihilation v1.06

Post by Senna » 11 Dec 2010, 05:49

Tech Annihilation v1.06;

Changelog;

Addons:

-New buildpics from Nixtux
-New Addons sound to units [Nixtux and Deadnightwarrior]
-Better Pathifing for vehicles increased slope 18 to 20

Lua


-Ice ui and gui removed*
-Latest Red ui version added*
-dynamic volume added thanks [Deadnightwarrior, and Nixtux]
-Fixed Defense Range Crash
-Added autoreclaim health assist fixed version from capob5


T1

-Jeager metalcost reduced [155 to 122]

-Upgraded ak metal cost increased slighty [40 to 46], Energy cost increased slighty [100 to 125],
Morph time slighty increased [5 to 10]*
-Thud into T2 kbot cons xp require increased [0.60 to 0.80], Metal cost increased [300 to 960]
-Hammer into T2 kbot cons xp require increased [0.60 to 0.75], Metal cost increased [300 to 1000]
-Slasher into T2 vehicle metal cost increased [650 to 1140]
-Samson into T2 vehicle metal cost increased [650 to 1200]

T1,5

-Scar range decreased [750 to 700]
-Dark range decreased [ 800 to 750]
-Sonic riot tank no longer try to target air
-Brutus modified to 1.04 version cost-s
-Dao turret torque speed increased
-Emancipator hp slighty increased [3977 to 4128]

T2

-Banisher range increased [800 to 900]
-Penetrator range increased [800 to 850]
-Fido damage tweaked increased [255 to 361]
-Orca no longer requires T3 center, its now an standard t2 amphibious unit
-Totalitarian no Longer requires Tech 2 research center

T2,5

-Cavalier metalcost reduced [2467 to 1877]
-Tarantel Sonar range increased [135 to 410]

T3

-Praetorian Head damage reduced [3000 to 2000], range decreased [1200 to 800],
Rocket damage reduced [390 to 240], range decreased [1150 to 750]
gun damage reduced [120 to 80], shield radius increased [280 to 360]

Ships:

T1

-antiswarm hover tanks no longer requires Research center

Spiders:

-Arm spiderlab and core spiderlab metalcost reduced ~500
-Wolf emp sniper now cloacks [100 energy] in stop, [400 energy] in movement

AIR

T1,5

-Arm and Core transports now can pick up coms underwater [in beta]

T2,5

-Stratofortress speed increased [7 to 9]
-Long ammo heavy bomber speed increased [6.6 to 9.5]

Commanders;

-Batle/combat commanders and up when self destruction no longer will kill other commander in range
of the explosion if that commander got 2700 hp or up clean

-Helper no longer will make Upg hlt, Buildpower reduced [550 to 300, same as nanotower]

-----------------------

http://springfiles.com/show_file.php?id=2866

ok theres the changelog, new balances and ideas would be a helpfull
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Tech Annihilation v1.06

Post by Wombat » 11 Dec 2010, 05:51

what happened u suddenly decided to make thread about techA ? and i suppose u got right to ask for own subforum ;)
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Tech Annihilation v1.06

Post by 1v0ry_k1ng » 11 Dec 2010, 20:42

must've missed the release of this one
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arbolis
Posts: 16
Joined: 28 Jan 2010, 23:28

Re: Tech Annihilation v1.06

Post by arbolis » 12 Dec 2010, 03:39

Suggestions for next version:
1)Change name of Helper - fast assist engineer to assist engineer (due to his reduced build power, like a nano now).
Notice now that we build assist engineer only to build the special units like medium catapult. The assist engineer lost his use of fast helper. So if combat com can build catapult, no need for assist engineer, though I liked the idea of fast assist engineer. IMO upgrated laser tower aren't over powered since they are t1.5 and weaker than t2, stronger than t1. Where is the over powered stuff?
2)New t3 ship: aa ship. Either 4 flaks on it or something similar. In order to go t3 ships, it's very common to reclaim t2 ship lab. If we reclaim it, the only aa possibles are flaks over water, which aren't that good.
3)t1 aa over water should be able to morph and upgrade without exp required, like the pulverizer on land.
4)New t3 submarine killer. A submarine effective against t3 ships and t2 submarines. If you add this unit, you'll need to put torpedos to the t3 ships that already exist, maybe.
-----------------------------------------
I have other suggestions for this mod but they are more funny than required.
I've also suggestions for your mod Robot defense, like replacing alpha cockatrices for units and the queen (very buggy unit) for a gigantic unit, maybe an over-sized star commander.
P.S.:I'm forgotmypass2 and [8o5]Ayrton.
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oksnoop2
Posts: 1207
Joined: 29 Aug 2009, 20:12

Re: Tech Annihilation v1.06

Post by oksnoop2 » 13 Dec 2010, 03:42

I think if you dump the files sitting in the root of ct into the root of your game it will fix your morph glitch.
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The Nixtux
Posts: 11
Joined: 13 Dec 2010, 10:26

Re: Tech Annihilation v1.06

Post by The Nixtux » 13 Dec 2010, 10:31

Thanks oksnoop2 I will have a look at that tonight
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Masure
Posts: 581
Joined: 30 Jan 2007, 15:23

Re: Tech Annihilation v1.06

Post by Masure » 13 Dec 2010, 10:47

The Nixtux wrote:Thanks oksnoop2 I will have a look at that tonight
You're replying to a suggested fix when you have one post on the forum.

Who are you ?
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The Nixtux
Posts: 11
Joined: 13 Dec 2010, 10:26

Re: Tech Annihilation v1.06

Post by The Nixtux » 13 Dec 2010, 11:02

Someone that does not use the forum until now ;)
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bobthedinosaur
Blood & Steel Developer
Posts: 2695
Joined: 25 Aug 2004, 13:31

Re: Tech Annihilation v1.06

Post by bobthedinosaur » 13 Dec 2010, 15:04

Make more techs. At least 4, shoot for 8.
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Senna
Posts: 315
Joined: 17 Mar 2009, 00:20

Re: Tech Annihilation v1.06

Post by Senna » 23 Dec 2010, 01:40

Here new version:

Tech Annihilation v1.08;

Changelog;

T1

-Janus Range increased [360 to 380] ,Area of effect increased [150 to 180], metalcost increased [226 to 271],
reloadtime increased [7,5 to 8,5] > to upg janus will require 0.08 xp
-Leveler Damage increased [200 to 290], Range increased [300 to 325], metalcost increased [210 to 258],
reloadtime increased [2.1 to 2.6]
-Antiswarm double llt weapons range increased first [435 to 527], relaodtime decreased [0.48 to 0.38],
second [430 to 500] ,reloadtime decreased [0.48 to 0.28], energycost increased [1467 to 4332]
-Beamer Damage increased [40 to 52] , range increased [475 to 505], energycost increased [1434 to 3345]

T1,5

-Exxec speed reduced [1,25 to 1,15]

T2

-Arm Fusion Buildtime decreased [197529 to 98700]
-Core Fusion Buildtime decreased [198390 to 97640]

T2,5

-Core heavy bomber Speed decreased [9.5 to 8.1], hp increased [10410 to 14620]

T3

-Rex Hp reduced [39200 to 25400]
-Metron hp increased [8614 to 19212]
-Krogoth explosion changed to standard krogoth explosion

Scripts,Lua and Bugs fix;

-Bos script fixed for Core Champion --Nixtux
-Updated Defence Range widget now compatable with mod --Nixtux
-Unused Category Removed --Nixtux
-GroundDecals added for Armevp and Corevp --Nixtux
-More CollisionVolumes added and the massive oversized collisionVolume fixed -- Nixtux
-Yardmaps fixed for solars -- Nixtux thanks to Deadnigthwarrior for pointing out problem


http://springfiles.com/show_file.php?id=2866
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