Absolute Annihilation 2.23
Moderator: Moderators
- Drone_Fragger
- Posts: 1341
- Joined: 04 Dec 2005, 15:49
- Foxomaniac
- Posts: 691
- Joined: 18 Jan 2006, 16:59
Their workertime wasn't oh so great, building assist is done better with 1 conveh instead of a minelayer.Dragon45 wrote:No. Anything that can utitilize a nanolathe in any capacity at all should be on ctrl-b.raneti wrote:please remove the nanoturrets from ctrl+b
and why did minelayers have their repair/guard/reclaim capacity removed! All but useless now...
But I can defo see the griefing about reclaiming ;P.
I can't manually remove things from categories like I could with OTA. The engine finds a workertime that is above 0 and adds it to ctrl+b. So unfortunately, things like carriers, repair pads, factories, etc are also included, when all you really wanted was to find an idle con kbot.
I'll increase juno shot velocity or something.
So all in all, this beta seems to be pretty solid?
I'll increase juno shot velocity or something.
So all in all, this beta seems to be pretty solid?
BTW, its not an engine thing, its a selectkeys.txt thing. raneti, if you want you can manually go to selectkeys.txt and add the nanotowers to an "exclude" category for the ctrl-b command.
Its really not that hard to figure out, give it a go!
Edit: and no competent player will have builders idle for long periods of time. if they're really idle, just set them on a patrol route.
Its really not that hard to figure out, give it a go!
Edit: and no competent player will have builders idle for long periods of time. if they're really idle, just set them on a patrol route.
- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56
If I'm going to build an exploiter in front of my lines that anyone can see, why don't I just advance there altogether? or just build a regular mex and an llt and save 50 metal and make more metal in the future?Caydr wrote:It's true of exploiters as well though. You can build those anywhere and they're a lot more difficult to kill than an ordinary metal extractor.
Ever since the exploiter lost it's special armor bonuses it's been a pretty crappy inefficient unit really.
All AWACS aircraft now have sonar
Exploiter HP increased by 200, metal cost reduced by 10, sight
range boosted by 20
Increased seaplane platform costs and HP
Reduced seaplane fighter HP and costs, increased firing rate
Increased Juno weapon speed, reduced flying height
Exploiter HP increased by 200, metal cost reduced by 10, sight
range boosted by 20
Increased seaplane platform costs and HP
Reduced seaplane fighter HP and costs, increased firing rate
Increased Juno weapon speed, reduced flying height
Are you blind or just stupid? I told you it's out of my hands. Learn english, stop playing speedmetal, grow up, and be quiet unless you have something constructive to say.raneti wrote:ctrl+b cycles through nanoturrets as well and it defeats the point of using ctrl+b after i build nanos
is not liek i dont' know where they are or if they are idle... 10 nanoturrets and its not worth cycling anymore
well you should still want to build them, but they should go down easily to bombers. Build something that huge a boost towards your economy should be risky, they should blow up easily and big IMO. Maybe something like 1000-2000 health for regular fusions and 4000 for advanced.neddiedrow wrote:I'd still build them at half the hit points.