TA-BattleFleet for Spring version 0.55a

TA-BattleFleet for Spring version 0.55a

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VonGratz
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Joined: 03 May 2005, 05:25

TA-BattleFleet for Spring version 0.55a

Post by VonGratz »

The TA-BattleFleet for Spring version 0.55, a beta and imcomplete version is already disponible in FileUniverse.

http://www.fileuniverse.com/?p=showitem&ID=3940

For while the upload to Unknown-Files not was completed.I will try after.
I still have a LOOOOOOOOOOOOOOT of work to do, but lets go!
Have fun!
VonGratz :wink:

Image

TO DO LIST FOR TA_BattleFleetForSpring
VonGratzTO DO LIST
__________________________________
ANIMS 1.00
BITMAPS 0.77
FEATURES
Only not completed units still missing corpses
GAMEDATA
Only not completed units are missing from the list
GUIS
Test big size missiles torps etc
OBJECTS3D
Only units not finished
Two nuke subs HORIZON & ARMX
CORE Leviathan missile launching OK
ARMArsenal
CORE NIGHTMARE - Missile battleship
CORE Bucanner
ARM Espadon
M3G Carrier fix
ARM BIG Carrier - A four pad ARM Carrier
Retexturing all without CAVEDOG shadowing system .90
Some "evolving" of models 0.90
and CAVEDOG + UH turbines of the planes 0.50
SCRIPTS
Only models not finished
Two nuke subs HORIZON & ARMX
CORE Leviathan misle launching OK
ARMArsenal - The ARM arsenal ship
CORE Nightmare - heavy only missile battleship
CORE Bucanner - Gunsub
ARM Espadon - Gunsub
M3G Carrier fix - three pad
ARM BIG Carrier - four pad
CORE HELL - heavy twin turreted flamethrower hover
ARMDREAD - new transport script=ARNAUD/ZWSWG
ARNAUD BARGES test to substitute CAvedog hover transports
ARM Battlecruiser Zagaie
CORE BUZZARD NS - fix
CAVEDOG TRANSPORT SHIPS only with radar.
SOUNDS
Needs a big revision, to remove an enormous quantitity of test files and creation of new classes.
UNITPICS
Only a small number of DDS completed. 0.03
New "New Cavedogish" Style BPs 0.2
Some are still to be enhanced
UNITTEXTURES
Revision
Standartizing 0.9
TLL LOGOS 0.0 (NEXT STEP)
WEAPONS
ALkemist weapon
ARMDREAD Mortar
New laser properties for all
NANO colours
ARM green
CORE RED or violet
TLL bLUE
RUMAD yellow
CUSTOM WEAPONS 0.9Alkemist weapon Gas green cloud
Laser nuclei colour
horizontal starbust missile
UNITS STILL TO BE INCLUDED
(?)Units that maybe will turn to light.
ARM DESTROYER - or another name ...PLEASE! SUGGEST ONE - A rocket attack stealth plane. Testing.
Image
TWO STRATEGIC MISSILE TRUE SUBS - CORE HORIZON & ARM X - CORE model complete, only testing script.Image
CORE ROAYL PANTHER NEW MODEL Image
ARMARSENAL - Arsenal missile ship, a slower big ship plenty of VLRs.
CORE NIGHTMARE - only missile heavy battleship. - Near completion.Image
CORE BUCANNER - Medium range gun sub that emerge to bomb the enemy coast.(?)
ARM ESPADON - Long range slow reload gun sub to hit and run ARM tactics.(?)
M3G CORE ARMOURED CARRIER - Three pad armoured carrier with defense needs to fix script.
ARM BIG Carrier - four pad carrier with defense.
CORE HELL - heavy flamethrower hover.(?)
ARMDREAD - The old ARM heavy hover modified to carry troops and with a new mortar gun to cover the landings.(?)
ARNALD BARGES -SCRIPTING tests to substitute CAvedog hover transports.
ARM FLAK HOVER(?)
CORE FLAK HOVER(?)
ARM BATTLECRUISER ZAGAIE. OK
But model still will be enhanced.
CORE BUZZARD NS with wake effects.
CORE DAMAGER - minelayer submarine.(?)
CORE HEDGEHOG - Anti-Sub mortar ship.(?)
CORE PURGE - Level one flamethrower tank.I love this TA third party tank.
CORE MIGHTMOUSE - Level2 fast and little attack MG tank.(?)
ARM ANTI-TANK KBOT - Agile AT kbot in level ONE or TWO ???
CORE PURSHASER - Only to air heavy long range fighter.
ARM STAR EAGLE heavy fighter - All purpose fastest fighter of the game.
ARM level one NAVY fighter bomber(?)
CORE level one NAVY fighter bomber(?)
Both MG3 seaplane models - The workhorses of the ARMada wing and CORE Navy.
ARM TACTICAL VLS NUKE KBOT - Still missing model and ideas -
CORE TACTICAL NUKE VEHICLE.
ARM SUBMARINE JAMMER DEVICE.
CORE SUBMARINE JAMMER DEVICE.
ARM AMPHIBIOUS ROCKET VEHICLE.
CORE AMPHIBIOUS HEAVY TANK.
ARM TRACKER - Created to counter the new missiles installed in Leviathan class battlesubs.Low speed and patrol level, fitted with the same laser turret of the ARM Phoenix(?) to air def.Low radius sonar and small depthcharge to not unbalance the game.Speed=4.5
ARM UNDERSEA LAB - Produces submarines, amphibious things and, when possible in SPRING, seaplanes.
CORE UNDERSEA LAB - Produces submarines, amphibious things and, when possible in SPRING, seaplanes.
ARM FORTRESSE - Very heavy fortress wall/ defense sets.
CORE MOUNTAIN - Very heavy fortress wall/ defense sets
SCRIPT TESTS
Fixing NS winds rotation as in TA BUGFIX
FIX ARMFIG WINGS
ORIGINAL+UH UNITS STILL TO BE ENHANCED
& planes to be blue or pink turbined
CORE Hurricane
ARMFIG
CORE VAMPIRE
CORE Avenger
and others
FIX TLL WHALE TO FIRE MISSILES FROM THE BOTTOM AS TRUE SUB. - PHASE 2 AFTER Mod completed.
Last edited by VonGratz on 24 Oct 2006, 21:47, edited 4 times in total.
j5mello
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Post by j5mello »

of course my long day of work would have to be today... grr....

will test when i get home...
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Ishach
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Post by Ishach »

This mod is really cool.


Going through it so many of the units made me smile when I saw them. Some of the animations are very nice as well
tombom
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Post by tombom »

POSSIBLE BUG: The bear transport hovercraft, and probably other hovercrafts, cannot go in water.
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VonGratz
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Post by VonGratz »

Ichach wrote: This mod is really cool.
Going through it so many of the units made me smile when I saw them. Some of the animations are very nice as well
Thanks :wink: :lol:
tombom wrote: POSSIBLE BUG: The bear transport hovercraft, and probably other hovercrafts, cannot go in water.
Thanks for the input.
You are right :wink: , the moveinfo HOVERTANK4 still had lower numbers than the Unit file. Fixed.
Another new bug Ive discovered is that Berthas and Timmys now dont fire, because the Spring last version included
noAutoFire=0; (if set to 1, unit will fire once then switch to next target, and needs to be told to fire manually)
and they are from UH with line Autofire=0 :cry: But it was fixed in the new beta to be uploaded until tomorrow.

(edited)P.S. ...OMG This bug was listed in changelog since August, but still not fixed until now:roll: :roll: :x I forgot it because the "test bed" maps Ive utilized are very flat :!:

VonGratz :wink:
Last edited by VonGratz on 19 Oct 2006, 17:39, edited 1 time in total.
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Ishach
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Post by Ishach »

Some of the costs seem to be a bit out of proportion.

For instance a T1 Battleship costs as much as a floating bertha, and the cost of two sea labs.

Alot of the T1 ships have such high costs they arent really viable untill you are at T2 anyway.



Am I just looking at this from a AA perspective and missing the balance, or is it yet to be fine-tuned?
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rattle
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Post by rattle »

VonGratz wrote:I still have a LOOOOOOOOOOOOOOT of work to do, but lets go!
:)

I'll take a look as well, should play nice on shore 2 shore.
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VonGratz
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Post by VonGratz »

rattle wrote:
VonGratz wrote:I still have a LOOOOOOOOOOOOOOT of work to do, but lets go!
:)

I'll take a look as well, should play nice on shore 2 shore.
And better in Islands in the Sun :wink:
VonGratz
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VonGratz
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Post by VonGratz »

Ishach wrote:Some of the costs seem to be a bit out of proportion.
For instance a T1 Battleship costs as much as a floating bertha, and the cost of two sea labs.
Alot of the T1 ships have such high costs they arent really viable untill you are at T2 anyway.
Am I just looking at this from a AA perspective and missing the balance, or is it yet to be fine-tuned?
Yes, I still have a lot of work.I will give a look at the costs.
Maybe some ships will need to be better armoured, but not the battleships, fast battleships and battlecruisers, that are very protected, and its include an added underwater protection due their large beamed hulls plenty of watertight bulkheads.
Many thanks for the input. :wink:
I only delivered the Beta beta version for this.... :lol: because I really need feedbacks :lol:
VonGratz
Last edited by VonGratz on 20 Oct 2006, 01:56, edited 1 time in total.
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Fanger
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Post by Fanger »

Also Vongratz, you might want to check some of the ranges of your weapons, because the Core advanced battleship can only reach about 2/3rds of its max range with its primary weapons, I dont know if was only mean to have 2/3rds or the full, but I just though Id let you know, because it tries to fire out to that max range but cant hit anything because the shots fall to short..
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Dragon45
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Post by Dragon45 »

Excellent work!


I can see myself merging this with AA after this is bugfixed X-D
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rattle
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Post by rattle »

There's a lot of work left to do indeed. Some of the units don't shoot or a turret refuses to. There were a lot of scripting errors as well that need fixing (mostly on the evolva models) but I guess you are doing that. Made a list of what I noticed on the spot if you're interested.

I love those flying gator gunships (forgot the name). :)
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VonGratz
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Post by VonGratz »

rattle wrote:There's a lot of work left to do indeed. Some of the units don't shoot or a turret refuses to. There were a lot of scripting errors as well that need fixing (mostly on the evolva models) but I guess you are doing that. Made a list of what I noticed on the spot if you're interested.
I love those flying gator gunships (forgot the name). :)
Please, send the list!
This week I also found some scripting errors in two Evolvas, that ramdomly crashed the game - The L1 ARM BOMBER and CORCRUS.
Huuuummmm! The original name is Salvo, but Flygator can be a good idea! :lol:
VonGratz :wink:
Last edited by VonGratz on 19 Oct 2006, 23:07, edited 1 time in total.
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VonGratz
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Post by VonGratz »

Fanger wrote:Also Vongratz, you might want to check some of the ranges of your weapons, because the Core advanced battleship can only reach about 2/3rds of its max range with its primary weapons, I dont know if was only mean to have 2/3rds or the full, but I just though Id let you know, because it tries to fire out to that max range but cant hit anything because the shots fall to short..
I will look it.
I think that can be the line impulse factor, that I wrong believed that only affects the landing impact crater of the projetile and still not be removed.

Many thanks for you and all for the feedback!Im fixing things that alone I would spend weeks to seek, find and test. :idea:

VonGratz :wink:
j5mello
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Post by j5mello »

also just an idea but tweaking the units to not fire at Aircraft so much might be helpful. The battleships and other plasma based ships like to try and target aircraft even though they have no chance in hell of hitting em.
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VonGratz
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Post by VonGratz »

New fixed version - TA_BATTLEFLEETForSPRINGv0.55a is herehttp://www.fileuniverse.com/?p=showitem&ID=3954
Due detailed and fine colaboration of some people and tests I made, I fixed several bad things.
Thanks for all :!:
VonGratz :wink:
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VonGratz
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Post by VonGratz »

j5mello wrote:also just an idea but tweaking the units to not fire at Aircraft so much might be helpful. The battleships and other plasma based ships like to try and target aircraft even though they have no chance in hell of hitting em.
OMG!Ive removed the NOTAIR tag for all.
Thanks for input!
Fixed for the next version, that also will have A LOT of enhancements AND FIXES :oops: :P
VonGratz:wink:
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knorke
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Post by knorke »

ARM DESTROYER - or another name ...PLEASE! SUGGEST ONE - A rocket attack stealth plane. Testing.
Name it Versenker!
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VonGratz
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Post by VonGratz »

knorke wrote:
ARM DESTROYER - or another name ...PLEASE! SUGGEST ONE - A rocket attack stealth plane. Testing.
Name it Versenker!
Countersink? or counterbalance ? hummmmm not bad :!:
VonGratz :wink:
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VonGratz
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Post by VonGratz »

The last version delivered mod(0.65) stats will be found in
http://modweb.unknown-files.net/BFv1.5/
Made by Maelstrom.
VonGratz :wink:
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