Absolute Annihilation 2.11
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- Foxomaniac
- Posts: 691
- Joined: 18 Jan 2006, 16:59
t1 doesnt need nanotowers contruction bots and vehs are and always will be more versetile and can scramble if you factory gets raided etc nanotwers cant. con vehs/bots can survive a bombing (well most of them)
nanotowers will die even from a spark when something big explodes
if you are getting pushed back and lots your cons to expand with you could if you need use the cons guarding your factory.. etcetc
nanotowers will die even from a spark when something big explodes
if you are getting pushed back and lots your cons to expand with you could if you need use the cons guarding your factory.. etcetc
IMO give nanos:
- 3x costs
- 2x buildtime
- 3x hp
- 5x buildpower
- 0.5x range
- 1.5x size increase
Prevents armies from being easily reclaimed, makes them less susceptible to being blown up by a random sneeze and reduces lag (since theyre rarely built in groups smaller than four), while making it useful for guarding big and small projects alike. Rough numbers ofc but you get the picture.
- 3x costs
- 2x buildtime
- 3x hp
- 5x buildpower
- 0.5x range
- 1.5x size increase
Prevents armies from being easily reclaimed, makes them less susceptible to being blown up by a random sneeze and reduces lag (since theyre rarely built in groups smaller than four), while making it useful for guarding big and small projects alike. Rough numbers ofc but you get the picture.
these core kbots
These core kbots without build pictore which has paralyzing weapon and quicly can stole units - will you include thm in release.
I have checked new razorz - it killing machine - they do a lot of damage with 100% chance to hit.
I have checked new razorz - it killing machine - they do a lot of damage with 100% chance to hit.
Really, vehicles no longer need the nanotower. At L1 you've got the minelayers for assist (they're good at that) and at L2 the conveh is so powerful you don't need anything else. The only grouping I find needs the tower is if you're trying to play all-air (which is suicidal on 99% of maps).Elmokki wrote:Core doesn't get fark (though freakers aren't bad assisters.) and Core doesn't get a decent assisting vehicle. I do build them even at their current state, especially when going for vehicles.
But yes, they're very slow to build.
My main use for nanotowers was just to put one near the front line just at the tip of range to my defenses and put it on patrol. That way I had a constructor that could repair my guardian without it being close enough to the guardian that the inevitable return fire would blow it to smithereens.
tbh i think the biggest mav problem is their speed.Foxomaniac wrote:Just tested out the new version.
May I suggest some cost reduction the mav?
It's currently not very effective as the "swarm swatter" as it is supposed to be.
I also propose a slight damage increase per-shot and wider spread of shots.
you -cannot- kill mavs as a t1 player, the other guy gets 4 up and HE WINS because nothing you can do will get in range of them before dying.
a range reduction might help too.
- Foxomaniac
- Posts: 691
- Joined: 18 Jan 2006, 16:59
Not really removing nanotowers.
Have you tried the 2.2 beta, MRD? I increased their open/close animation a lot.
Yes, commando's going to be in the final 2.2, I thought it had a buildpic already though.
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My mistake. I added a buildpic but forgot to reference it in the unit FBI. I'm loving beta testing a little more each day.
Have you tried the 2.2 beta, MRD? I increased their open/close animation a lot.
Yes, commando's going to be in the final 2.2, I thought it had a buildpic already though.
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My mistake. I added a buildpic but forgot to reference it in the unit FBI. I'm loving beta testing a little more each day.
- Foxomaniac
- Posts: 691
- Joined: 18 Jan 2006, 16:59
Yeah, I know all about its messy script 
No idea at all how to fix it though. I could send it to Archangel, but I don't want to give him too much work to do. I already ask him for scripting help pretty often... and I'm not sure how much work would be involved in fixing a walk script.
Basically, as long as the unit functions, I don't think I'm going to worry about it.

No idea at all how to fix it though. I could send it to Archangel, but I don't want to give him too much work to do. I already ask him for scripting help pretty often... and I'm not sure how much work would be involved in fixing a walk script.
Basically, as long as the unit functions, I don't think I'm going to worry about it.
Anyone agree with this? I'm willing to make the change.krogothe wrote:IMO give nanos:
- 3x costs
- 2x buildtime
- 3x hp
- 5x buildpower
- 0.5x range
- 1.5x size increase
I don't know. But BOS is just a decompiled COB, which you can read with a program like Scriptor.
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I've been trying for the last hour to duplicate this missing texture error, with no luck. I spend that time building literally every unit and structure in the entire mod.
If someone could post a replay where this missing texture error is shown, it would solve the problem.
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I've been trying for the last hour to duplicate this missing texture error, with no luck. I spend that time building literally every unit and structure in the entire mod.
If someone could post a replay where this missing texture error is shown, it would solve the problem.