aa expanded (aae) - Page 5

aa expanded (aae)

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

Moderator: Moderators

how many units should this mod have

100-200
14
29%
200-300
4
8%
300-400
30
63%
 
Total votes: 48

Hellspawn
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Joined: 24 Feb 2006, 11:54

Post by Hellspawn »

We have yet to see 50 pages of documentation =P.
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Das Bruce
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Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

We have yet to see 1 page of documentation.
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Post by REVENGE »

I am currently just porting and checking for bugs in terms of the new Hovercraft build tree. Any bugs I find will be smoothed out, and then any units that are too ugly in their current form will be retextured or remodeled. I'm hoping a modeler is going to help us out, else I'll have to learn wings3d myself and that may take some time.

Then, its off to balance land where we'll see where the units stand and how they need to be changed to fit in with the rest of AA.
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REVENGE
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Joined: 24 Aug 2006, 06:13

Post by REVENGE »

Some early specifics, I've given core and arm each an advacned fortifcation wall cannon analogous to the dragon's claw/maw. They will have high impulse/aoe (core version is like fatboy on a stick expect less damage and more impulse), be very tuff when closed, and have a range less than pb/viper, but more than hlt. For anti-swarm purposes.
jjsmith
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Joined: 19 Sep 2006, 07:40

Post by jjsmith »

Ive taken my pills and have calm down :lol:
Last edited by jjsmith on 19 Sep 2006, 12:39, edited 1 time in total.
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REVENGE
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Post by REVENGE »

Hmm, how odd. While experimenting with large impulse factors, I manage to blast an AK off of the map at what appears to be greater than escape velocities, for it now resides outside of the skybox and never falls down. *shrugs*
eddy
Posts: 22
Joined: 06 Sep 2006, 00:15

Re: new mod in progress: AA:expanded (aae)

Post by eddy »

overkill wrote:its going to be a mutator for aa that adds units that me and Revenge thinks the mod is missing for example lvl 2 aa kbot and lvl 2 hovercraft.
just dont forget the lvl3 units. :mrgreen:
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

I would like to ask that somebody scrap the current L3 and make a new one along the lines of further specialized L2.
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Noruas
XTA Developer
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Joined: 24 Feb 2005, 02:58

Post by Noruas »

neddiedrow said:
I would like to ask that somebody scrap the current L3 and make a new one along the lines of further specialized L2.
Your wish shall be granted, for my mod atleast :-)
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overkill
Posts: 500
Joined: 02 Sep 2006, 01:15

Post by overkill »

i think well do that
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overkill
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Post by overkill »

i think well do that
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Neddie
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Post by Neddie »

A balanced and specialized one, hopefully.
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Noruas
XTA Developer
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Post by Noruas »

Look above, A double Poster! i will work my hardest, sir neddiedrow. May the best man win overkill!
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REVENGE
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Post by REVENGE »

Ok, what do you think of TLL's level 3 structure? I think we'll go with that and add a few MORE units that what TLL did. That means keeping most of the heavy mechs probably, but adding things like more lvl3 structures.
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overkill
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Post by overkill »

anyone got any ideas for a lvl 1 core kbot
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

Yeah. It's small, has a la-ser, and has a name that reminds us of an assault rifl-

Er, wait... they already did that? Are you sure? We can't call it the Steyr, or something? :roll:
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

Cheese helmet PW by gnome. Core's way to express their feelings about arm.
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overkill
Posts: 500
Joined: 02 Sep 2006, 01:15

Post by overkill »

u mean my avatar :P
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overkill
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Joined: 02 Sep 2006, 01:15

Post by overkill »

does anybody like the idea of moble dt's
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overkill
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Post by overkill »

does anybody like the idea of moble dt's
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