Absolute Annihilation 2.11 - Page 167

Absolute Annihilation 2.11

All game release threads should be posted here

Moderator: Moderators

User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

My alter-ego (ha ha) is Altor. Occasionally, if I'm feeling especially saucy, just Alt.

Remember this? Look closely.
Image
el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Post by el_matarife »

REVENGE wrote: I think that's compensated by its very long reload time right?
Ahh, okay. I was poking through the weapons tdf, found that huge damage number and had this big "What" moment when I noticed that seems to have the biggest EMP damage per shot or something crazy. I've been really surprised how effective EMP weapons are. I got nailed by those ARM EMP spiders yesterday which made me poke around and look at the EMP damage on those. I also did some testing of the .73 beta which made me realize that EMP disables antinukes and I think shields (I tested it but can't remember the result). If you really enjoy micro, the spy self destruct is 45 seconds of stun assuming it does enough damage, put that in one of your opponents base next to something important and enjoy.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Dragonfly's only got one opportunity to stun its target, so I figured I better make sure it has a very good success rate, you know?
spy self destruct is 45 seconds of stun assuming it does enough damage, put that in one of your opponents base next to something important and enjoy.
Oh yes, most definitely enjoy that one ^^
User avatar
EXit_W0und
Posts: 164
Joined: 22 Dec 2005, 01:33

Post by EXit_W0und »

Are there going to be any changes to the lyche? Just it seems too expensive to be worthwhile building. (edit: scratch that last statement i missed the change :p)
Also, its more of an engine thing but it never fires at the target you want :/
(just everything else)
Even on hold fire.
Would it be an idea to make it a bomb rather than a rocket at least until the weapons code is changed to behave itself?
Last edited by EXit_W0und on 27 Sep 2006, 04:04, edited 1 time in total.
esteroth12
Posts: 501
Joined: 18 May 2006, 21:19

Post by esteroth12 »

Idea!!!11

Make the liche have fuel, but it runs out completely when it drops its bomb... that way it can be as powerful as an OTA nuke (witch is half as powerful as a normal Arm nuke, and remember, its very, very, very, very easy to use AA to knock down a liche... or fighters...)
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Emm.. no.

I'll see if I can make liche only fire on the target it's given.
User avatar
LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

I think the problem is likely related to this one
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Hmm.....................

Ok, I'll fix that one too.

~~~

My final todo list is now down to about 6 things... Some of them are just largish things I'm not too anxious to start on tonight, some of them I'm waiting for replies from a certain individual whose names I won't mention, Argh.

I should be able to put out a second beta tomorrow.
Last edited by Caydr on 27 Sep 2006, 05:51, edited 1 time in total.
User avatar
REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Post by REVENGE »

Please don't post exploits, pm them in the future. -your friendly neighborhood Decimator
User avatar
REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Post by REVENGE »

Ah, thanks for the reminder Deci. Good thinking.
Axel
Posts: 14
Joined: 11 Jun 2006, 23:29

New units sugestion

Post by Axel »

Unit sugestions to make an underwater Base independent of surface:

Pop-Up underwater LR Plasma Batery (range is half of Big Bertha' range - max)
Pop-up Adv. Underwater Flak Gun and/or
Underwater AA missile Launcher (launches missiles like atomic subs do)
Balistic missile Sub (like a missile frigate but shorter range also with UW AA missiles)
UW antynuke
UW amphibious factory (already there but make it stick to the ocean floor, not float right below water surface because it's still vulnerable to Pasma artilery)

Also I've noticed that there are no floating Hovercraft factories. Can you make the land versions to mbe built over water as well??

And a Final question:
With what do you make .sdz archives??
User avatar
LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Re: New units sugestion

Post by LordMatt »

Axel wrote: Also I've noticed that there are no floating Hovercraft factories. Can you make the land versions to mbe built over water as well??
Lol! This makes it real hard to take the rest of your post seriously. Play the mod a bit more before you start posting on it.
User avatar
Weaver
Posts: 644
Joined: 07 Jul 2005, 21:15

Re: New units sugestion

Post by Weaver »

Axel wrote:With what do you make .sdz archives??
I am fairly sure they a just .zip renamed.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Re: New units sugestion

Post by Caydr »

Weaver wrote:
Axel wrote:With what do you make .sdz archives??
I am fairly sure they a just .zip renamed.
That's right.
esteroth12
Posts: 501
Joined: 18 May 2006, 21:19

Post by esteroth12 »

and .sd7 is 7-zip

isn't that what Caydr is using anyway?
User avatar
Aun
Posts: 788
Joined: 31 Aug 2005, 13:00

Post by Aun »

7zip has higher compression than zip (smaller filesize) but takes longer to decompress at startup, which isn't really noticeable...
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

7z can't compress as well as an uncompressed zip when i zip up the whole package. And I can't distribute as 7z packages, since maybe 5% of spring players have 7zip.
User avatar
Aun
Posts: 788
Joined: 31 Aug 2005, 13:00

Post by Aun »

7zip comes with Spring IIRC, but I was referring to sdz and sd7.

EDIT: Nevermind, just the console version...
Axel
Posts: 14
Joined: 11 Jun 2006, 23:29

Post by Axel »

Axel wrote:

Also I've noticed that there are no floating Hovercraft factories. Can you make the land versions to mbe built over water as well??

Lol! This makes it real hard to take the rest of your post seriously. Play the mod a bit more before you start posting on it.
Sorry, my mistake, confused it with XTA...

Well.about those units, do you think they will be adopted in AA??
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

I've tweaked the existing underwater factory so it rests on the sea bottom now. You can have anti-nukes by building carriers. Beyond that, I can't say whether or not AA will get anything like that. I've considered things like that but I haven't been able to find a pop-up script that's to my liking and works 100% of the time.

Image
Locked

Return to “Game Releases”