Absolute Annihilation 2.23
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- Drone_Fragger
- Posts: 1341
- Joined: 04 Dec 2005, 15:49
This is all still experimental, I haven't even tried the changes ingame yet. Remember that everything for L2 fighters (advmissile) need to be multiplied by two to see the real value, since they have two missile launchers rather than just one.
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Last edited by Caydr on 14 Oct 2006, 20:10, edited 1 time in total.
YES!!!!! that change is made of win!changelog wrote: Removed unit "arrived" sounds (irritating!)
This change is almost made of win, L1 metalmakers do not need to cost metal.changelog wrote: Metal maker, radar tower metal cost halved
Radical XTA-like suggestion
in XTA solars cost 0 Energy, so when your solar farms get hit, you can quickly get back on your feet, provided you got metal, which makes the gameplay Fast!
In AA if your solars are getting owned you are helpless and it's very hard to get the energy back under control, even if you have a ton of metal. Think of this as in late game, you got 5 factory's pumping units, a ton of LLT's HLT's all taking E and your solarfarm is get pwned by a air drop or sudden gunships are something, then you became helpless and you lost, no way on earth you are getting back in the game.
Hmm... No, don't think so on that solar thing. Solars are, IMO, the reliable backbone of your early-mid economy. How about if I set wind generator energy cost to 0 instead?
Instead of quoting the whole thing, here's a direct link to the latest missiles.tdf: http://ta-aa.sourceforge.net/missiles.tdf
Speaking of which, I'll update the changelog:
Instead of quoting the whole thing, here's a direct link to the latest missiles.tdf: http://ta-aa.sourceforge.net/missiles.tdf
Speaking of which, I'll update the changelog:
Fixed Manticore buildpic
Reduced anti-air kbot HP by 200 (arm), 250 (core)
Annihilator health bar fixed, properly this time
Core HLT is now as tall as arm HLT
Annihilator turret height increased
Stumpy/Raider shot velocity increased by 20
Gremlin, Stumpy, Sharpshooter, Skuttle seismic ping size fixed
Commando weapon AoE halved
Goliath health increased by 500, weapon AoE increased to 256 (192)
Added the new units to armor table
Boosted bantha, penetrator BLoD strength
Increased penetrator range, decreased sharpshooter range
Juggernaut restore_after_delay script adjusted, adding its new
turrets
All units now have a small seismic signature, spies and other
stealthy/cloakable units have a larger one
Adjusted sonar and sight distances for torpedo launchers and L1
sonar stations
Flash, Peewee reload time reduced to 0.3 (0.31)
Zipper reload time increased to 1.5 (1.1), damage per shot
increased to 15 (10), shots per burst increased to 6 (5)
Flash speed increased slightly, instigator speed reduced slightly
Peewee speed, HP increased, AK speed increased slightly, HP
decreased slightly
Flash, instigator HP reduced by 20, energy cost increased by 100
Penetrator speed reduced by 0.118, HP boosted by 500
Sniper speed increased by 0.04, metal cost reduced by 40, energy
cost reduced by 3000, HP reduced by 120
Sniper firing bug fixed
Halberd energy cost decreased
Hovercraft movement speed globally increased by 10%
Fatboy metal cost decreased by 700, AoE increased to 256 (240)
Liche reload time increased to 20 (8)
Fighter damage generally rebalanced
Fixed impulse on anti-air missiles
Bombs (...from a bomber) now have 0.5 impulse (0.123)
Banisher, Fatboy impulse set to 0.6 (0.123)
Archangel, Manticore missile firepower reduced by about 20%
Leveler impulsefactor increased to 0.9 (0.5)
Janus turnrate increased, rockets set to fire with an arc and
have limited tracking now, AoE increased to 128 (96)
Fixed krogoth primary weapon typo and some corpse values
(thanks to TradeMark)
Removed unit "arrived" sounds (irritating!)
Increase standard impulse of 0.123 to 0.256
Unit and structure explosions now have higher impulse
Depth charge accuracy and tracking reduced
L1 & L2 sub reload time and damage doubled (same DPS)
Serpent HP increased 900, range reduced by 55
Leviathan HP decreased by 500, reloadtime increased by 50%,
damage increased by 60%, range increased by 10
Sub detection stats are now:
Sight = weapon range
Sonar = weapon range +10%
Boosted sonar station sight/sonar range
Torpedo bombers can no longer target anything that's not a water
unit/structure and have sonar equal to their sight range
Mines no longer flatten the ground they're built on, but now have
a lower slope tolerance
Weasel HP increased 50%, weapon damage increased 25%, maximum
speed reduced 10%, turnrate reduced 100
Jeffy maximum speed increased 10%, turnrate increased 10%
Jeffy/Weasel acceleration/brake doubled
Corvette maximum speed increased 20%, turn rate increased 5%
Destroyer turn rate decreased 5%, energy cost increased 1000
Some credit for water-related changes this version goes to Zirjin
Thanks to, eh, let's say... "Quantum Tunneling"... LRPC and RFLRPC
shots can now go through friendly units
Poison Arrow renamed Kraken, since Poison Arrow is a retarded name
Triton, Kraken movementclass fixed, sight range increased
Metal maker, radar tower metal cost halved
Merl, Diplomat rocket reload time reduced by 4, missiles should no
longer "run out of fuel" before impact
Reduced Tremor's damage per hit to 170 (190), increased impulse
significantly
Weapon definitions categorized into different files:
Cannons
Dummies
Flak
Lasers
Mines
Missiles*
Nukes
Paralyzers**
Rockets*
Units
Water
Weapons***
* Difference between "missiles" and "rockets" is that rockets are
either non-seeking, vertical-launching, slow-moving, or cannot
easily hit aircraft
** Any weapon with paralyzer=1 goes in this category, regardless of
its other properties
*** Basically, the "else" category. If something doesn't fit into
the others, it goes here.
Reverted Commander script to pre-2.2
Halberd fires properly now (thanks to Archangel)
Implemented improved weapon sound system
Last edited by Caydr on 14 Oct 2006, 20:14, edited 1 time in total.
- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56
I think he means thisCaydr wrote:Boost gunship hp 5% ?
"Gunship brake rate reduced 25%, acceleration reduced 20%, speed
reduced 15%, rotation reduced 10%"
I don't think the solar 0 metal thing is such a good idea, it's already easy enough to just stop building units for a second and make some solars and I think if someone manages to destroy your energy you should really feel it.
Nah, i like them as they are, they are already dirt cheap! However mayb build time could be decreased as a comprimise....Caydr wrote:Hmm... No, don't think so on that solar thing. Solars are, IMO, the reliable backbone of your early-mid economy. How about if I set wind generator energy cost to 0 instead?
I like the way the mods differ, AA seems much more skillful in certain areas (early game economy SOOOO different, in XTA you're going for v v v low e at all times early on, making solars only when you absolutely NEED to, whereas in AA you really need to plan ahead (in both protecting solars is fairly vital) and XTA in others (early game (and late!) zippers, t2 economy is a UTTER bitch, but insane when pulled off, etc)
Well winds are kinda useless on no-wind maps.Caydr wrote:Hmm... No, don't think so on that solar thing. Solars are, IMO, the reliable backbone of your early-mid economy. How about if I set wind generator energy cost to 0 instead?
Personally i rather have solars with 0 energy, and winds with high energy costs as winds are dirt cheap anyway.
- Foxomaniac
- Posts: 691
- Joined: 18 Jan 2006, 16:59