Absolute Annihilation 2.23 - Page 26

Absolute Annihilation 2.23

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Caydr
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Post by Caydr »

2.22 beta 1. Has everything but the new sound system, fixed corpse metal values, and fixed Halberd script.

http://prdownloads.sourceforge.net/ta-a ... p?download
Size: 143 KB (146,959 bytes)
MD5: 8AF04D9D996BF86FE10AFB35E57466CB
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Guessmyname
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Post by Guessmyname »

AA 2.21 Bug: NS Radars can be built on land (I was playing against AAI)

Image
Kixxe
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Post by Kixxe »

Guessmyname wrote:AA 2.21 Bug: NS Radars can be built on land (I was playing against AAI)

Image
Now THAT'S how the mobile radar is suposed to look! :D
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Min3mat
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Post by Min3mat »

mobile radar...now there is a good idea, constuctable (like combat constuctor) slowish moving (golly?) tier 1 radar at t1 to make up for range? that would kick SO much ass
e: NOTE HOW I DIDN'T SAY T2 >.>
Last edited by Min3mat on 14 Oct 2006, 23:26, edited 1 time in total.
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Guessmyname
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Post by Guessmyname »

There are mobile vehicular radars called 'Seers' for Arm. Though these are in OTA, I don't know if they're in AA (I think they are)
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Caydr
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Post by Caydr »

...the heck? I thought I fixed that.

~~~

Seems I only half-fixed it. Thanks for reporting.
Last edited by Caydr on 14 Oct 2006, 22:50, edited 1 time in total.
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Guessmyname
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Post by Guessmyname »

And before anyone asks, the AI was using hovercrafts. I saw a few constructors around, they must have built it.

EDIT: Can't you give it a water-only yardmap? I'll check the fbi...
Last edited by Guessmyname on 14 Oct 2006, 22:51, edited 2 times in total.
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LordMatt
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Post by LordMatt »

I agree with those who say that winds/solars should keep their energy costs as is. If someone doesn't protect their energy structures, they should suffer the consequences.
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Guessmyname
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Post by Guessmyname »

Hmm. You have given it a water-only yardmap. In that case, I have no idea what's causing this. It could be an engine bug
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Caydr
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Post by Caydr »

EDIT: Does anyone have the unitname for the NS radar?
armfrad/corfrad. I had maxwaterdepth=5; instead of minwaterdepth=5;...

Also looks like I borked the core floating radar's range ring. That's fixed too now.
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Guessmyname
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Post by Guessmyname »

Yays!
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Drone_Fragger
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Post by Drone_Fragger »

Image

Theres the shiva bug, Its with the Arm equivilent as well.
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Caydr
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Post by Caydr »

They're strangely-modeled, badly-scripted units, and I'm not going to do anything about either of those... Too much work with the only benefit being when you're taking screenshots.
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Min3mat
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Post by Min3mat »

BREAKING NEWS: Caydr Hates T3 as well

^_^ keeeeeell the t3 fac Caddy
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Drone_Fragger
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Post by Drone_Fragger »

actually, it makes them fire oddly. They aim as though they were at the normal height, but fire as if they are not.
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jackalope
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Post by jackalope »

Min3mat wrote:BREAKING NEWS: Caydr Hates T3 as well

^_^ keeeeeell the t3 fac Caddy
yes and remove T2 defenses while you are at it
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MR.D
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Post by MR.D »

naw, lets remove everything but pewees.

and we'll call it AA-Blitz
Reibuorumai
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Post by Reibuorumai »

Ahem, Why were lrpc and rflrpc shots made unblockable now? This is kinda screwy as theres no real defence for lrpc's now other then killing it, and well, rflrpc kills everything anyway.
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MR.D
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Post by MR.D »

Gonna start testing the 2.22 tonight.
Last edited by MR.D on 15 Oct 2006, 12:26, edited 1 time in total.
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Dragon45
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Post by Dragon45 »

The amphibious transport tanks, as well as the Hulk, need a good boost in their speed to make them more viable. Armor is fine, it just takes an age for them to get anywhere. They've always needed it though, TBH.
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