Absolute Annihilation 2.23 - Page 29

Absolute Annihilation 2.23

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Caydr
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

Wow, this new sound system really is quite good. I've already got it in place, in fact. I've got my speakers at like 100% and got a huge battle going without my speakers crackling or being damaged, all sound channels on, and no sounds (excepct ones you'd want) are completely overwhelming.
Lippy
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Joined: 16 Jul 2006, 00:24

Post by Lippy »

Caydr wrote:Wow, this new sound system really is quite good. I've already got it in place, in fact. I've got my speakers at like 100% and got a huge battle going without my speakers crackling or being damaged, all sound channels on, and no sounds (excepct ones you'd want) are completely overwhelming.
Sounds nice!

EDIT: pun not intended..
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Cabbage wrote:It's a plasma shield/repulsor, it should stop all plasma shot regardless of where they come from.
No, I don't think plasma is balanced for being interceptable and weapon types weren't chosen with that assumption, either. Having these things block the unit-mounted artillery used to destroy defensive structures certainly isn't the intention. Of course you can use starburst weapons but unit pricing, purposes, etc weren't assigned with shields in mind.

About the commander wrecks:
A comboom should leave no wreck from other commanders as a commander hit by a comboom takes a HUGE amount of damage. I don't know what kind of severity self-destruct causes but the comboom probably causes just as much.
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Neddie
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Post by Neddie »

The metal value of a commander was severely lowered. I personally believe that no amount of crap should deprive somebody of that 2500 metal/commander reincarnate - self-destruct or no, I've come to the rational conclusion that he/she/it should always leave a corpse. The game is simply more dynamic that way.
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Ishach
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Post by Ishach »

neddiedrow wrote:The metal value of a commander was severely lowered. I personally believe that no amount of crap should deprive somebody of that 2500 metal/commander reincarnate - self-destruct or no, I've come to the rational conclusion that he/she/it should always leave a corpse. The game is simply more dynamic that way.

Quotin' all over this
Lippy
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Joined: 16 Jul 2006, 00:24

Post by Lippy »

Suggestion: Maybe decrease the damage exploding walking bombs do to other walking bombs, so they are more similar to the way mines work. At the moment they are incredibly hard to use effectively.
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Caydr
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Post by Caydr »

@Lippy: Done

Ok, I'll set commanders to always leave a wreck and we can see how that works.

Actually, the only things left are rebuilding the halberd script's weapon firing section and a couple of tweaks to the commander script.

New 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
Gunships restored to 2.11 movement stats
Wind generator energy cost eliminated
Reverted Commander script to 2.11 version, d-gun should work again
Floating radars are no longer buildable on land
Core floating radar range ring size fixed
Changed repulsors so they can no longer receive commands
Reduced gantry metal costs, buildtimes, and workertimes
Added seperator between unit name and description
Increased repulsor energy use and effectiveness
L3 units now have custom nanolathing colors
Regular L3 mechs besides krogoth are now paralyzer-resistant
Nuke, EMP, Tacnuke launchers "should" no longer empty their entire
stockpile once given an attack order
Implemented improved weapon loudness system
Crawling bomb vs crawling bomb damage reduced
Reduced volume of Warning1 and Warning2
Halberd fires properly now
Increase commander arm raising speed
Commander always leaves a wreck now
Total unit count is actually 366, there was an undeleted FBI file
that wrecked the count
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.
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

poison arrow is a kickass name! theres even a frog species called 'posion arrow' :( :( :(
REVERT ;.; REVERT YA B**TARD
Image
can you look him in the eye and say that?
Seriously I think the name kicks ass. Kraken on the other hand...wtf O.o
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Snipawolf
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Post by Snipawolf »

Poison Arrow frogs are deadly, yet so cute you wanna hug 'em.. Then die from the poisoning effects...
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Neddie
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Post by Neddie »

Kraken is an age-worn name I can support.
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Snipawolf
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Post by Snipawolf »

I like both names..
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jackalope
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Joined: 18 Jun 2006, 22:43

Post by jackalope »

Min3mat wrote:posion frog pictures
someone model that frog and make it a unit plz
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

I will, but I can't guarantee it won't be a mutated freak alien.. Or maybe I won't do it to the poor wittle fwoggy..
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LordMatt
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Joined: 15 May 2005, 04:26

Post by LordMatt »

jackalope wrote:
Min3mat wrote:posion frog pictures
someone model that frog and make it a unit plz
+1
danzel
Posts: 56
Joined: 30 Sep 2005, 01:49

Post by danzel »

The modelled frog can go in Xect vs. Mynn if its not used in AA :)
Wind generator energy cost eliminated
Are you sure that is so wise? I mean even the metal makers have a metal cost now.
Maybe just lower it, although I don't think there was anything wrong with the current cost.
Other peoples thoughts here?
Last edited by danzel on 17 Oct 2006, 05:20, edited 1 time in total.
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Neddie
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

Well, I might support a lower E cost, but a removal is a little much.
raneti
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Joined: 21 Sep 2006, 00:12

Post by raneti »

shields suck!(2.21) artillery can go even through 2 shield at once, sometimes even 3 and kill the shields; 2-3 shields are 6600 - 9900 metal, good job...
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LOrDo
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Joined: 27 Feb 2006, 00:21

Post by LOrDo »

Removal? No no no no no...

Shields have always sucked ass raneti. I guess thats how caydr wants them to be.
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Ishach
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Joined: 02 May 2006, 06:44

Post by Ishach »

Krakens are cooler okay


Image
raneti
Posts: 148
Joined: 21 Sep 2006, 00:12

Post by raneti »

t2 tanks should not walk over dragon teeth, they are useless because t2 is reached fast. In TA you had to destroy those.

Or at least call them milk teeth instead :P
Last edited by raneti on 17 Oct 2006, 08:43, edited 2 times in total.
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