----

----

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

Post Reply
hawkki
Posts: 222
Joined: 01 Jan 2006, 19:47

----

Post by hawkki »

----
Last edited by hawkki on 13 Dec 2006, 19:03, edited 9 times in total.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Do you like TA's theme, but got bored on the countles oTA imitating variants out there?
Yes.

I am really tempted to crack a joke involving kettles and black, but I think I'll just... not bother.
jellyman
Posts: 265
Joined: 13 Nov 2005, 07:36

Post by jellyman »

Any reason why this is different to the other OTA variants? What does changing the gameplay to a more tactical approach mean? Would like to know more of what I would be getting into before I download another mod - especially one that is 'heavy work in progress'.

Does this buff air so you can expect more use of air compared to land? Make any starting factory equally viable, but have a different flaour? Make it harder to porc? Have a simpler resource model so you can focus on fighting? Or what?
ZellSF
Posts: 1187
Joined: 08 Jul 2006, 19:07

Post by ZellSF »

changelog.txt wrote:ARMCOM MaxDamage 3000 -> 4500
ARMCOMLASER reloadtime halved -> 0.2, Weapon made fearsome

ARM Buildings

ARMEYES SightDistance doubled
ARMRAD RadarDistance doubled
ARMLLT & HLLT
ARM_LIGHTLASER Weapon range doubled -> 860
ARM FRT
ARMRL_MISSILE Weapon range doubled -> 1530
ARMDL
COAX_DEPTHCHARGE Weapon range doubled -> 1160


ARMHLT
ARM_LASERH1 Weapon range doubled -> 1240
ARMGUARD
ARMFIXED_GUN Weapon range doubled -> 2440, WeaponVelocity quaded -> 1800
ARMFIXED_GUN_HIGH Weapon range doubled -> 2440, AoE 192 -> 256
PACKO
GA2 Weapon range doubled -> 1680
ARMCIR
ARM_CIR Weapon range doubled -> 2400
TAWF001
TAWF001_weapon Weapon range doubled -> 950
DCLAW
DCLAW Weapon range doubled -> 880

MERCURY
ADVSAM reloadtime halved -> 9.375
ARMARAD RadarDistance doubled -> 7000, SightDistance -> 1640
ARMSD IntrusionSightDistance doubled -> 480
ATMGATE
REPULSOR Range 350 -> 550
ARMAMB
ARMAMB_GUN range doubled -> 2640, weaponvelocity quaded -> 1800
ARMAMB_GUN_HIGH range doubled -> 2640, weaponvelocity doubled -> 880 (ballistic)
ARMPB
ARMPB_WEAPON range doubled -> 1460, weaponvelocity doubled -> 1600
ARMANNI
ATA range doubled -> 2800, energypershot doubled -> 3000
ARMBRTH
ARM_BERTHACANNON areaofeffect 192 -> 256


ARM Aircraft

ARMTHUND
ARMBOMB Weapon made fearsome
ARMPEEP RadarDistance doubled -> 2280, SightDistance doubled -> 1730
ARMFIG MaxVelocity doubled -> 19.28
ARMATLAS MaxDamage doubled -> 480
ARMKAM MaxDamage doubled -> 700

ARMBRAWL
EMG_VTOL made fearsome
ARMLANCE MaxDamage doubled -> 3454
ARMHAWK MaxVelocity doubled -> 23.92
ARMPNIX
ARMADVBOMB Weapon made fearsome
ARMDFLY MaxDamage doubled -> 2100
ARMAWAC Cruisealt doubled -> 320, RadarDistance doubled -> 5000, SightDistance doubled -> 2550

ARM Vehicles

ARMCV MaxDamage doubled -> 2480, Workertime doubled -> 180
ARMBEAVER MaxDamage doubled -> 1850, Workertime doubled -> 160
ARMFAV MaxVelocity doubled -> 12.8
ARMFLASH MaxVelocity doubled -> 7.5, SightDistance doubled -> 598
EMGx Weapon range doubled -> 360
ARMPINCER SightDistance doubled -> 480
ARM_PINCER_GAUSS Weapon range doubled -> 610, WeaponVelocity quaded -> 1800
ARMSTUMP MaxVelocity doubled -> 6.446, SightDistance doubled -> 650
ARM_LIGHTCANNON Weapon range doubled -> 700, WeaponVelocity quaded -> 900
TAWF013 MaxVelocity doubled -> 3.916, SightDistance doubled -> 728
TAWF113_weapon Weapon range doubled -> 1420, WeaponVelocity doubled (ballistic) -> 540
ARMJANUS SightDistance doubled -> 650
JANUS_ROCKET Weapon range doubled -> 880
ARMSAM SightDistance doubled -> 871
ARMTRUCK_MISSILE Weapon range doubled -> 1200

ARM Adv. Vehicles

ARMBULL MaxVelocity doubled -> 3.674, SightDistance doubled -> 988
ARM_BULL Weapon range doubled -> 920, WeaponVelocity quaded -> 1200
CONSUL MaxVelocity doubled -> 3.75. SightDistance doubled -> 1000
ARMACV MaxDamage doubled -> 3720, Workertime doubled -> 500
ARMCROC SightDistance doubled -> 744
ARM_TRITON Weapon range doubled -> 960, WeaponVelocity quaded -> 1160
ARMLATNK MaxVelocity doubled -> 6.452, SightDistance doubled -> 780
Armlatnk_weapon Weapon range doubled -> 640
ARMST MaxVelocity doubled -> 4.994, SightDistance doubled -> 988
ARM_TRITON Weapon range tripled -> 640, WeaponVelocity quaded -> 1800
ARMMERL
ARMTRUCK_ROCKET Weapon range doubled -> 2420
ARMMANNI
ATAM Weapon range doubled -> 1900
ARMSEER MaxVelocity doubled -> 4.048, RadarDistance doubled -> 3400, SightDistance doubled -> 2000

//CORE Vehicles

//CORE Adv. Vehicles

//CORGOL MaxVelocity doubled -> 2.86. SightDistance doubled -> 790
// COR_GOL Weapon range tripled -> 1650, WeaponVelocity quaded -> 1240
//CORREAP MaxVelocity doubled -> 3.75. SightDistance doubled -> 988
// ??? Weapon range tripled -> 1320, WeaponVelocity quaded -> 1360
Edit: Ok, tried it a bit, most of it seems just to be increasing ranges just for the purpose of increasing ranges. I can't see this mod being any fun at small maps.

Second, why I have to go vehicles first to go k-bots confuses me. Lots.

This really seems like random changes at best :/
hawkki
Posts: 222
Joined: 01 Jan 2006, 19:47

Post by hawkki »

your not supposed to go kbots yet :/

Did some playtesting and only thing way off was the rate of fire of the cannon weapons.
ZellSF
Posts: 1187
Joined: 08 Jul 2006, 19:07

Post by ZellSF »

I saw you played a game, and I hope you're not basing your mod on Small Supreme Chokepoint. Would explain why all the ranges are too large...

And why am I not supposed to go k-bots early? While I found the changelog, some reasons for the changes would be nice :/
User avatar
rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

needs work

Post by rcdraco »

WHY DOES ARM GET STUFF BUT NOT CORE WTFs MAN :!: :!: :!: :!:
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Yawn...
hawkki
Posts: 222
Joined: 01 Jan 2006, 19:47

Post by hawkki »

This was intended for only the curious people, the rest of you go play AA for some time, so that we can get this AAR in such a shape that its ready for the publics (not beta anymore).
User avatar
jackalope
Posts: 695
Joined: 18 Jun 2006, 22:43

Post by jackalope »

hawkki I suggest you just enjoy this by yourself because to be honest I don't think it will be very attractive to most players, especially serious ones.
hawkki
Posts: 222
Joined: 01 Jan 2006, 19:47

Post by hawkki »

Today i sat my extra holiday making this mod and gametesting, and i must say that now it really is something different and plays well.

I scrapped almost all work i had done working on this before, I actually made a plan this time:). Much time got wasted when i tried to get a vlaunch missile that looked natural, but it seems to be so hardcoded that its impossible.

I realize that it takes time to pump out a good mod, but spare time is something that i havent got enough of. Thats why i decided that the first version will only have T1 and T2 tanks. The roles are modified heavily, and T2 does not anymore render T1 useless.
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

Will there be another release?
Post Reply

Return to “Game Development”