Fun:TA v15 Released!
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Forb take a look at the AK:s and wezels, srsly ~_~
1 of them can take 1 samson down in 3 sams vs 1 ak situation , while remembering that a samson costs triple the price of an ak
also there is no stopping them with llts, since they have the same HP , 2-3 can down a llt e-zily, i even nanoshielded the llt up with metal storage.
Like zenka said, theyre a walking llt, but faster and costing nothing to build
The replay can be found here (Provided by zenka <3 )
http://lassie.student.utwente.nl/vliet/ ... 74b3-2.sdf
1 of them can take 1 samson down in 3 sams vs 1 ak situation , while remembering that a samson costs triple the price of an ak
also there is no stopping them with llts, since they have the same HP , 2-3 can down a llt e-zily, i even nanoshielded the llt up with metal storage.
Like zenka said, theyre a walking llt, but faster and costing nothing to build
The replay can be found here (Provided by zenka <3 )
http://lassie.student.utwente.nl/vliet/ ... 74b3-2.sdf
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Sleksa wrote:Forb take a look at the AK:s and wezels, srsly ~_~
1 of them can take 1 samson down in 3 sams vs 1 ak situation , while remembering that a samson costs triple the price of an ak
also there is no stopping them with llts, since they have the same HP , 2-3 can down a llt e-zily, i even nanoshielded the llt up with metal storage.
Like zenka said, theyre a walking llt, but faster and costing nothing to build
The replay can be found here (Provided by zenka <3 )
http://lassie.student.utwente.nl/vliet/ ... 74b3-2.sdf
Good god, ak's were so unbalanced. Sorry about that. It is fixed now.
About using sams/slashers vs ground. Stop. That is not their purpose. They can serve as backline support if absolutely necessary, and their main purpose is anti-air. If you want rocket units that will deal good damage to enemy ground units, use rockos/storms.
The irritating thing is. I coulda sworn that I put all llt's at 400 health. Meh, guess not. They are now tho. Some testing to see if I made them imba this version would be greatly appreciated.
I don't get much of a chance to play unfortunately (except I tend to play vs 3 kai's a lot) unless on the weekends as I'm generally really busy. I really appreciate the help sleksa, you have in many ways been a godsend to tightening up the corners of near perfect balance.
BTW I changed the ak around a good bit. They now have 200 health, are every bit as cheap, and a fast firing laser that does 5 damage per shot (good for taking down econ buildings like mexes solars and windgens etc. I sped them up a hair as well and gave them a sight distance of slightly over half of a radar tower, making them very nice for scouting.
Takes 5 of them to kill 1 undefended, un-dt'd llt (and that was before the llt slight health boost). So things should be good ;p
New version uploaded.
- TheRegisteredOne
- Posts: 398
- Joined: 10 Dec 2005, 21:39
Do you know who made this picture?

Credit goes to Ender
EDIT: the original creator says the following

Credit goes to Ender
EDIT: the original creator says the following
Does anybody have an account with the site that this is hosted on:
http://spring.unknown-files.net/picture/2759/0/
If you do, could you either get me the admin's email or send an email yourself that that is MY render that is being used and as far as I can tell there is no credit being given to me, nor was I ever asked for permission to have it used. I know this probably seems like a trivial issue to most, or that I'm over reacting since it is just a mod. However, if the person had simply asked me beforehand, I would take no issue with it assuming that they didn't filter it and then not give me credit.
Thanks for that, but could you ask them also to put credit somewhere within their release notes? Even just a little line at the bottom of the readme files would be fine.
- Forboding Angel
- Evolution RTS Developer
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- Joined: 17 Nov 2005, 02:43
Well I never knew who made it, I just had it lying around.
I can easily change the picture, it just happens to be a really pretty one that I like a lot.
I have no idea how to get ahold of him, it you would be so kind TRO, let me know if he has an issue with me using it as long as credit is given. Now that I know who did it I'll be happy to. I had no idea that the creator was still around. I thought it was just one of those images created years and years ago whose creator went to other things.
DO me a favor and apologize for me. I never meant any harm, and if he wants me to take it out I will release a new version immediately without that render.
When I know if it's ok or not I'll either add credits or take it off (just because I don't wanna do something then have to re-do it hours later).
Other than that, anyone have any comments on AK's new role/balance?
I can easily change the picture, it just happens to be a really pretty one that I like a lot.
I have no idea how to get ahold of him, it you would be so kind TRO, let me know if he has an issue with me using it as long as credit is given. Now that I know who did it I'll be happy to. I had no idea that the creator was still around. I thought it was just one of those images created years and years ago whose creator went to other things.
DO me a favor and apologize for me. I never meant any harm, and if he wants me to take it out I will release a new version immediately without that render.
When I know if it's ok or not I'll either add credits or take it off (just because I don't wanna do something then have to re-do it hours later).
Other than that, anyone have any comments on AK's new role/balance?
hehe, i originally intended to get 2-3 sams to prot my lab on that match and then push day's expo on the middle (he likes llts and samsons shoot further)
What comes to the ak, it sounds ok, im still worried about massed wezels tho, since they cost as much as a ak and have around 600 range, i think i saw a guy get like 30 of these and they could easily hold out against flashes.
Not sure about them being imba though since i wasnt really paying attention to it.
What comes to the ak, it sounds ok, im still worried about massed wezels tho, since they cost as much as a ak and have around 600 range, i think i saw a guy get like 30 of these and they could easily hold out against flashes.
Not sure about them being imba though since i wasnt really paying attention to it.
I was about to suggest to change the rocko back to one (stronger or faster reloading) rocket and give the storm two medium damage rockets (or was it like that? Can't remember).
Quite a few scripts need an overhaul too as there are the same issues other mods have which use these scripts/models (BOTA, NOTA and some more).
Quite a few scripts need an overhaul too as there are the same issues other mods have which use these scripts/models (BOTA, NOTA and some more).
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
rocko's do 10 damage less than storms.
looked it up again... it's actually 5 less.
And smoth,
Unless he gets back to me via some form of communication, the render will simply be removed in the next version. I already have a very nice replacement.
About weasels/jeffys, they will receive a damage nerf, not a very large one, as you have to have a whole bunch of them in a huge group for them to be effective by themselves, but a small nerf will have a large impact. Currently they do 12 damage per shot with a reload of .125, I will reduce the damage to 7. Flashes and gators are gonna get about a +2 damage increase as they's a little weak atm. Raiders and stumpies will still be the main force behind them. Just I think I made them a tad too weak.
Due to the way that many of the units work, there must be a lot of them to really be truly effective, which is why mixed unit groups work so well. It's going to stay that way.
looked it up again... it's actually 5 less.
And smoth,
Unless he gets back to me via some form of communication, the render will simply be removed in the next version. I already have a very nice replacement.
About weasels/jeffys, they will receive a damage nerf, not a very large one, as you have to have a whole bunch of them in a huge group for them to be effective by themselves, but a small nerf will have a large impact. Currently they do 12 damage per shot with a reload of .125, I will reduce the damage to 7. Flashes and gators are gonna get about a +2 damage increase as they's a little weak atm. Raiders and stumpies will still be the main force behind them. Just I think I made them a tad too weak.
Due to the way that many of the units work, there must be a lot of them to really be truly effective, which is why mixed unit groups work so well. It's going to stay that way.
Last edited by Forboding Angel on 20 Apr 2007, 07:26, edited 1 time in total.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
On a map with nice deep water, give yourself a few cor torpedo seaplanes (corseap) and a ship with a good few HP (destroyer will do).
Get the seaplane to land near the destroyer. Once they have all landed and settled in, tell them to attack the destroyer.
Watch the luls. Try moving the destroyer about and watch what the torpedoes do.
I believe this is a peculiarity due to the way water weapons work. They take on the velocity of the shooter but behave otherwise as guided weapons while underwater. Due to the fact that the weapon has a very low velocity, and it is this (not their actual velocity) which is used to calculate when they reach their max range, they seem to never actually reach max range. Thus, they will keep tracking their target until they hit something and blow up. The armseap doesnt do this, as it has a high weaponvelocity.
Its not much of an exploit, but i suppose you could get 100 torpedoes spinning around a destroyer, and then drive it straight into the enemy fleet (with your torpedoes as 'escorts').
Get the seaplane to land near the destroyer. Once they have all landed and settled in, tell them to attack the destroyer.
Watch the luls. Try moving the destroyer about and watch what the torpedoes do.
I believe this is a peculiarity due to the way water weapons work. They take on the velocity of the shooter but behave otherwise as guided weapons while underwater. Due to the fact that the weapon has a very low velocity, and it is this (not their actual velocity) which is used to calculate when they reach their max range, they seem to never actually reach max range. Thus, they will keep tracking their target until they hit something and blow up. The armseap doesnt do this, as it has a high weaponvelocity.
Its not much of an exploit, but i suppose you could get 100 torpedoes spinning around a destroyer, and then drive it straight into the enemy fleet (with your torpedoes as 'escorts').
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
lol, wow, that's working way too hard hehehe.
BTW, unless I decide that there is something here I don't like, this could very well be the last version of Fun:TA. As I originally stated, I do not plan on spending the rest of my life on this (other than making sure it works in new spring versions etc), which brings me to my point...
Does anyone see any problems? I've been playing in compstomps for a while now with this version and I haven't seen anything, however, I figured it would be worth checking up on.
BTW, unless I decide that there is something here I don't like, this could very well be the last version of Fun:TA. As I originally stated, I do not plan on spending the rest of my life on this (other than making sure it works in new spring versions etc), which brings me to my point...
Does anyone see any problems? I've been playing in compstomps for a while now with this version and I haven't seen anything, however, I figured it would be worth checking up on.