"Absolute Annihilation" version X.X - Page 2

"Absolute Annihilation" version X.X

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.

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CautionToTheWind
Posts: 272
Joined: 30 May 2006, 17:06

Post by CautionToTheWind »

People who expect special treatment and exemption from the rules on the first release of a derivative work are not useful to the project or community and the stopped development of "aa5" and current confusion are a small price to pay for their leaving.
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Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

kuqa wrote:Well there is one mod coming up to change the future of all TA based mods, one mod so thoroughly playtested that its the first one that you can call professionally developed.

Yes, im talking about Complete Annihilation.
I wouldn't say that yet, CA is far from complete.

The epic to-do-list :

0. Pimp unit models, if possible.
1. Fix all texture errors / if any.
2. Fix all long-standing-TA annoyances model/script-wise.
3. Make SFX for all units.
4. Tweak and optimize SFX.
5. Figure out an excellent role-based balance approach.
6. Test test test test test test (1000000x)
7. Ruhleese!
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Also CA will have different gameplay then BA, and considering ppl are lazy to learn... would be cool if the pie was like 33% XTA 33% CA 34% BA 10% Fun Ta


I know its not 100% but who cares
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jackalope
Posts: 695
Joined: 18 Jun 2006, 22:43

Post by jackalope »

Foxomaniac wrote:
kuqa wrote:Well there is one mod coming up to change the future of all TA based mods, one mod so thoroughly playtested that its the first one that you can call professionally developed.

Yes, im talking about Complete Annihilation.
I wouldn't say that yet, CA is far from complete.

The epic to-do-list :

0. Pimp unit models, if possible.
1. Fix all texture errors / if any.
2. Fix all long-standing-TA annoyances model/script-wise.
3. Make SFX for all units.
4. Tweak and optimize SFX.
5. Figure out an excellent role-based balance approach.
6. Test test test test test test (1000000x)
7. Ruhleese!
sounds like it'll never be finished tbh
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

well then don't wait for it to finish go help test it now :P

talk to one of the developers im sure they'll set you up
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Next version of our mod will be called 'Absolute Annihiliation v19.44'

We expect a large increase in playerbase
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LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

flop wrote:Matt, thats because BA isnt near as broken as 2.23 was, it will take more time if its going to happen. Like isaac said, AA 2.23 was one of the most broken mods spring has ever seen. Your logic doesnt really hold up.
So you're arguing BA sucks, but doesn't suck too bad and therefore that's why it's played a majority of the time? Oo I already said BA has some flaws that will be worked on...
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

smoth wrote: GO

GO

GO
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Can't you work your little issues out elsewhere? :P
Last edited by rattle on 30 Apr 2007, 19:17, edited 1 time in total.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

el_matarife wrote:...Besides, I'm sure Nixa like most of the rest of us probably assumed you were gone and too busy to come back. He started his fork because he liked AA...
FYI: Nixa is a unicorn. Wait, did I say "unicorn"? I meant "female spring player". Sorry, I get my mythical unbelievable creatures confused sometimes. Just thought you ought to get your pronouns straight.
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Felix the Cat
Posts: 2383
Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

Lies! There are no wimmenz in the internets.
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Isaactoo
Posts: 124
Joined: 08 Dec 2004, 21:53

Post by Isaactoo »

Caydr, would it be Ok for people to make variants that have dependencies on AA which would force people to have Absolute Annihilation; Like the (H) hovercraft commanders variant, or my (S) Stargate variant?

Also, on a very different topic, do/could you release your work on GEM & AWS? Many people, including myself, were anxious to play around with those mods (even if they aren't stable in Spring).
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

As most of you probably understand, Fun:TA was not put together as a replacement per se for BA, CA, AA, or whatever the heck else A. It was put together (I keep saying "Put Together" because technically I didn't really "make" anything) for the exact purpose of making TA more fun, and anyone who has played it cannot deny that it is a really fun mod. Hell even all the EE people like it.

The original purpose was to put together a TA mod that I liked so that I could play single player vs bots (which I do quite frequently). I never actually intended on releasing it for community consumption, but with enough coaxing I gave in.

Lookit. I balanced TA for spring within 1 week, meaning I have accomplished in 1 week what has taken nearly 10 years for other people to do. AA, BA, CA, and the rest could stand to learn from it. OTA fell quite short of it's goals in many ways. I liked supcom single player, but as I have learned from a few multiplayer game, CT still knows jack about how to balance an RTS.

Now make no beans about it, CA will pwn every other TA makeover in spring, and I have been debating on whether to get involved or not. It means a lot of time doing nothing but tedious bullcrap that no one else but me is willing to do, and I'm not sure I want to make that commitment, but on the other hand it would be nice to have a TA clone in spring that I actually like (besides Fun:TA, as it focuses only on the core gameplay of OTA:CC with only 2 or 3 3rd party units)). Speaking of which, I need to get ahold of fox again, but meh.

Look, while AA may have been Caydr's baby, everyone knows that caydr was the person behind it. It doesn't matter who tries to release another AA version or whatever, AA immediately brings to mind the name Caydr. Look, caydr, it's in many ways your own fault that AA gets butchered in 1000 different ways. Maybe instead of simply arbitrarily changing numbers you should have actually tried to balance it. The fact that AA was a different game with every release is the reason stuff like this happens, and the blame rests soley on your own shoulders, but you were too busy soaking up the attention to really give a crap. In the end all this stuff is nearly 100% cavedog/atari property, so squabbling about it is completely stupid.

In short, I don't believe that caydr has a leg to stand on here, other than simply asking very nicely that no one use that name for a TA clone. It is not his property any more than Fun:TA is my property, and it never will be.

All imo, doesn't really matter if people agree with me or not, it is what it is.
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Boirunner
Kernel Panic Co-Developer
Posts: 811
Joined: 05 Feb 2007, 14:24

Post by Boirunner »

Forboding Angel wrote:In short, I don't believe that caydr has a leg to stand on here, other than simply asking very nicely that no one use that name for a TA clone. It is not his property any more than Fun:TA is my property, and it never will be.
While this might be correct in a strictly legal sense, I believe this view to be morally very questionable.

Releasing a mod with the same name and a higher version number without the permission of the person who maintained it for years is just something you don't do. You should at the very least change the name and give credit to the original designer.

I don't think it matters if you like Caydr or not. He made the mod we've been playing for years. And he invested a lot of time and effort in it. You can't just go and release stuff under his name because of the instant publicity against his wishes.
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Day
Posts: 797
Joined: 28 Mar 2006, 17:16

Post by Day »

Hey, i never intended to make BA, it was just that AA 2.23 was so horrible i had to, and with that i couldnt help myself to fix somemore, and then it got kinda popular
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PicassoCT
Journeywar Developer & Mapper
Posts: 10453
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

smoth wrote:nope, as a person who has a NON-BA project, I can tell you that people are going to work into a frothing fanboy rage. I have been waiting for the ba and aa fanboys to tear each other's throats out!


GO

GO

GO
In thr right corner Cadyr the Returner - and the AASuperfriends AND in the left corner... Forboding Angle - so get ready, steady - Fight!

... I have to admit i never knew how much fun trolling can be! I have got to try this in other Boards.. :wink:
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Ishach
Posts: 1670
Joined: 02 May 2006, 06:44

Post by Ishach »

picassoCT is my favourite poster
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

meh, tbh I don't care enough to argue.
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Cabbage
Posts: 1548
Joined: 12 Mar 2006, 22:34

Post by Cabbage »

look like FA has set the world to rights again ^^

For your next trick, could you spend 20 minutes fixing up those pesky vista drivers? I'm sure people would be very appreciative.

Also, if you've got a minute or two, would you mind helping me perfect commercial fusion power generation? I've been trying for the last few decades, but im sure with your help we'll have it sorted by tea time!
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LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

Also solve the trouble in the middle east plx. :P
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