Fun:TA Finished Released!
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I was reading up on Spring 1944 and thought their idea of damage depending on the range of the shot was quality. The tank battles would be ridiculously balanced if the light tanks had to get in close to do optimal damage against the big boys. Never liked the one damage fits all situations of the ta weapons profile. Something like that would make emg guns in the game pointless for edge of range spam. (i.e. brawler spam)
Inversely, battleship guns were generally much more powerful when shots hit on the edge of their range opposed to straight line of sight shots. (High sloped shots hit on the thinner topside armorings as opposed to los shots into the thick side skirts.) In order to model devastating close-in shots you can always slave another weapon slot to fire an invisible shell alongside the primary shot that does damage but is limited to a few hundred pixels of range so its only used in those situations. At least I think that is how it works. :)
And did anyone see this? http://spring.clan-sy.com/phpbb/viewtop ... ge+quality
When it gets in the engine this will make missile balance easier to achieve.
Inversely, battleship guns were generally much more powerful when shots hit on the edge of their range opposed to straight line of sight shots. (High sloped shots hit on the thinner topside armorings as opposed to los shots into the thick side skirts.) In order to model devastating close-in shots you can always slave another weapon slot to fire an invisible shell alongside the primary shot that does damage but is limited to a few hundred pixels of range so its only used in those situations. At least I think that is how it works. :)
And did anyone see this? http://spring.clan-sy.com/phpbb/viewtop ... ge+quality
When it gets in the engine this will make missile balance easier to achieve.
- [XIII]Roxas
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- Forboding Angel
- Evolution RTS Developer
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- KingRaptor
- Zero-K Developer
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- Forboding Angel
- Evolution RTS Developer
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- Joined: 17 Nov 2005, 02:43
Core Leveller was already an artillery riot gun. And then Core also has an immolator for anti-rush. Haven't tested them out specifically in FunTA. In all fairness the idea of a level 1 artillery unit might best be limited to fixed fortifications, thereby encouraging players to use mobile artillery at level 2.
I've got a serious question, especially related to the mod since morphing is working.
Are you going to take some of the flatness out of the technology trees on the next release? Having Level 1 and Level 2 seems so flat. Originally TA was meant to be 10 tech levels but they nibbled it down to 2. Perhaps you can trick out the progression a little more, give it more flesh so to speak?
Are you going to take some of the flatness out of the technology trees on the next release? Having Level 1 and Level 2 seems so flat. Originally TA was meant to be 10 tech levels but they nibbled it down to 2. Perhaps you can trick out the progression a little more, give it more flesh so to speak?
- Pressure Line
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Jeremy Clarkson summed your post up best when he said "the last time someone was as wrong as you, was when a politician steppedHotNitler wrote:all these replies and not a single user-friendly link to the mod. pffft. all of you. pffft.
off an aeroplane in 1939 waving a piece of paper in the air saying there
will be no war with Germany"
try the link to Unknown Files in the first post.
There are several problems with this post:Pressure Line wrote:Jeremy Clarkson summed your post up best when he said "the last time someone was as wrong as you, was when a politician steppedHotNitler wrote:all these replies and not a single user-friendly link to the mod. pffft. all of you. pffft.
off an aeroplane in 1939 waving a piece of paper in the air saying there
will be no war with Germany"
try the link to Unknown Files in the first post.
1) You quoted Jeremy Clarkson.
2) The link to Unknown Files in the first post doesn't work, because Unknown Files proper is down, thus making your attempt at humor worthless.
Join #funta in the lobby for the latest version.
- Forboding Angel
- Evolution RTS Developer
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I've been testing the mod last night and found like two issues:
Arm's Hovercraft con can build armalab and the Wombat's weapon is missing an explosion effect.
Three other minor things were that the Anaconda tank and Ambusher popup gun haven't had their shots recolored as well the Swatter can shoot ground units unlike all other AA units.
Arm's Hovercraft con can build armalab and the Wombat's weapon is missing an explosion effect.
Three other minor things were that the Anaconda tank and Ambusher popup gun haven't had their shots recolored as well the Swatter can shoot ground units unlike all other AA units.
- Forboding Angel
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Aha, thanks rattle. I'll fix those up. Hovercraft receive much neglect because I simply don't really care for them. I balanced them and made sure they did their job like they were supposed to, but I didn't have a whole lot of interest in making them any more special than they are currently.rattle wrote:I've been testing the mod last night and found like two issues:
Arm's Hovercraft con can build armalab and the Wombat's weapon is missing an explosion effect.
Three other minor things were that the Anaconda tank and Ambusher popup gun haven't had their shots recolored as well the Swatter can shoot ground units unlike all other AA units.
Hmm thought I had gotten all the weapon stuff tho. Meh small oversights ftl

I'll fix it tonight (I think anyway).
There will be one last major update to this particular brand of funta (at least that's the plan).
Reason being that I'm learning to model and whatnot (plus I have help from a certain someone who I'm not sure if he wants to be named or not), and my texturing is getting a whole lot better too. The game will be essentially the same but will be much more streamlined with less pork units - instead there will only 2 factories. 1 for the baseline units, and 1 factory for the specialized units. Many of the new units will probably seem really familiar when you use them as most of my ideas for specialty units are being derived from OTA, EE, Gundam, and Simbase.
I can't promise that it will happen too quickly. I need roughly around 75 total units for both sides (which about 27 per units might strike you as small unit count...). After the baseline units are done, I will be devoting a LOT of time to putting all kinds of stuff in the specialty factories.
The regular factory is basically going to serve the purpose of producing your grunt units. The specialty factory units won't all necessarily be more powerful than the grunts, they will just have very particular useful charisteristics (sp?).
BTW penetrator enthusiests will be pleased to know that the penetrators distant cousin will be in the game ;p
TO kinda let you in on progress, there are about 15 units modeled so far. SO yes, a goodly amount of work to do but not so much that it can't be handled. Besides, I'm having a lot of fun with it ;p
- Forboding Angel
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I don't think you understand what Level 2 prereq I was talking about. The level 1 con units cannot morph without a Level 2 something. It doesn't say what it is. I do not have a clue what it could be. I've built every unit on the build trees.
I've got another bug unrelated to it. The load screens are for NOTA even though you clearly have your own. I only have your mod in the mod folder and it still uses NOTA screens on loading. Is this normal?
I've got another bug unrelated to it. The load screens are for NOTA even though you clearly have your own. I only have your mod in the mod folder and it still uses NOTA screens on loading. Is this normal?
One thing to do when troubleshooting mods is to read the infolog.txt file in the spring folder. You'll be amazed how many little errors you can miss, especially textures that do not exist.
btw - someone asked for the latest:
http://forbodingangel.zjt3.com/funta-v60.sd7
btw - someone asked for the latest:
http://forbodingangel.zjt3.com/funta-v60.sd7
- Forboding Angel
- Evolution RTS Developer
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MadRat wrote:I've got another bug unrelated to it. The load screens are for NOTA even though you clearly have your own. I only have your mod in the mod folder and it still uses NOTA screens on loading. Is this normal?
Umm that's a problem with your spring install, not the mod.
It's a lv2 factory. But don't worry about it, It's all only gonna require lv1 in the future.