Fun:TA Finished Released! - Page 2

Fun:TA Finished Released!

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MadRat
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Post by MadRat »

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.
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[XIII]Roxas
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Post by [XIII]Roxas »

I absolutely love the lasers.

The annihilator, continuous laser is awesome. Great work, FA.
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Forboding Angel
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Post by Forboding Angel »

Hmm, so I've been doing some thinking... What do you guys think of having a lv1 arty veh/kbot at lv1 using the same model as the lugars/pillagers (except half range/half damage/half aoe). I'm considering it anyway...
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KingRaptor
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Post by KingRaptor »

Same model meaning same general concept, or same rendered 3d object?

It doesn't need to be exactly half everything, but yeah T1 artillery would be good.
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Forboding Angel
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Post by Forboding Angel »

I meant the principle of how the t2 arty model works in funta...

That is, large area of effect, low damage, very long range. The idea is #1 for the intimidation factor, #2 large area removal (but yes, you do need quite a few).
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MadRat
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Post by MadRat »

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.
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MadRat
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Post by MadRat »

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?
HotNitler
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Post by HotNitler »

all these replies and not a single user-friendly link to the mod. pffft. all of you. pffft.
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Pressure Line
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Post by Pressure Line »

HotNitler wrote:all these replies and not a single user-friendly link to the mod. pffft. all of you. pffft.
Jeremy Clarkson summed your post up best when he said "the last time someone was as wrong as you, was when a politician stepped
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.
tombom
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Joined: 18 Dec 2005, 20:21

Post by tombom »

Pressure Line wrote:
HotNitler wrote:all these replies and not a single user-friendly link to the mod. pffft. all of you. pffft.
Jeremy Clarkson summed your post up best when he said "the last time someone was as wrong as you, was when a politician stepped
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:
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.
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MadRat
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Post by MadRat »

Been trying to test in skirmish mode but don't see what AI to use. Any suggestions? Also cannot for the life of me figure out what level2 prereq for ARM is in the latest d/l.
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Forboding Angel
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Post by Forboding Angel »

MadRat wrote:Been trying to test in skirmish mode but don't see what AI to use. Any suggestions? Also cannot for the life of me figure out what level2 prereq for ARM is in the latest d/l.
lv2 veh plant :P
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rattle
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Post by rattle »

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.
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Forboding Angel
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Post by Forboding Angel »

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.
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.

Hmm thought I had gotten all the weapon stuff tho. Meh small oversights ftl :P

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
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rattle
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Post by rattle »

Hovercraft receive much neglect because I simply don't really care for them.
That's what I thought since everything else seemed okay for Arm.
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Forboding Angel
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Post by Forboding Angel »

rattle wrote:
Hovercraft receive much neglect because I simply don't really care for them.
That's what I thought since everything else seemed okay for Arm.
Well, they're balanced and functional, I just get all Meh when I think about them.
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MadRat
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Post by MadRat »

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?
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MadRat
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Post by MadRat »

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
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rattle
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Post by rattle »

It's a level 2 factory of course.
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Forboding Angel
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Post by Forboding Angel »

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.
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