Complete Annihilation News - Page 21

Complete Annihilation News

A dynamic game undergoing constant development and refinement, that attempts to balance playability with fresh and innovative features.

Moderator: Content Developer

User avatar
BlueTemplar
Posts: 314
Joined: 28 Oct 2007, 22:37

Re: Complete Annihilation News

Post by BlueTemplar »

How would I do that?
User avatar
ginekolog
Posts: 837
Joined: 27 Feb 2006, 13:49

Re: Complete Annihilation News

Post by ginekolog »

Mod is getting better i see.

My Q: where are air repair pads? i use em all the time in ba when using crows.
User avatar
det
Moderator
Posts: 737
Joined: 26 Nov 2005, 11:22

Re: Complete Annihilation News

Post by det »

ginekolog wrote:Mod is getting better i see.

My Q: where are air repair pads? i use em all the time in ba when using crows.
The air repair pad is an obsolete concept. In CA, you have the more general purpose (read: always useful) nano towers. CA Also includes a gadget/widget that can make your units retreat to the nearest nano tower or commander at a certain percentage health.
User avatar
ginekolog
Posts: 837
Joined: 27 Feb 2006, 13:49

Re: Complete Annihilation News

Post by ginekolog »

khm, so which unit in CA can repair with 4*1000 nano power for 600m ? I would guess NONE, especaially not nanos with 200 nano power.

Point of air repair pad was huuuge nanopower that can be used only on air repairing, so it was balanced. Is there cost effective alternative in CA?
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Re: Complete Annihilation News

Post by manored »

I think tough that a group of nanoturrets would have the same effect and be more time-efficient, since the aircraft wouldnt have to land to get repaired...
User avatar
ginekolog
Posts: 837
Joined: 27 Feb 2006, 13:49

Re: Complete Annihilation News

Post by ginekolog »

The only aircraft that is worth repairing is krow. It has 14k life and takes long time to repair. Thats why air reparir pad has nano 4*1000, regular nano just 200. Perhaps i was the only one that actually used repair pads in BA. :roll:
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Complete Annihilation News

Post by Saktoth »

ginekolog wrote:The only aircraft that is worth repairing is krow. It has 14k life and takes long time to repair. Thats why air reparir pad has nano 4*1000, regular nano just 200. Perhaps i was the only one that actually used repair pads in BA. :roll:
I suspect so. As you said they're only useful with krows.

You only need 5 nanotowers to get the same repair for 1 krow, and you can afford about 2.5 for the cost of an air repair pad. By krow stage, you'll have 5 nanotowers around anyway. Yes its only half as cost efficient, but when your nanotowers arent repairing your krow they can do something else, which more than makes up for the cost.
User avatar
CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Complete Annihilation News

Post by CarRepairer »

Funny you mentioned this, as just yesterday I made a big change to retreat, so I might as well post the details.

Retreaters will now only retreat to where a builder is set to patrol, or set to repeat+area-repair.

Be aware that for patrol, they will only retreat to the final patrol point set, so don't make long patrol routes for the builder since retreaters will only be waiting at one point.

Note that in spring, area-repair doesn't mean the builder will go to that area. He will only start going there once a damaged unit walks into it. So put him near the area if he is far across the map. Don't forget to set him to repeat first.

Nanos with nano widget will set a patrol point on themselves so they are fine. But if you cancel that order and later reinstate it, make sure you set the nano's patrol near that nano and not outside his range, since retreaters will go to that point and the nano can't reach them.

This is experimental, so let me know the details if there are any bugs or strange behaviors.
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Re: Complete Annihilation News

Post by manored »

Repairing a near dead unit is way more efficient than to make a new one, but none seens to have the patience to actual bring units back for repairing instead of attacking till they are all dead :)
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Re: Complete Annihilation News

Post by MR.D »

Its usually better practice to just reclaim that metal, then build it safely back in your base.

Resurecting+healing takes time, and your units are highly vulnerable at a forward position anyway.

If you just make a habit of reclaiming metal and keeping a stead stream of units coming back to the front, you also have metal available for other tasks too.
User avatar
CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Complete Annihilation News

Post by CarRepairer »

manored wrote:Repairing a near dead unit is way more efficient than to make a new one, but none seens to have the patience to actual bring units back for repairing instead of attacking till they are all dead :)
And that's why there's a retreat, so you don't have to.
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Re: Complete Annihilation News

Post by manored »

CarRepairer wrote:
manored wrote:Repairing a near dead unit is way more efficient than to make a new one, but none seens to have the patience to actual bring units back for repairing instead of attacking till they are all dead :)
And that's why there's a retreat, so you don't have to.
1. My CA lua doesnt works. DAM YOU LUA! :)
2. retreat involves the unit coming all the way back and taking a lot of time to be repaired, time on wich most players prefer to have it killed to kill some more stuff.
User avatar
CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Complete Annihilation News

Post by CarRepairer »

manored wrote:2. retreat involves the unit coming all the way back and taking a lot of time to be repaired, time on wich most players prefer to have it killed to kill some more stuff.
Set a builder to patrol or repeat-repair-area just behind the front lines. With the new retreat, retreaters will go to those spots and not stray. They won't be far, and they'll return to the action when they're healed. If you want a unit to stop retreating, select it and right click on the retreat button (see the tooltip) or just don't set it to retreat in the first place.
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: Complete Annihilation News

Post by Neddie »

Retreat kind of annoys me because it replaces basic attention and micro, but on the other hand, it isn't nearly as good at effective retreats as I am with a few clicks, so go on, get softer!

Anyway, it is a matter of play style. I happen to use Rez, Repair and Reclaim often on the same front, depending on corpses, immediate threat, etc...
Krathi
Posts: 34
Joined: 28 Dec 2007, 08:58

CA's Burrower

Post by Krathi »

Is it accessable through using the Give command?
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Re: CA's Burrower

Post by Snipawolf »

In.


The.


Mods.


Own.


Thread.
Krathi
Posts: 34
Joined: 28 Dec 2007, 08:58

Re: CA's Burrower

Post by Krathi »

Ah ok.
User avatar
Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Re: Complete Annihilation News

Post by Peet »

Yay merge.
Krathi
Posts: 34
Joined: 28 Dec 2007, 08:58

Re: Complete Annihilation News

Post by Krathi »

Whoops.
User avatar
CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Complete Annihilation News

Post by CarRepairer »

Yes, .give. see caspring website. It's not going to be part of the game. The world was never meant to see it. It's too dangerous, like the jetpack. Move along, nothing to see here.
Post Reply

Return to “Zero-K”