Complete Annihilation News - Page 44

Complete Annihilation News

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

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Elkvis
Posts: 222
Joined: 03 Nov 2006, 05:18

Re: Complete Annihilation News

Post by Elkvis »

I don't see what the problem is. If you have let a raider into your base early game, and your only defence is going to be reclaiming it. Its going to wreak havoc and you are well on your way to gg anyway.
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Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

Re: Complete Annihilation News

Post by Licho »

Reclaiming of live units was removed due to wide range of abuses and hard to balance things.

Abuses like starting reclaim fusion as soon as you have it to build adv fusion (you have structure working all the time and get metal "instantly" after period ends), damaging unit and then reclaiming it etc..
There is scrap button to reclaim your own stuff instead.

And for constructor defense we are currently testing capture for all arm constructors and ressurect for all core cons.
DreamWorker
Posts: 24
Joined: 19 Mar 2008, 15:03

Re: Complete Annihilation News

Post by DreamWorker »

I have problem - CADownloader doesn't work more. It hang after start
I have executed:
Put CaDownloader.exe to your spring folder
Delete CaDownloaderConfig.xml in your spring folder
If still not working delete "updater" folder in your spring

http://www.librarianw40k.narod.ru/Pictu ... ring/1.PNG
http://www.librarianw40k.narod.ru/Pictu ... ring/2.PNG
LOG:
~~~~~~~~~~~~~~~~~~~~~~~~~~~
14.07.2008 6:09:44: initializing pool -
14.07.2008 6:09:44: Scanning Spring - loading cache
14.07.2008 6:09:45: Scanning Spring - scanning mods
14.07.2008 6:09:45: Scanning Spring - hashing
14.07.2008 6:09:45: Scanning Spring - complete
~~~~~~~~~~~~~~~~~~~~~~~~~~~
After this I can't close application, download anything using CADownnloader. What's wrong? Thanks.
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Complete Annihilation News

Post by Hoi »

Licho wrote:Reclaiming of live units was removed due to wide range of abuses and hard to balance things.

Abuses like starting reclaim fusion as soon as you have it to build adv fusion (you have structure working all the time and get metal "instantly" after period ends), damaging unit and then reclaiming it etc..
There is scrap button to reclaim your own stuff instead.

And for constructor defense we are currently testing capture for all arm constructors and ressurect for all core cons.
then just make enemys reclaimable, also capture for cons fails vs resurect, id give both factions the same or both
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Complete Annihilation News

Post by Saktoth »

When you are constructing something, you have two bars- a % finished and a HP bar.

When you reclaim, you have one bar, the HP bar. The two arent equivalent, and whether you get the metal depends on whether or not the last damage done was by the con or a weapon. Yet if reclaiming anything took the % complete bar down to 99% (Thus disabling the unit) it would be pretty OP.

Often its a better idea to force-fire on something until its almost dead, then reclaim it. Enabling reclaim only for enemies would be kind of silly if you cant do it to your own structures also.

So, you have a choice to scrap the unit and turn it into a wreck. This is a consistent behaviour- you have to get the unit into a wrecked state before you can get metal out of it. You can do this to any unit- its actually even easier now to scrap all those windmills you dont want anymore (Though... i dont know why you'd do this honestly), just hit the scrap button and get a con to clean them up with area reclaim or just build over the top of them.

Okay, so its a small consistency thing and like a minor mechanical issue. If reclaim wasnt really broken why was it changed?

Reclaim has several issues that become apparent especially when you have reclaim widgets which automatically reclaim enemies in range (IE its auto-firing, like a weapon, which is what it really is, should be). Its actually quite powerful.

Secondly reclaiming allows you to very rapidly switch labs and other forms of resource investment. With this, there is some loss of resources for doing so.

Reclaim is gradual in CA (like in BA), but only on wrecks- not on living units. This makes reclaim consistently gradual and consistently only possible after the unit is disabled (wrecked).
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Complete Annihilation News

Post by Hoi »

Saktoth wrote:When you are constructing something, you have two bars- a % finished and a HP bar.

When you reclaim, you have one bar, the HP bar. The two arent equivalent, and whether you get the metal depends on whether or not the last damage done was by the con or a weapon. Yet if reclaiming anything took the % complete bar down to 99% (Thus disabling the unit) it would be pretty OP.

Often its a better idea to force-fire on something until its almost dead, then reclaim it. Enabling reclaim only for enemies would be kind of silly if you cant do it to your own structures also.

So, you have a choice to scrap the unit and turn it into a wreck. This is a consistent behaviour- you have to get the unit into a wrecked state before you can get metal out of it. You can do this to any unit- its actually even easier now to scrap all those windmills you dont want anymore (Though... i dont know why you'd do this honestly), just hit the scrap button and get a con to clean them up with area reclaim or just build over the top of them.

Okay, so its a small consistency thing and like a minor mechanical issue. If reclaim wasnt really broken why was it changed?

Reclaim has several issues that become apparent especially when you have reclaim widgets which automatically reclaim enemies in range (IE its auto-firing, like a weapon, which is what it really is, should be). Its actually quite powerful.

Secondly reclaiming allows you to very rapidly switch labs and other forms of resource investment. With this, there is some loss of resources for doing so.

Reclaim is gradual in CA (like in BA), but only on wrecks- not on living units. This makes reclaim consistently gradual and consistently only possible after the unit is disabled (wrecked).
the scrappin is a good idea, i was just saying tht reclaiming enemys would help stop rushes, if you have no defences there isnt a real other way to stop enemys
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Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Re: Complete Annihilation News

Post by Acidd_UK »

First off, I haven't tried CA since the scrapping, so it may work very well. However, I had another idea - specifically to address the issue with reclaiming your own buildings as soon as they are finished. In this case, couldn't we basically just 'reverse-build' it? So immediately you start reclaiming, the nano structure comes back, the building stops working, and you get M back gradually as if it was a wreck. This could lead to interesting tactics, which are less exploity/borderline broken than the current system. You could also potenticlal make the living-reclaim not 100% efficient if you so wished.

For example, you have an excess of E and not much M. You start reclaiming your fusion. It immediately stops producing energy, and you immediately start getting metal from it. If you leave it alone, the nano structure will decay as normal. If you rebuild it, it starts producing E once it is fully rebuilt.

One potential downside would be people partially reclaiming all their base if they thought the base would die, then self-d-ing the nanostructures to avoid leaving tasty tasty wrecks. I think the soluiton is for self-d'd nanoframes leaving a wreck/dust with equivalent metal value. After all, it is effectively a huge chunk of nano dust, it never really made sense that if destroyed it would just dissapear. Maybe even a new wreck freature 'deep pile of dust' could be used :-)

Thoughts?
Google_Frog
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Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: Complete Annihilation News

Post by Google_Frog »

Acidd_UK wrote:However, I had another idea - specifically to address the issue with reclaiming your own buildings as soon as they are finished. In this case, couldn't we basically just 'reverse-build' it? So immediately you start reclaiming, the nano structure comes back, the building stops working, and you get M back gradually as if it was a wreck.
Very good idea that has already been suggested. A problem with scrap is explosive things can be scrapped to avoid the explosion but the turn to nanoframe would require a con to be nearby.
Acidd_UK wrote:If you leave it alone, the nano structure will decay as normal.
Normal i.e. no decay at all.
Acidd_UK wrote:One potential downside would be people partially reclaiming all their base if they thought the base would die, then self-d-ing the nanostructures to avoid leaving tasty tasty wrecks.
I don't see how this is a problem as self-ded buildings already don't leave wrecks.
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Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

Re: Complete Annihilation News

Post by Licho »

Try starting on spring copy without mods and maps..
Try starting without tasclient running.
Its most likely some map :( Did it work correctly in the past?
DreamWorker wrote:I have problem - CADownloader doesn't work more. It hang after start
I have executed:
Put CaDownloader.exe to your spring folder
Delete CaDownloaderConfig.xml in your spring folder
If still not working delete "updater" folder in your spring

http://www.librarianw40k.narod.ru/Pictu ... ring/1.PNG
http://www.librarianw40k.narod.ru/Pictu ... ring/2.PNG
LOG:
~~~~~~~~~~~~~~~~~~~~~~~~~~~
14.07.2008 6:09:44: initializing pool -
14.07.2008 6:09:44: Scanning Spring - loading cache
14.07.2008 6:09:45: Scanning Spring - scanning mods
14.07.2008 6:09:45: Scanning Spring - hashing
14.07.2008 6:09:45: Scanning Spring - complete
~~~~~~~~~~~~~~~~~~~~~~~~~~~
After this I can't close application, download anything using CADownnloader. What's wrong? Thanks.
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: Complete Annihilation News

Post by BaNa »

you guys have done a ton of good work, keep it up!

I love the new arm destroyer, especially the way the depthcharges are made.

Flea to dragons eye morph is ubercool.

In general everything seems more... polished in the gameplay. Balance seems nice and all.

Getting used to the econ too.

a few minor suggestions:

Arm llt looks like its on a dinky tripod. Needs moar massive base.

Core t2 basic tank has a bit too long barrels.

Arm windmill is plain silly, not because it looks bad or anything but how is the bloody thing supposed to work?

T1 cons building so many things makes things cluttered in the buildmenu.
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Evil4Zerggin
Posts: 557
Joined: 16 May 2007, 06:34

Re: Complete Annihilation News

Post by Evil4Zerggin »

BaNa wrote:Arm windmill is plain silly, not because it looks bad or anything but how is the bloody thing supposed to work?
http://en.wikipedia.org/wiki/Vertical_axis_wind_turbine
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: Complete Annihilation News

Post by Otherside »

bana we are waiting for the nested build menu LUA to be finished for tier 1 cons so there isnt to much clutter
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: Complete Annihilation News

Post by Neddie »

Evil4Zerggin wrote:
BaNa wrote:Arm windmill is plain silly, not because it looks bad or anything but how is the bloody thing supposed to work?
http://en.wikipedia.org/wiki/Vertical_axis_wind_turbine
Zerg and I both worked on VAWT designs, but the included one is all his since he was able to model it to his specification. VAWT are generally less productive than the traditional HAWT windmill model, but a major benefit of the design is ease of maintainence, all the crucial pieces are found near the base of the structure.
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: Complete Annihilation News

Post by Neddie »

Otherside wrote:bana we are waiting for the nested build menu LUA to be finished for tier 1 cons so there isnt to much clutter
Just as long as I am not forced to use it. Wasted clicks and all.
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: Complete Annihilation News

Post by Google_Frog »

BaNa wrote:Arm llt looks like its on a dinky tripod. Needs moar massive base.
A base would make it look like it had health, have you checked the health on that thing?
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Re: Complete Annihilation News

Post by Neddie »

Google_Frog wrote:
BaNa wrote:Arm llt looks like its on a dinky tripod. Needs moar massive base.
A base would make it look like it had health, have you checked the health on that thing?
I don't really like the model, but that is a point, Google.
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: Complete Annihilation News

Post by BaNa »

Evil4Zerggin wrote:
BaNa wrote:Arm windmill is plain silly, not because it looks bad or anything but how is the bloody thing supposed to work?
http://en.wikipedia.org/wiki/Vertical_axis_wind_turbine
hmm i did not know there are such buildings IRL, one learns all the time.

im not sure about the pic they have there since its not from a lucky angle, but the schematic diagram seems to have much bigger "blades". Perhaps this is an exaggeration for the sake of illustrating it, but it looks more believable.

http://en.wikipedia.org/wiki/Image:Forc ... cities.png

Nested menus can be a mixed blessing, i hope you guys make it ergonomically pleasant.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Complete Annihilation News

Post by Pxtl »

Actually, amphib kbots would've made sense a few versions ago - but everybody's doing fast amphibs now, so amphib power is suddenly useful instead of a very teensy boost.

But either way, BA shows the problem with amphib vehicles instead of kbots - BA's amphib vehicles have the same slope tolerances as kbots, because true amphib vehicles can't climb beaches on most maps. Plus, back when BA's weak kbots were being used, amphib kbots would make sense just to give them a usefulness boost.

But now, kbots are already powerful in CA.

edit: if you want con units to be able to fight, then they may as well just get a weapon with "commandfire" turned on or something.
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: Complete Annihilation News

Post by Neddie »

My VAWT design had near real blade size, Zerg's is ingame now and looks fine, however.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Complete Annihilation News

Post by Saktoth »

I really like the idea of reverse-building, it actually makes more sense, esp requiring a con to do this (though its more micro to give the orders on each unit, like old reclaiming is).
neddiedrow wrote:
Otherside wrote:bana we are waiting for the nested build menu LUA to be finished for tier 1 cons so there isnt to much clutter
Just as long as I am not forced to use it. Wasted clicks and all.
Scrolling through menus is more wasted clicks, esp if you have to get several pages. I dont know how many icons you have on one page though...

Popular stuff like llt, mex, etc should be on the first page, not nested.
reclaiming enemys would help stop rushes, if you have no defences there isnt a real other way to stop enemys
Make defenses? Ur gonna get rushed. Seriously, if you dont have defences, reclaim doesnt help you that much. Only time reclaim really becomes useful is when you have banks and banks of nanotowers in late game and his few stray raiders that break through can get sucked up, or very early when like one scout gets through your defenses, com can usually deal with that.
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