KuroTA v0.47 - this is an old thread, use the new 0.50 threa

KuroTA v0.47 - this is an old thread, use the new 0.50 threa

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Kuroneko
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KuroTA v0.47 - this is an old thread, use the new 0.50 threa

Post by Kuroneko »

--Original First Post Updated To Prevent People Downloading Old Version--

Hello all, long time no see. Recently, I've managed to keep Real Life (tm) at bay, and worked on KuroTA for a while. Managed to clean up some of the long standing bugs, and balanced quite a few things. The following is a horribly incomplete list of changes...

Arm Ripper is less effective vs aircraft
Core Obliterator now fires rockets instead of plasma
Core Obliterator now in the Core Adv Construction Platform
Torpedo mex is now a viable structure
Seaplanes now land underwater
Core Osprey now balanced (more so at least)
Mine Field Jammer is now a transportable Short Range Jammer
Core Limiter, Core Caine, Arm Abel, Arm Valient's corpses now sink
Arm Rebel script errors have been fixed
Arm Gauss Hover Craft script errors have been fixed
Arm Wasp weapon nerfed slightly
Arm Vega weapon nerfed slightly
Arm PACKO ranged reduced slightly
Arm Shika can now actually hit aircraft effectively
Arm Condore removed
Core Porcupine HP increased
Bouy's baseplate now invisible
Mauler and Fury's metal-to-fire requirements removed
Arm Annihilator energy-to-fire requirements increased slightly
Core Elemental's range reduced
Arm Manta's buildpic fixed, and weapon damage increased
Arm Mini-Bertha energy-to-fire requirements increased
Arm Anomaly now in the Arm Adv Construction Platform
Core Sky Fortress energy requirements increased

As previously stated, this list is very incomplete since this version has been in work since the last one was released (So, thats about 10 months f work...off and on, of course) and I can never remember to build a changelog list along the way. Anywho, here are the links!


http://spring.unknown-files.net/file/2386/KuroTA_v0.50/
http://www.fileuniverse.com/?p=show&a=it&id=4290
http://kuroneko.gotdns.com:27018/TA/KuroTA-v050.sd7 (Slow Mirror)


As always, feel free to leave (constructive) comments about balance and units and what not. I'm always willing to listen to your suggestions to make the mod better. :)
Last edited by Kuroneko on 23 Feb 2007, 22:43, edited 5 times in total.
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FizWizz
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Post by FizWizz »

YES! thank you for releasing it to the people! I did have one gripe about an Core adv. AA turret... but I have to check again now...
Archangel of Death
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Post by Archangel of Death »

Erm, are those transports actually moving buildings?
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Kuroneko
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Post by Kuroneko »

Archangel of Death wrote:Erm, are those transports actually moving buildings?
Yes, those two buildings are special cases. Built at the advanced tower construction pad, and each cost a little metal and energy to fire. Good for quick defence, but not so good for a long term solution.

You had a gripe about the core ADV AA turret? :S let me know what it is here, and I'll get around to looking at it.
IMSabbel
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Post by IMSabbel »

did you change the repulsor tower to use energy depending on what bullet he repells?
Or limit the efficiency, so that berta shots arent reflected without problems anymore?

Edit: wow, this is a shitload of units... I nearly spend an hour only to try out everything on the arm side...

I _love_ the fortification wall. They look really cool (which reminds me that we need the new gui where you can see feature health...)
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Kuroneko
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Post by Kuroneko »

IMSabbel wrote:did you change the repulsor tower to use energy depending on what bullet he repells?
Or limit the efficiency, so that berta shots arent reflected without problems anymore?
I don't have any power over such things. And if I do, I didn't find and documentation of it.
IMSabbel
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Post by IMSabbel »

ah, so you dont mod, but put only units together...
OK.

Well. The core cruise missile sub hits itself when firering, and the starburst missiles of the grongo escort ship go waaaaaaay up (they need a minute at least to come down again). maybe a zero to many in some variable?
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Kuroneko
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Post by Kuroneko »

IMSabbel wrote:ah, so you dont mod, but put only units together...
OK.

Well. The core cruise missile sub hits itself when firering, and the starburst missiles of the grongo escort ship go waaaaaaay up (they need a minute at least to come down again). maybe a zero to many in some variable?
I don't initially create them, no. But quite a few of these have had a fair ammount changed since thier creation.

I've been trying alot just to get the cruise subs to acctually work, seems like spring still doesn't like something about it. ugh.

A lot of the starbursts go up high, regardless of values. I'll see what I can do tho.
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FizWizz
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Post by FizWizz »

I may be woefully wrong about this, but I thought that the starburst missiles were two-stage weapons. The first stage makes it go upward for X amount of time, and then it switches to second stage where it aims at its target or something. If I'm right about that, then you should be able to reduce the time value for stage 1.
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Kuroneko
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Post by Kuroneko »

FizWizz wrote:I may be woefully wrong about this, but I thought that the starburst missiles were two-stage weapons. The first stage makes it go upward for X amount of time, and then it switches to second stage where it aims at its target or something. If I'm right about that, then you should be able to reduce the time value for stage 1.
There's just a travel time value, but I've seen it do interesting things. For example, a flight time of 5 was sending rockets off the map x_x
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FizWizz
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Post by FizWizz »

My gripe about the Python Flak AA turret is baseless. You've made it useful in this version. Last version it fired hella slow and a Fury was so much better (same price too).
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Kuroneko
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Post by Kuroneko »

FizWizz wrote:My gripe about the Python Flak AA turret is baseless. You've made it useful in this version. Last version it fired hella slow and a Fury was so much better (same price too).
Well, the fury has a new job now :) It was knocked down to lvl 1, made transportable, and expensive to use :) Still effective in keeping your front lines and other out of the way places protected tho.
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Comp1337
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Post by Comp1337 »

you should check over them dragonsteeh MLs, you can have em scattered over your whole base, and you still have range WAY out of the base, well make em tier2 or something...
they are a bit overpowered as they lack a counte that dosent die in 1 shot or is tier2....
Dwarden
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Post by Dwarden »

Comp1337 wrote:you should check over them dragonsteeh MLs, you can have em scattered over your whole base, and you still have range WAY out of the base, well make em tier2 or something...
they are a bit overpowered as they lack a counte that dosent die in 1 shot or is tier2....
i disagree that DT ML should be L2 theirs cost / build time should be higher
but add DT LT (or energy weapon) from UH should as L1 and lot cheaper than DT ML

this allow to build DT line with rnd hidden DT LT and some rare DT ML behind ...
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Comp1337
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Post by Comp1337 »

just remove tracking from it...
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Kuroneko
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Post by Kuroneko »

Comp1337 wrote:just remove tracking from it...
Guidance has been removed, HP nerfed, range nerfed a bit, missile flighttime reduced a bit.

Also, can anyone help me fix some of the script bugs? I've been getting piece number errors in some scripts where I can't find any errors x_x
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Comp1337
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Post by Comp1337 »

also, update name of thread, ur on 0.44 arent you? :-)
IMSabbel
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Post by IMSabbel »

maybe there should be some rebalancing in the unit factories...

why is the champel in the normal l2 vehicle plant, for example, while that rather useless and weak artillery thing is in the l3 plant?

Why has arm 3 pieces of advanced long range guns (including the absolety über berta), and 4 new other defense towers, while core falls short in that department?
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Kuroneko
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Post by Kuroneko »

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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

what are the changes?
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