Another new version posted. Third version in three days. What great service and lack of a need to complain about constant updates.
Changelog 0.2 --> 0.21
Halved the energy output on solars, they now give the proper amount again (20)
Fixed "Rapier" weapon, it now fires properly
Fixed ugly texture collision on Core wind generator and "Pyro"
Set "Shellshocker" and "Wolverine" to high-trajectory only
Increased "Catapult" weapon damage to 450 (400) per rocket
Globally reduced damage by about 15% on all flame weapons
Increased damage and fire rate for "Mumbo" weapon
Removed some old data, reducing filesize a bit
Fixed units' HP which depended on DamageModifier
Reduced "Catapult" missile wobble
Increased "Catapult" cost, reduced health points
Improved all heavy rocket weapon ranges
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Pxtl wrote:The name escapes me, but AA has one tank with rapidfire lasers that I'm very fond of. In Spring, those lasers are used for anti-air combat with wicked effectiveness.
I'm starting to think that the best approach might be to crank up the armor of aircraft to obscene levels, but to make all SAM weapons do correspondingly excessive damage. This would mean that normal lasers would be somewhat innefective vs. aircraft but simple AA weapons would do the job. The only drawback is that it is nice that a plane can be harmed when it is doing patently stupid things, and you'd lose that effect. If your Krow gets hit by Bertha fire then you're doing something very, very wrong with it, and deserve what you get.
The fact is that AA uses a lot more laser weaponry than normal XTA, and now that laser weaponry handles differently it really changes the gameplay. Perhaps switching a large number of weapons over to Gauss or a similar projectile would be appropriate? Maybe switch the rapid-laser-tank over to a quick-moving EMG?
Good ideas/points/whatever. I'll see what I can do for the future.
By the way, if anyone want to use all my pre-set track patterns (AA's are perfect. Better than XTA's, in fact), feel free. Also go ahead and use my modified models with fixed texture collisions. But, uh, credit me. Takes hours to do this tedious crap. Thanks...