Supreme Annihilation U75 V1.0 discussion - Page 5

Supreme Annihilation U75 V1.0 discussion

A supreme offshoot of a mighty bloodline...

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User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Supreme Annihilation U15 V1.0

Post by Gota »

Supreme Annihilation U16.

http://spring.jobjol.nl/show_file.php?id=1677

changes:

Fixed the music Widget.Hopefully.
Fixed the lolui to show normal costs.
fixed the armed mex.It now uses its former light laser.
Juno is a LOS only weapon now.Juno missiles reveal los in a large area on impact.
Raised the capture speed of the commanders.
Removed the corpses of the commanders.
Commanders now have 4k HP.
Raised the cost of the arm decoy fusion a bit.
Lowered hp of all scouts and raised their speeds.
Added the smooth scroll widget.
Added an updated formations widget.
Removed all the special damages of turrets vs the commander.
Removed the special damages of gunships vs commanders.
Radar ranges decreased across the board.
Subs now shoot 360 degrees.
T3 amphibious bots now shoot torpedoes under water.
The amphibious lab has been completely removed.All the units are spread across other labs anyway.
T2 sea cons can now build the hover lab.
Removed all nano turrets and added the assistance restriction gadget.
All labs are now restricted to a maximum number of assisting cons based on the lab costs.
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: Supreme Annihilation U16 V1.0

Post by Google_Frog »

You should add the Command Insert and Z selector widgets. They are both the kind of widgets that are barely noticed because they become an extension of the interface.

[code]function widget:GetInfo()
return {
name = "CommandInsert",
desc = "When pressing spacebar and shift, you can insert commands to arbitrary places in queue. When pressing spacebar alone, commands are inserted on front of queue. Based on FrontInsert by jK",
author = "dizekat",
date = "Jan,2008",
license = "GNU GPL, v2 or later",
layer = 5,
enabled = true
}
end

--[[
-- use this for debugging:
function table.val_to_str ( v )
if "string" == type( v ) then
v = string.gsub( v, "\n", "\\n" )
if string.match( string.gsub(v,"[^'\"]",""), '^"+$' ) then
return "'" .. v .. "'"
end
return '"' .. string.gsub(v,'"', '\\"' ) .. '"'
else
return "table" == type( v ) and table.tostring( v ) or
tostring( v )
end
end

function table.key_to_str ( k )
if "string" == type( k ) and string.match( k, "^[_%a][_%a%d]*$" ) then
return k
else
return "[" .. table.val_to_str( k ) .. "]"
end
end

function table.tostring( tbl )
local result, done = {}, {}
for k, v in ipairs( tbl ) do
table.insert( result, table.val_to_str( v ) )
done[ k ] = true
end
for k, v in pairs( tbl ) do
if not done[ k ] then
table.insert( result,
table.key_to_str( k ) .. "=" .. table.val_to_str( v ) )
end
end
return "{" .. table.concat( result, "," ) .. "}"
end
--]]

local function GetUnitOrFeaturePosition(id)
if id<=Game.maxUnits then
return Spring.GetUnitPosition(id)
else
return Spring.GetFeaturePosition(id-Game.maxUnits)
end
end

local function GetCommandPos(command) --- get the command position
if command.id<0 or command.id==CMD.MOVE or command.id==CMD.REPAIR or command.id==CMD.RECLAIM or
command.id==CMD.RESURRECT or command.id==CMD.DGUN or command.id==CMD.GUARD or
command.id==CMD.FIGHT or command.id==CMD.ATTACK then
if table.getn(command.params)>=3 then
return command.params[1], command.params[2], command.params[3]
elseif table.getn(command.params)>=1 then
return GetUnitOrFeaturePosition(command.params[1])
end
end
return -10,-10,-10
end

function widget:CommandNotify(id, params, options)
local alt,_,meta,_ = Spring.GetModKeyState()
if (meta) then
local opt = 0
local insertfront=false
if options.alt then opt = opt + CMD.OPT_ALT end
if options.ctrl then opt = opt + CMD.OPT_CTRL end
if options.right then opt = opt + CMD.OPT_RIGHT end
if options.shift then
opt = opt + CMD.OPT_SHIFT
else
Spring.GiveOrder(CMD.INSERT,{0,id,opt,unpack(params)},{"alt"})
return true
end

-- Spring.GiveOrder(CMD.INSERT,{0,id,opt,unpack(params)},{"alt"})
local my_command={["id"]=id,["params"]=params,["options"]=options}
local cx,cy,cz=GetCommandPos(my_command)
if cx < -1 then
return false
end

local units=Spring.GetSelectedUnits()
for i, unit_id in ipairs(units) do
local commands=Spring.GetCommandQueue(unit_id)
local px,py,pz=Spring.GetUnitPosition(unit_id)
local min_dlen=1000000
local insert_tag=0
local insert_pos=0
for i, command in ipairs(commands) do
--Spring.Echo("cmd:"..table.tostring(command))
local px2,py2,pz2=GetCommandPos(command)
if px2>-1 then
local dlen=math.sqrt(((px2-cx)^2)+((py2-cy)^2)+((pz2-cz)^2))+math.sqrt(((px-cx)^2)+((py-cy)^2)+((pz-cz)^2)) - math.sqrt((((px2-px)^2)+((py2-py)^2)+((pz2-pz)^2)))
--Spring.Echo("dlen "..dlen)
if dlen<min_dlen then
min_dlen=dlen
insert_tag=command.tag
insert_pos=i
end
px,py,pz=px2,py2,pz2
end
end
-- check for insert at end of queue if its shortest walk.
local dlen=math.sqrt(((px-cx)^2)+((py-cy)^2)+((pz-cz)^2))
if dlen<min_dlen then
--options.meta=nil
--options.shift=true
--Spring.GiveOrderToUnit(unit_id,id,params,options)
Spring.GiveOrderToUnit(unit_id,id,params,{"shift"})
else
Spring.GiveOrderToUnit(unit_id,CMD.INSERT,{insert_pos-1,id,opt,unpack(params)},{"alt"})
end
end
return true
end
return false
end [/code]


[code]function widget:GetInfo()
return {
name = "Z Selector",
desc = "Hold Z to select the same types of unit only v1.1",
author = "TheFatController",
date = "25 November 2008",
license = "GNU GPL, v2 or later",
layer = 0,
enabled = true -- loaded by default?
}
end

--------------------------------------------------------------------------------
--------------------------------------------------------------------------------

local GetMouseState = Spring.GetMouseState
local mouseDown = false
local zDown = false
local selDefs = {}

function mouseRelease()
local zSelection = {}
local selUnits = Spring.GetSelectedUnitsSorted()
for i,v in pairs(selUnits) do
if (i ~= "n") and selDefs then
for _,k in ipairs(v) do
table.insert(zSelection, k)
end
end
end
Spring.SelectUnitArray(zSelection)
end

function widget:MousePress(x,y,button)
if (button == 1) then
mouseDown = true
end
end

function widget:DrawWorld()
if mouseDown and (not select(3,GetMouseState())) then
mouseDown = false
if zDown then mouseRelease() end
end
end

function widget:KeyPress(key, mods, isRepeat)
if (key == 0x07A) and (not isRepeat) then
local newSelDefs = Spring.GetSelectedUnitsCounts()
if (newSelDefs.n > 0) then
selDefs = newSelDefs
end
zDown = true
end
return false
end

function widget:KeyRelease(key, mods, isRepeat)
if (key == 0x07A) then
zDown = false
end
return false
end

--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
[/code]
User avatar
luckyTank
Posts: 31
Joined: 27 Apr 2009, 19:53

Re: Supreme Annihilation U16 V1.0

Post by luckyTank »

U16 is an abbreviation or? but what means it?

thanks
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Supreme Annihilation U16 V1.0

Post by Gota »

means update.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Supreme Annihilation U16 V1.0

Post by Gota »

Supreme Annihilation U17.

http://spring.jobjol.nl/show_file.php?id=1677

changes:

Miners can now resume building mines.
Removed com laser special dmg vs atlases.
Fighters gadget has been polished.
Music gagdet has been improved.
Fixed some errors in the assistance restriction that Allowed core t1 vehicle cons to assists unrestricted.
Fixed hover rocket range
Fixed hover AA range.

credits go to Lurker,GoogleFrog,KDR(for his original build restriction gadget),CarRepairer and Cake for all their effort and time spent on making this Version release possible.
pintle
Posts: 1763
Joined: 19 Dec 2005, 16:01

Re: Supreme Annihilation U16 V1.0

Post by pintle »

Gota wrote:Miners can now resume building mines.
Does this mean they can now assist and repair?

If not, why not? :P
User avatar
DavetheBrave
Posts: 281
Joined: 22 Jun 2005, 02:52

Re: Supreme Annihilation U17 V1.0

Post by DavetheBrave »

I also want to know the answer to this question. If they can i may play SA more.

and why did my post get deleted? I was much more civil than I usually am around pintle. I hardly used any caps and didnt swear.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Supreme Annihilation U17 V1.0

Post by Gota »

no,they cant.
I shell see what to do about this.A valid point.
With their current pricing it is a problem..
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Supreme Annihilation U18 V1.0

Post by Gota »

Supreme Annihilation U18.


Reduced fighter build times.
Reduced the metal output of mexes a bit.
Improved the Assist restriction gadget so it wont give out errors.
Added the Command insert and factory auto repeat widgets.
Upped The commander's HP and upped the damage it takes from dguns and the commander blast accordingly.
Trees will now get sucked in much faster.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Supreme Annihilation U18 V1.0

Post by Gota »

Supreme Annihilation U21.

http://spring.jobjol.nl/show_file.php?id=1677

changes:

Slightly lowered Leveler DMG to air.
5% to lab costs.
All land scouts got their hp and speed lowered a bit and dmg dealt raised a bit.
Fixed lolui sometimes showing numbers after the decimal point in the tooltip.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Supreme Annihilation U21 V1.0 discussion

Post by Gota »

For the next SA release,which will arrive sooner than expected due to the new spring release,I have decided to add some new models.
I will add the entire core t1 vehicle models and maybe some of the other models made by MR.D and cremuss.
From now on the official SA policy will be to update models as they are released instead of waiting for the entire model collection to be remade and only than adding them in.

In general I think TA remakes need to look dirt,rusty and beat down and of course they should be similar to the originals.

Another thing is that from the next version there will be a mod option that will allow players to use their own widgets.
Gedanken
Posts: 121
Joined: 13 Oct 2008, 02:57

Re: Supreme Annihilation U21 V1.0 discussion

Post by Gedanken »

Would you consider adding Z-Selector as a default widget? It has become pretty essential for me in regular gameplay and I know there are others who use it a lot too.

http://www.springfiles.com/show_file.php?id=1599
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Supreme Annihilation U21 V1.0 discussion

Post by Gota »

Thing is you can do exactly the same thing with the selection key editor.
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: Supreme Annihilation U21 V1.0 discussion

Post by Google_Frog »

Gota wrote:Thing is you can do exactly the same thing with the selection key editor.
How? Z selector doesn't select all units of a type when ctrl-Z is pressed. I think it acts as double clicking on a unit if Z is held when units are selected.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Supreme Annihilation U21 V1.0 discussion

Post by Gota »

Yeah.I know.
I made a shortcut key in the selection key editor.
When i select a single unit and press the shortcut,all units of the same type seen on screen are selected.
It's like a double click but is easier for when your units are moving all the time.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Supreme Annihilation U21 V1.0 discussion

Post by Gota »

Supreme Annihilation U22

Link: http://www.springfiles.com/show_file.php?id=1677

Using 3rd party widgets or not is now a mod option.
Widgets and gadgets updated.
Music volume control updated and improved(thx lurker).
Added MR.D core models.
The Core and Arm shield colors were changed.
T1 mexes M output was reduced by 1/11.
Air cons build power slightly increased.
T1 Bombers drop bombs a bit closer one to the other.
Added a close range weapon to sea scouts.
Annihilator and DD were changed to be a much heavier,2.5T defenses.
the commander clocking ability was changed to only cost 500 E.
Sea cons,hover cons,and amphib cons were given a small sonar range.
Light T2 pop ups were added back in.
T1 con ships can now build shore llts to balance the ability of land cons to build sea defenses.
T1 con ships can no longer build the offshore torpedo launchers.
T1 storage capacity lowered.
Amphibious cons were moved to the Sea lab.
Gedanken
Posts: 121
Joined: 13 Oct 2008, 02:57

Re: Supreme Annihilation U21 V1.0 discussion

Post by Gedanken »

Hooray new SA! :3
Gedanken
Posts: 121
Joined: 13 Oct 2008, 02:57

Re: Supreme Annihilation U21 V1.0 discussion

Post by Gedanken »

Gota wrote:Yeah.I know.
I made a shortcut key in the selection key editor.
When i select a single unit and press the shortcut,all units of the same type seen on screen are selected.
It's like a double click but is easier for when your units are moving all the time.
It's not the same - with this z is held and you can make box with mouse instead of having to zoom so that the units you want are on screen. It is far more accurate than the modded ctrl-z you mentioned (which I also use). It is particularly good for fast moving stuff and nanos. I would recommend trying it to see why people like it. Anyway did you PM Forb about new release?
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Supreme Annihilation U22 V1.0 discussion

Post by Gota »

I did and now you will be able to play with any widget you like.
Gedanken
Posts: 121
Joined: 13 Oct 2008, 02:57

Re: Supreme Annihilation U22 V1.0 discussion

Post by Gedanken »

What was the motivation behind moving amphibious cons to the sea lab?
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