Absolute Annihilation: Spring[old] - Page 8

Absolute Annihilation: Spring[old]

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

You're on my list now.
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SinbadEV
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Joined: 02 May 2005, 03:56

Post by SinbadEV »

Put me on that list too mr. "Let's make nano-towers suck so much that you have to make hords of contruction vehicles again"... jerk.
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Caydr
Omnidouche
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Post by Caydr »

You've been on my list ever since you looked at me funny that time at the mall.

So... any bugs? Any? Cmon, I need an excuse for another version just to piss Gnome off even more :lol:
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DeathHawk
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Joined: 19 Oct 2005, 02:02

Post by DeathHawk »

lol i know something you can do, Remodel that Krogtaar Its skinny and looks Flat as a pancake the size in hieght is fine but just make him a bit fatter
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DeathHawk
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Post by DeathHawk »

heres another idea The original Absolute Annihilation has 440 units and u said this one has about 400 units.

How about you get those other 40 units in there ??
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[K.B.] Napalm Cobra
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Joined: 16 Aug 2004, 06:15

Post by [K.B.] Napalm Cobra »

Alot are pointless or a huge amount of clutter on the spring gui, multi directional buildings for example.
Kixxe
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Joined: 14 May 2005, 10:02

Post by Kixxe »

O.o

Weird stuff is up with this mod. I played a game a phew versions back, and everything turend WHITE!
Screen
http://taspring.clan-sy.com/w/images/1/1a/Screen023.jpg

And now, i got into game and choosed start position, then the game started, and i could't do anything! my allys moved and everyone chatted, but i could't move or say anything. I could select units and talk, but nothing happend!

Help?
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Caydr
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Post by Caydr »

Absolute Annihilation is incapable of turning your screen white. It's a Spring bug, like the well-documented "LLTs not firing" bug everyone's telling me about - check the Spring bug reporting forum and you'll find them listed.

AA does not make your game crash. There *are* no bugs. AA has been running bug-free for over a year for OTA - if Spring misinterprets something and crashes, it's SPRING's fault. I have not had a single bug report submitted to me (for AA:OTA) regarding a game crash under normal circumstances with a proper installation for OVER A YEAR. Meanwhile I'm emailed and PMed and posted at the AA forum daily with people thanking me for this great mod that is actually just as stable as 3.1!

AA does not crash, does not desync, etc. Just doesn't. This is like blaming the water you drink for buying shoes that are too tight...
Kixxe
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Post by Kixxe »

Nah, it's more like installing a russian breake system in a japanese car. The breakes works, but only with ceatin cars. Otherwise, it sceaws up. For now, im only using swedish breakes, since i know it will work and never fails me.
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Caydr
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Post by Caydr »

No mod can turn your screen white as a result of a flaw of its own. Heck, I don't think anyone could do that on purpose even.

There are 18 pages worth of topics regarding Spring bugs, many of those topics being pages long themselves. It's ridiculous to say that with an engine clearly still in heavy development, that things like this are as a result of the data set it references, when that data set has been proven to be bug-free in a stable environment.
sergey
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Joined: 16 Oct 2005, 19:32

Post by sergey »

:roll:

A nuke bomber if send to patroll -guard area dont attck units or buildings. that make it not so effective for defence creation - you need to manually choose what it need to attck.
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Caydr
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Post by Caydr »

This is on purpose. Otherwise when sent on a bombing run it will attack the first thing it sees and then be useless when it reaches its actual target.

Who uses bombers for border patrol? :?
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

eh? u r saying on PATROL mode the bomber SHOULDN'T attack the nearest target,as if it does when given a MOVE or ATTACK order it will attack the nearest target??? O,o i hope not...if so the scripting is pretty crappy!
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Isaactoo
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Post by Isaactoo »

I had a similar experience in Spring where the trees turned whiteish and kind of blinked from normal to a bluish color. Except that happend in Kuro TA...only happend once though. I don't think any mod in particular can do that.
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Caydr
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Post by Caydr »

Min3mat wrote:eh? u r saying on PATROL mode the bomber SHOULDN'T attack the nearest target,as if it does when given a MOVE or ATTACK order it will attack the nearest target??? O,o i hope not...if so the scripting is pretty crappy!
I've never seen bombers used as border defense. Just for the record. Seems like the fastest way to lose a ton of bombers, but whatever. Normally a bomber will not engage any targets it sees along the way to your specified target, but the Liche is quite different. Its weapon is fired, not dropped, meaning that it actively seeks targets. Normally a bomber put on patrol will probably engage anything it runs across. (and die shortly after unless your enemy is so incompetent he didn't send anti-air with his attacks)
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Caydr
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Post by Caydr »

1.01 --> 1.02

Readme file rewritten
New buildpic for Core Advanced Forge
Core wind generator rotates properly (script from UH13)
Plasma cannons, plasma artillery, rocket artillery, are all
now set to not target aircraft (this includes LRPCs, etc)
Core Commander and Decoy Commander models fixed so its arms
don't stick out of upper-torso/shoulder area
Nano turret building range boosted back up to 400 (300)
"Dragons Claw", "Dragsons Maw" removed; Spring doesn't
handle them as they were designed to be
Artillery accuracy improved by about 20%
"Goliath" HP increased to 6000 (5500)
"Twilight" HP increased to 950 (450)
"Razorback" feet now above ground level
"Karganeth" weapon range increased to 600 (500)
"Krogtaar" weapon AoE increased to 96 (64)
"Reaper" speed increased to 1.5 (1.2)
"Goliath" speed increased to 1.2 (0.98)
"Banisher" speed increased to 1.35 (1.1)
"Sumo" turn rate increased to 250 (200)
"Karganeth" speed increased to 1.2 (1.15)
"Shiva" speed inceased to 1.4 (1.25)
"Juggernaut" speed increased to 0.45
"Behemoth" metal cost reduced to 2949 (3950)
"Shodan" speed increased to 0.6 (0.5)
"Can" speed increased to 0.9 (0.8)
"Bulldog" speed increasd to 1.45 (1.22)
"Mumbo" speed increased to 1.65 (1.3)
"Panther" speed increased to 2.1 (1.97)
"Penetrator" speed increased to 1.2 (1.15)
"Tremor" speed increased to 1.15 (1.0)
"Triton" speed increased to 1.7 (1.55)
"Phalanx" speed increased to 1.5 (1.21)
"Copperhead" speed increased to 1.42 (1.01)
"Luger" speed increased to 1.3 (1.0)
"Pillager" speed increased to 1.4 (1.12)
"Consul" speed increased to 2.2 (1.9)
"Seer" speed increased to 1.6 (1.15)
"Informant" speed increased to 1.55 (1.07)
"Merl" speed reduced to 1.1 (1.2)
"Diplomat" speed reduced to 1.05 (1.2)
"Scarab" speed increased to 1.42 (1.2)
"Hedgehog" speed increased to 1.4 (1.2)
"Intruder" speed increased to 1.5 (1.45)
"Poison Arrow" speed increased to 1.25 (1.025)
"Croc" speed increased to 1.9 (1.75)
Arm "MRU" speed increased to 0.9 (0.585)
Core "MRU" speed increased to 0.85 (0.54)
Arm and Core Mobile Resource Units renamed
"Banshee" damage versus Commanders reduced to 3 (5)
Boosted "Mercury", "Screamer" damage versus aircraft to 1000
Buildpic brightness & contrast uniformly increased to make
them more visible until the new GUI is out
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Decimator
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Post by Decimator »

Since artillery are more accurate now could they be given the "area attack" command? It would be nice to be able to easily saturate a large area.
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Caydr
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Post by Caydr »

Never heard of that. Are you speaking hypothedically or does it already work? (like in XTA, etc)
Pnakotus
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Post by Pnakotus »

'Area attack' exists in XTA and WD; it's used to get ground attack aircraft to paste an area indiscriminantely. Mmmm, B-52s....
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Caydr
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Post by Caydr »

What specific units have this function? I just checked the artillery and they don't.
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