Absolute Annihilation: Spring[old] - Page 15

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.

Moderator: Moderators

Locked
User avatar
Isaactoo
Posts: 124
Joined: 08 Dec 2004, 21:53

Post by Isaactoo »

I didn't notice any bugs either.
:idea: However I did get an idea that it would be really neat to have the reapers and/or pyro's corpses to burn....or maybe a new mine that explodes and leaves a huge (invisible and tresspassable) corpse which burns for a good amount of time.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Don't think that's possible.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Corpses can hav flammable=1;

and it works however when it's done burning the corpse will dissapear.

i tried to set featuredead=; to it's old corpse but somehow it doesn't work
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

NOiZE wrote:Corpses can hav flammable=1;

and it works however when it's done burning the corpse will dissapear.

i tried to set featuredead=; to it's old corpse but somehow it doesn't work
So, in other words... it's not possible? :P

Working on a new version now. Bunch of peoplw are complaining that level 1 artillery is too weak, missile trucks (samson/slasher) are too strong. I'll also improve AI compatibility as requested and make a couple of other changes. One of which will be another "mutator" thing, same way as there's an F version and an S version, there will now be a B version. Das Bruce, tell them what it is and I'll crush your soul.

If anyone's waiting until I've released the next version to send in their bug reports, just to shatter my mind, please just send them in. Thanks..
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

well the corpse did burn
User avatar
SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Caydr wrote:
NOiZE wrote:Corpses can hav flammable=1;

and it works however when it's done burning the corpse will dissapear.

i tried to set featuredead=; to it's old corpse but somehow it doesn't work
So, in other words... it's not possible? :P

Working on a new version now. Bunch of peoplw are complaining that level 1 artillery is too weak, missile trucks (samson/slasher) are too strong. I'll also improve AI compatibility as requested and make a couple of other changes. One of which will be another "mutator" thing, same way as there's an F version and an S version, there will now be a B version. Das Bruce, tell them what it is and I'll crush your soul.

If anyone's waiting until I've released the next version to send in their bug reports, just to shatter my mind, please just send them in. Thanks..
Missle trucks outrange llts, easily go toe to toe with any of the direct combat units if you micro them properly, and cost little enough that you can mass produce them as fast as any other combat unit.
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

No

Post by Pxtl »

Missile trucks do negligible damage. People just see missiles and explosions and assume that they're hurting things even when they're not really doing all that much. Keep them - they're the only long ranged ground-to-ground tracking weapon at L1. This is needed for picking off fast-moving ground targets like jeffys, freakers, and the like.
User avatar
Decimator
Posts: 1118
Joined: 24 Jul 2005, 04:15

Post by Decimator »

Pxtl, in the particular game that caused the complaining, missile trucks were the only viable combat unit. I could even send you the replay if you don't believe this is necessary. I was spec-hosting as I often do, and nothing could touch the missile trucks. People were losing commanders to groups of nothing but missile trucks because they are faster than commanders. The only lvl1 vehicle faster than a missile truck is a weasel, and I'm sure you realise how fragile those are in AA. The combination of their speed, range, and tracking ability means they will outrun anything strong enough to kill them, shooting at it all the while, and always hitting it even when only able to see it on radar due to their tracking ability. Currently the only way to kill a group of them with lvl1 vehicles is to spam missile trucks yourself, which makes for very boring gameplay. As for picking off jeffies, levellers already one-shot them and missile trucks should still work.

That said Caydr, I think you should look into adding a cheap lvl1 anti-air vehicle while the missile trucks would be able to serve a dual role.
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Ahh

Post by Pxtl »

I see. Missiles are the source of a whole mess of problems aren't they? I mean, on the one hand you need a way to shoot at aircraft and fast ground units, on the other hand it means you need a fast, hyper-accurate, long-ranged weapon to shoot said units. All three of those features are needed for fast-moving targets - long range in particular so that a retreating target can still be hit.

Beamlasers have similar problems (hence the complaints about overpowered annihilators) but at least they don't have to be super-long-ranged because they're instantaneous and so they don't have to pursue retreating targets.

Imho, a lot of this comes from the SYs decision to make radar targeting automatic. If a missile can lock on a radar target, then it will hit it - radar-target accuracy is irrelevant. Ideally, it should be a tag on the weapon "can shoot radar only targets" or something. Missiles could require a visual lock to use. This would also reduce the AA problem of screamers dominating the sky of the map.
User avatar
Decimator
Posts: 1118
Joined: 24 Jul 2005, 04:15

Post by Decimator »

You don't really need a tracking missile to hit fast-moving targets, the leveller proves that, and the lasers in AA aren't very accurate against aircraft However, you are right about needing missiles to hit aircraft, the only other alternative is flak. Say, would it be possible to have two weapons on the samson? A tracking missile for anti-air, and a non-tracking for anti-ground?
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

It's possible but I haven't the expertise to do it. I think my changes will go over well and the problem will be solved.
User avatar
Fanger
Expand & Exterminate Developer
Posts: 1509
Joined: 22 Nov 2005, 22:58

Post by Fanger »

what would be so tricky about adding a second weapon to the samson..

could maybe even set it up so it just uses the same fire points, though i dunno how that would look...

Also if it did use the same fire point you could script it so that while one weapon is aiming/firing the other is sleeping, thus it couldnt fire both at once.. just need to work out the particulars..
Sean Mirrsen
Posts: 578
Joined: 19 Aug 2004, 17:38

Post by Sean Mirrsen »

You could make two weapons, one fires an AA missile, but only at aircraft, and the other fires the same missile, only non-selfpropelled and non-guided, making it a kind of a grenade launcher unit. The second weapon would be script-limited to work only when the first one doesn't.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Maybe I'm not clear. I don't know CRAP about scripting.
User avatar
Decimator
Posts: 1118
Joined: 24 Jul 2005, 04:15

Post by Decimator »

Translation: If we want it, one of us has to make it.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Translation: Nobody gives enough of a damn to actually do the work, so they'll bitch at me for 6 months until I blackmail a friend into doing it, then complain that it was better before.
Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

using weapon slaving and onlyshoot categories should be able to do it. I think.
Dwarden
Posts: 278
Joined: 25 Feb 2005, 03:21

Post by Dwarden »

Juggernaut seems to be extremely weak against enemy ground units .

It's suprising that L3 unit got problems to kill even some of l1 ones ...


Also i noticed that plasma L1/L2 bateries are extremely DANGEROUS for FF ... they often , when "relocating" fire at another target shooting at own units/structures sometimes causing more damage than enemy... is there any way how "solve" this problem ?
User avatar
Fanger
Expand & Exterminate Developer
Posts: 1509
Joined: 22 Nov 2005, 22:58

Post by Fanger »

caydr I find that hard to believe that you dont know crap about scripting, then how did you script most of the newish units for AA, like the flagships they didnt always have more than 3 weapons..
Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

evil voodoo magic, of which he is a master :wink: However, the sacrifices needed to collect the dark energy are very difficult to find willing subjects for.
Locked

Return to “Game Development”