Absolute Annihilation: Spring[old] - Page 25

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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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

mmm beer
neway, u r wrong steve:
Fast;- duh...
Assist;- can assist building stuff
and Repair;- can repair
Kbot;-duh...
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BigSteve
Posts: 911
Joined: 25 Sep 2005, 12:56

Post by BigSteve »

If you READ (seems a problem for you mat) what i said...
I was making the point as to wether the "assist" meant assisting for repair or building or both... but seeing as nothing about building is present in the acronym FARK, Id say it was for repairs

Fast Assist Repair Kbot - to me that indicates its for assisting repairs.

Fast Assist construction repair kbot - would indicate its for building also

Id repeat it for you mat, although I cant simplify further, maybe you should spend christmas studying, get your mum to buy you a pop up abc book or something...

I cant believe Im having this stupid argument anyway, the whole point is moot, the fark will be used for building and repairs whatever the menu description says, so lets just stop wasting our breath,
lets discuss something more worthwhile like unit balances or tits or something instead of arguing about farks and dumb minelayers... its kinda my fault for bringing up the fark though... however I was provoked by the mine layer post and just couldnt help myself...heh

My trip to the pub was crap :(
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

O,o
i didn't know that was possible
about the FARK...yeah lets stop that unit pisses me off as it is neway :)
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Pxtl
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Joined: 23 Oct 2004, 01:43

Post by Pxtl »

Heheh, I still have the belief that the Core should get some counterpart to the Fark, but not a K-bot. Like an aircraft, or a hover or something.

I once controversially suggested that only the Core should get the Nanolathe Tower (and it should be made an L2 building to balance the L2 nature of the Fark). Remove the Freaker and give it's build list to the Fortification Turret. Thus, Arm has the Fark and the Consul, and Core has the Nanotower and the Fort Turret. Needless to say that idea didn't go over well.
BadMan
Posts: 146
Joined: 07 Oct 2005, 03:05

Post by BadMan »

farks own....they are a lot better than nano towers
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

nanotowers suck. THey cost too much and can not build anything. Freakers or necros are much more cost effecient and are mobile.

The nano beuild very slowly as well, And it's a lv 1!
Drexion
Posts: 53
Joined: 15 Dec 2005, 19:11

Post by Drexion »

It makes sense to me that level 2+ units should be more efficient at assisting construction than a lvl 1 building...I dunno =). But yes, the necro is a beast at construction assistance!

-Drexion
Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

Drexion wrote:It makes sense to me that level 2+ units should be more efficient at assisting construction than a lvl 1 building...I dunno =). But yes, the necro is a beast at construction assistance!

-Drexion
How the f*ck where we supposed to know that? That's the problem with such short unit descriptions, I would have never guessed.
Drexion
Posts: 53
Joined: 15 Dec 2005, 19:11

Post by Drexion »

I learned this by paying attention to the numbers while playing...I've built necros, farks, nano towers, etc...and I look at energy/metal/time costs for each...The necro when building something shows how much metal/energy he is investing in the project.

-Drexion
Pugsley1
Posts: 5
Joined: 08 Nov 2005, 06:07

Post by Pugsley1 »

Would it be possible to have a rapid fire Flaker added. I dont know if anybody here played TUPAC in OTA but that had a rapid fire flaker in it that did a decent job softeng up brawler rushes before they got in to a base.
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Pugsley1 wrote:Would it be possible to have a rapid fire Flaker added. I dont know if anybody here played TUPAC in OTA but that had a rapid fire flaker in it that did a decent job softeng up brawler rushes before they got in to a base.
The normal flakker does a good job of softening up brawlie rushes before they reach a base... anything better would absolutly massicar anything flying. Sounds like a way to drop krows in 2 seconds flat.
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Caydr
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

Rez kbots, if it were in my power, wouldn't have the ability to reclaim or build or assist building. Minelayers shouldn't be able to reclaim or assist. There really needs to be a tag for this sort of thing.

I'm going to push for Zaphod to make this an option - in reality all the tag would be doing is turning OFF features, not making new ones, so it couldn't be that hard.
BadMan
Posts: 146
Joined: 07 Oct 2005, 03:05

Post by BadMan »

Well i dunno if this has been said or not, but hovercraft in general are bugged. Some wont shoot and the hovercraft transport won't load units at all. (the core's lv 2 vehicle transport works fine, just the arm and core hovercraft one doesn't do anything) (with 1.3-S)

Also, I dunno if I also missed this a while back but why can't u load up crawling bombs? That kills the kamakaze defense line buster tactic. Thats an ota tactic to the core. (with 1.3-S)

Also, I noticed that LLT's have a big explosion when they are killed, is this normal? I had an instance where there was like 8 bunched up, and I just killed one and they all blew. (this was with 1.3-B)
Pugsley1
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Joined: 08 Nov 2005, 06:07

Post by Pugsley1 »

SwiftSpear wrote: The normal flakker does a good job of softening up brawlie rushes before they reach a base... anything better would absolutly massicar anything flying. Sounds like a way to drop krows in 2 seconds flat.
Yes, but a large number of them can take them out before they get 1 plane destroyed... and if they are looking for the flakers... even if you have 10... they can easly get them all and not loose verry much.
Andreask
Posts: 282
Joined: 16 Dec 2005, 21:08

Post by Andreask »

In AA 1.3 there is no way in hell that a dozen or even two dozens of brawlers can kill 10 Flakkers that cover eachother.
One Flakker doesnt stand a chance of course.

The real problem is that ppl dont get that you SCOUT and BUILD LVL 1 FIGHTERS to combat brawlers. Just get a lvl 1 airplant after your first lvl 2 building and you wont worry about brawlers anymore.
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Caydr
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Post by Caydr »

Drexion wrote:It makes sense to me that level 2+ units should be more efficient at assisting construction than a lvl 1 building...I dunno =). But yes, the necro is a beast at construction assistance!

-Drexion
This isn't how it's meant to be. I'll be reducing the nanolathe ability of rezzers, minelayers, etc, to close to nothing.
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Masse
Damned Developer
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Joined: 15 Sep 2004, 18:56

Post by Masse »

good... i dont like them being as build assistants... even better would be if constructers could ONLY help on buildings... but that cant be done... and probably im only one who would like it :lol:
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Isaactoo
Posts: 124
Joined: 08 Dec 2004, 21:53

Post by Isaactoo »

That's good :-)
I know that you can just decrease the build time of mines in equal proportion to the decrease in the mine layer's worker time...
But will the efficiency of rezzing and capturing be affected?
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Caydr
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Post by Caydr »

Isaactoo wrote:That's good :-)
I know that you can just decrease the build time of mines in equal proportion to the decrease in the mine layer's worker time...
But will the efficiency of rezzing and capturing be affected?
Tricky question. From what I know of OTA, repairing speeds (NOT buildings speeds) were the same regardless of what unit you used. This is what I've been told - it sounds a little strange to me, but I guess that's how it is? Anyway, similarly rezzer units don't appear to rez anything any faster depending on their nano-ing ability.

If you notice, mines (like, the ones that go BOOM) already have practically no buildtime, so I could reduce minelayer workertime to 10 or so and they'd probably still build instantly.
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Isaactoo
Posts: 124
Joined: 08 Dec 2004, 21:53

Post by Isaactoo »

When I first started to fiddle with TA stuff I modified the FARK so that it could not repair or reclaim but rezzed any unit (including an AA kogroth) instantly....it was funny because since it couldn't repair or reclaim, it left the unit with not really any health to speak of, so anything could destroy it with one hit. I also made it able to capture, but it still took as long as the commander too. I just don't know how Spring handles these.
I could post the .fbi if you like.
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