Absolute Annihilation: Spring[old] - Page 39

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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FizWizz
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Joined: 17 Aug 2005, 11:42

Post by FizWizz »

Caydr wrote:
FizWizz wrote:check it out, AA 1.41-M, Min3Mat Edition
It requires AA 1.41 to play
In no way, shape, or form is this mod endorsed or supported by Caydr. If you experience problems with AA 1.41-M (which shouldn't happen) contact me for assistance, not Caydr.
Is there a changelog or something?
ack! I should have done something like that. My apologies, that's a modding habit which I've not picked up yet.

Changelog (from 1.41-S):
Removed Experimental Kbot lab (ARMSHLTX) from Arm advanced construction kbot buildmenu
-Removed ARMSHLTX buildmenu
-Removed Krogoth Gantry (CORGANT) from Arm advanced construction kbot buildmenu
-Removed CORGANT buildmenu
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Caydr
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Post by Caydr »

So basically, just the same thing with no superweapons? Weren't you the one who said you just didn't like Krog/Orco? (Maybe that was someone else, I'm too lazy to look) Well if that was you, all you have to do to remove them from the game entirely is remove their entry from armshltx and corgant. Doesn't matter if it's out of order. Alternatively you might try including a units folder and have replacement armorco/corkrog FBIs in it, that way you could tweak them however you want. If you feel they've got too much HP, reduce it, if you feel their weapons are too powerful, replace them with a custom weapon you'd put in a weapons folder.
tanelorn
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Joined: 20 Aug 2005, 09:55

Post by tanelorn »

Although it would require more work, I'd prefer to keep them in the game, but give them fewer HP and reduce the resource cost. That makes them powerful, but not a "one robot solution".
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Caydr
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Post by Caydr »

This'll be a while yet, DON'T PANIC.

If you've got anything to add to the list, post it because I've probably missed it.

Code: Select all

Changelog updated, scroll down
Last edited by Caydr on 19 Jan 2006, 23:20, edited 2 times in total.
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Mars Keeper
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Post by Mars Keeper »

!!!!
I found some strange bugs yesterday while plauing around in water areas. The Envoy cant unload units, they simply appear to disappear from play while being loaded unto the envoy. And some seaplanes dont land in water at all.
Just so you know...
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Caydr
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Post by Caydr »

That's strange about the Envoy. That's the core transport ship, right? If it's bugged, the Arm one probably is too.. I'll see about getting it fixed. Use air or hovercraft transports in the meantime if you can, I know for sure they work.

Seaplanes not landing in water is a Spring thing, IMO it's not really that important. They'll get it fixed eventually, I'm sure.

//edit: Envoy and arm equivalent work fine for me. I'll maybe use the XTA code and models for them though, just to be safe.
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FizWizz
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Post by FizWizz »

Caydr wrote://edit: Envoy and arm equivalent work fine for me. I'll maybe use the XTA code and models for them though, just to be safe.
Nuts, I liked the UH-style clean-and-quick loading/unloading
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mother
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Post by mother »

Code: Select all

Standard artillery is now arc-selectable; low arc
  fires a shot with smaller AoE and impulsefactor,
  high arc fires a shot with larger AoE and impulse-
  factor 
Nice... How did you end up working around the problem- two weapon defs?

Should be sweet, regardless.
BadMan
Posts: 146
Joined: 07 Oct 2005, 03:05

Post by BadMan »

Yes, thats a great idea. I did not know you could do that! Thats freakin cool.

One suggestion tho (if possible)

Not that this is a huge gripe, but is it possible to reduce the range of the unit if it goes into high trajectory mode (not by a huge amt, but by just a tad). To me, it just seems natural that the low trajectory gets the higher range cuz by judging from the ange it fires, they should be hitting farther than the higher trajectory (cuz high traj. has a huge arc and sometimes shoots straight up)
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Min3mat
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Post by Min3mat »

Min3Mat edition! <3
thats seriously cool, i thought u would name it after a cat or something :)
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FizWizz
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Post by FizWizz »

BadMan wrote:Yes, thats a great idea. I did not know you could do that! Thats freakin cool.

One suggestion tho (if possible)

Not that this is a huge gripe, but is it possible to reduce the range of the unit if it goes into high trajectory mode (not by a huge amt, but by just a tad). To me, it just seems natural that the low trajectory gets the higher range cuz by judging from the ange it fires, they should be hitting farther than the higher trajectory (cuz high traj. has a huge arc and sometimes shoots straight up)
...okay, I'm sure this has been said before by other people, but I'll say it here again...

High Trajectory and low Trajectory cover the same ranges. The Maximum range of a ballistic weapon is when it is fired at 45 degrees, perfectly diagonal. As the 'barrel' or initial flight angle is changed to higher OR lower than 45 degrees, the projected end point of the ballistic path gets shorter, and so any spot closer than the maximum range can be hit by TWO different trajectories, high and low. For emphasis I'll say it in its own sentence: High trajectory and Low Trajectory both cover the same range of ranges, from minimum (0) distance to maximum distance!
My short rant is done, so in summary, no it is not possible.
[edit]...on basically flat ground anyways... As Decimator pointed out, hills and such add some complexity to the issue.[/edit]
Last edited by FizWizz on 19 Jan 2006, 19:18, edited 1 time in total.
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Decimator
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Post by Decimator »

High trajectory covers the exact same set of trajectories as low trajectory. This means that it gains no more range on either trajectory except when firing from higher ground. When firing from higher ground, low trajectory is the preferable setting. On a hill using high trajectory, the projectile will first be fired into the air and will gain no more range than if it were on the ground. On low trajectory, it will be able to fire farther because the projectile must fall farther to hit.

So, what you are saying is possible, but only relevant to artillery on hills. I would very much like weapons to know how far they can actually shoot though.
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Felix the Cat
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Post by Felix the Cat »

If we REALLY want to get picky, high trajectory should have something around 2% shorter range due to having a longer flight path and hence greater air resistance.
Min3Mat wrote:thats seriously cool, i thought u would name it after a cat or something :)
Hey! I heard that!

I have softened up a little bit and am now willing to admit that level 2 and above can occasionally be fun to play with.
Doomweaver
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Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

Sorry I hate to spam the forum with the same requests again and again, but aren't LLT's and HLT's a little weak? I mean, a few HLT's can be overcome by level 1 kbot's, with no artillery required.
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

they have already received a boost in damage and range, if they get any more, they will completely pwn l1 units and that is not a good thing.
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Caydr
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Post by Caydr »

It's entirely possible to give the artillery units a shorter or longer range depending on high/low trajectory. You just have to be sneaky about it and change it when they're not looking..... If anything though, I will set the low trajectory to be shorter range and faster firing, while the high traj will be longer range and slower firing.

Updated changelog:

Code: Select all

Yet another new changelog, check page 41
Last edited by Caydr on 24 Jan 2006, 02:14, edited 2 times in total.
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

:shock: wow, n1 caydr.
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forbidin
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Post by forbidin »

I like the high/low traj changes for 1.42.

However, the range differences would be nice. By just looking at the guardian in high and low mode, u can tell the angle difference. I think you are right, the high traj mode seems to cover 45+ degrees. The low traj mode seems to be 0-30. So it would be natural to lower the range in low traj mode. What Caydr suggested is a good idea.

I do have one suggestion to go along with this change. Would it be possible to have a higher accuracy on the low trajectory than on the high trajectory? I know the high trajecory is to be used like a mortar and bombard the enemy from over hills. Its an idea of hit and miss. With low trajectory, you pretty much know where stuff is, hopefully, and thats where you are shooting, not really hit and miss tactics there.
Doomweaver
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Post by Doomweaver »

Gunships will no longer attempt to target aircraft, but why? They are fine against other aircraft, like bombers.
tanelorn
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Post by tanelorn »

I would like to suggest that instead of having multiple versions of the mod with different build restrictions, just hand out restriction files with the mod. I know it's 12 apples in one hand, a dozen in the other, but it seems to me that we're overlooking the nice build restriction capability of the latest spring version (i.e. being able to save restrictions as files).

When you do things this way, it's easy for the user to start with the restrictions he wants, adjust them to his preference, and save them for repeated use. Perhaps the user agrees with some of your restrictions but not all... if you force restrictions using the mod-variant method, the user can't re-enable specific units he'd like.

For example, lets say we want to go low tech, but perhaps just a handful of advanced units are also desired (such as lvl2 radar planes, or mobile fusions). Only by making a custom restriction file do you allow users to have control over their restrictions like this.
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