Absolute Annihilation: Spring[old]
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- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
I think I might've been too ambitious... I might have to cut some of the most complex for the next version. Namely:
As anyone here knows, I'm a pretty shoddy scriptor, it's the one thing I just don't have the motivation to learn. I can modify existing stuff, but hunting the reason why krogtaar wont fire from the correct barrels for instance, is a bit beyond my range of giving a crap. If I can catch Archangel online though, he might be able to help me out.
I'm going to try and have at least a beta ready in a few hours.
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Arm "Cronus" aiming script fixed
Corvette guns now have the proper barrel firing animation
Moho Exploiters now open/close faster
Ground unit reduced damage versus aircraft replaced with
inaccuracy vs aircraft
Krogtaar now fires from the correct barrels at the correct
times
I'm going to try and have at least a beta ready in a few hours.
Hey Caydr, I've always loved the difference between rockos and thuds. Rockos have good damage will hit eachother if stacked, whereas thuds have the ability to shoot over other thuds. So if you just have 3 units, rockos are better. But when you start stacking thuds, they become superior because they can all fire over eachother. Its the same with morties. Morties suck until you micro-manage a huge group of them. Have you ever considered giving a mech this ability? It would be interesting if there was a slightly fast mech that was relatively weak in damage, but that if stacked in a group of say 10, could become an entirely different machine. KBots are unique from vehicles in that this sort of stacked maneuvering is possible, so it seems that it should be exploited by at least one experimental mech.
Also, what about a mech with the ability to paralyze?
Awsome changelog!
Also, what about a mech with the ability to paralyze?
Awsome changelog!
Your ideas sound interesting Chiss. Maybe for a future version some sort of super-morty kind of thing would be a good addition.
Small status update... I've got 1.43 completely done save for 2 pretty small changes. I've been up late too many nights in a row and I've just run out of steam, I can't finish it tonight, but here's the final changelog:
Small status update... I've got 1.43 completely done save for 2 pretty small changes. I've been up late too many nights in a row and I've just run out of steam, I can't finish it tonight, but here's the final changelog:
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Outdated...
Last edited by Caydr on 14 Feb 2006, 03:19, edited 1 time in total.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Smokescreens!Caydr wrote:Decoy Commander blast now visually emulates a real commander blast, but without the damage or shockwave
Ouch! OUCH OUCH OUCH!Caydr wrote: Metal maker explosions replaced with energy storage explosions, moho metal maker explosions replaced with fusion explosions
I seriously need to learn how to space apart buildings now - I only have a 2 button mouse

Holy Testicle tuesday! that is one huuuuge changelog...
Nice buff on the core, they needed it really, pyro change will make a huge difference i think, core was really missing a fast strongish raiding kbot unit - and now they have it, golly change I dig too they are now officially UBER again :)
....which also means its gonna be even more satisfying using my arm hordes to crush you core loving nancy boys!
hehe!
watch I'll now go on a 10 game losing streak... owned by aks everytime or somethin hehe
Nice buff on the core, they needed it really, pyro change will make a huge difference i think, core was really missing a fast strongish raiding kbot unit - and now they have it, golly change I dig too they are now officially UBER again :)
....which also means its gonna be even more satisfying using my arm hordes to crush you core loving nancy boys!
hehe!

watch I'll now go on a 10 game losing streak... owned by aks everytime or somethin hehe
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
Will be interesting to see if someone can acctually manage to use that to thier advantage... Giant smoke screen clears and all of a sudden there's 8 maverics ripping up your base...aspa wrote:Smokescreens!Caydr wrote:Decoy Commander blast now visually emulates a real commander blast, but without the damage or shockwave
- Mars Keeper
- Posts: 240
- Joined: 25 Jan 2005, 21:00
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- Posts: 100
- Joined: 07 Feb 2006, 21:35
... but they cost 2x more and i think pretty much everyone will agree con kbots are in general a better idea than con vehs, since cost per cost they are faster, have more hp, are more versatile (2 of them can split into diff tasks if wanted, and they can climb) and build faster.Caydr wrote:I think it's a weight issue, supposedly. Con vehs can build things about 30% faster than con kbots and have a fair bit more armour.
Also, the lowering of the metal cost in solars(the reduce in E is great btw) makes adv solars that bit less useful, since now theyre much more vulnerable and just slightly more efficient, please keep that in mind!
Lastly, how about not giving fusions and mohos storage and instead boost the M and E storage by 5-10x (increase costs obviously) so we dont have to build 30 of them to reclaim a comm? atm they are useless late game and remotely useful in largte numbers in early game.
All in all i like most of the changes, nice to see HLTs are useful now too ^^