Absolute Annihilation: Spring[old]
Moderator: Moderators
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Hmmm
Maybe thats the reason why strangely vipers get selected when i use ctrl-b?
and banishers keep killing each other
any way to set them to fire a little higher, over each other (or simply not fire at each other, holding fire if LOS is blocked)?
Code: Select all
[UNITINFO]
{
Name=Viper;
UnitName=CORVIPE;
BUILDPIC=CORVIPE.DDS;
blablabla
// Construction
Builder=0;
WorkerTime=100; <-ODD?
and banishers keep killing each other

- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
but every other scout does have a weapon
sooo... where's my peeper with a damn lazeeers...
actually i came up with this cause i am spectating a AI match and its very annoing to see a peeper or fink chase bombers for no reason
:edit: arent moho exploiter a little bit over powered... it seems to own everything at the moment

actually i came up with this cause i am spectating a AI match and its very annoing to see a peeper or fink chase bombers for no reason

:edit: arent moho exploiter a little bit over powered... it seems to own everything at the moment
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
That would've been useful information a few minutes ago! Ah well, there will probably be other things that need fixing... Anyway can't you just set them to hold fire?
Version 1.43 posted:
http://prdownloads.sourceforge.net/ta-a ... p?download
Version 1.43 posted:
Code: Select all
1.42 --> 1.43
Krogtaar weapon AoE increased 50%, impulsefactor increased
to 2 (1), range boosted 5%, build costs reduced 5%
Pyro damage increased 10%, HP increased 10%, range increased 5%
acceleration and brake doubled, turn rate increased 100
Liche missile AoE reduced to 128 (320)
Arm nuke buildtime reduced to 120 units, explosion radius
increased to 1280
Core nuke buildtime reduced to 180 units, explosion radius
increased to 1920, damage increased to 10000
Anti-nuke buildtime reduced to 90 units
Can speed boosted 10%, HP increased 10%, range increased 5%
Moho Geothermal explosion size increased
Bulldog impulsefactor set to 0.5 (1), AoE reduced 25%
Goliath HP increased 350, weapon AoE increased to 160,
range boosted 10
Decoy fusions now have the same health as regular fusions
Core advanced construction vehicle workertime (how fast
it builds stuff) increased 50%
Zeus HP increased 150
Leveler speed boosted 10%, HP increased 100
Mercury/Screamer missile explosion appearance made more
realistic, so its actual explosion radius is visible
(this is a purely visual thing)
Juggernaut HP increased 10000, speed increased 10%, rotation
speed increased 10%, metal cost reduced 5%
Sumo HP increased 1500
Pitbull, Viper damage vs aircraft reduced to 26 (56)
Termite reload rate reduced to 1.1 (1.2)
Pyros no longer leave a wreck
Targetting Facility operating cost reduced to 250 energy
Panther speed, acceleration, brake, HP increased 10%,
weapon damage increased 15%
Annihilator reload time increased 10%, HP reduced 15%, damage
when closed reduced to 0.05
Maverick speed increased 5%, HP boosted by 100, range
boosted 5%
Zipper damage, speed reduced 10%, HP reduced 50
Adv Solar costs increased 50%, output increased 50%
Reaper acceleration increased to 0.021 (0.018), speed
increased to 1.75 (1.72), rotation increased to 345 (329)
damage increased by 20%, HP increased 750
Raider HP increased by 125
Flash HP reduced 50, damage decreased 9%
Peewee speed reduced 0.15, damage decreased 9%
Tremor acceleration reduced 20%, HP increased 5%
LT variant discontinued
Samson/Slasher damage per second boosted 10%
Samson set to burst-fire 2 half-strength missiles with a
reloadtime which is appropriate
OTA maxwaterdepth of -100 for amphibious units replaced with
a more realistic -5000 in view of what's possible in Spring;
this will mean re-pathing all your maps again...
Moho metal extractor/exploiter output reduced to OTA
standards
Construction aircraft/seaplane HP halved, death explosions
now cause double damage to construction aircraft
Karganeth metal cost increased 10%
Bantha metal cost decreased 10%
Krogtaar metal cost decreased 15%
Orcone HP increased 10%
Krogoth HP increased 12%
Tactical and mobile nuke damage increased to 4000 (3500),
damage versus superweapons increased to 8000, buildtime
reduced to 90 units, costs reduced in proportion to
buildtime reduction (0.75)
Decoy Commander fake D-gun amd laser are now much weaker, dgun
now uses the full standard 500 energy per shot, the decoy laser
now does 80 damage (130) and requires 50 energy per shot to fire
Real D-Gun damage increased to 50000 per impact, impulsefactor
set to nill; this should prevent usage of the d-gun as a "moat-
builder"
Tactical nukes are now non-interceptable
Metal maker explosions replaced with energy storage explosions,
moho metal maker explosions replaced with fusion explosions
Krogtaar now fires from the correct barrels at the correct
times
Hurricane physical size increased 20%, HP increased 30%,
bomb damage increased 35%, bomb AoE increased 25%, costs
increased 30%, turnrate decreased by 62, self-defence
missile strength increased
Solar metal cost reduced by 30, energy cost reduced by 100
Wind generator energy cost increased by 100
Arm and Core construction seaplanes can now both build
floating flak guns
VTOL_EMG (Brawler) and MED_EMG (Banshee) weapons are now
proper, spring-style EMG shots; this is purely a visual
thing
Doomsday Machine health bar is now visible at all times
Banisher HP reduced by 300
Leveler can no longer damage itself
Core heavy laser tower reload time increased to 1.2 damage
per second increased to 250
Arm heavy laser tower reload time reduced to 0.6, damage per
second increased to 235
Big Bertha, Intimidator structure increased in size by
approximately 25% so they can more easily shoot over small
obstructions such as units and trees, HP increased by 1000
each
Arm "Cronus" aiming script fixed
Corvette guns now have the proper barrel firing animation
Penetrator turret height increased
Inferno, Helios, MRUs, radar/jammer hovers, Mumbo removed,
total unit count is now 381
Attack hovercraft now have 40% extra sight range
Gremlin HP increased by 200, speed increased by 0.2, refire
rate reduced to 4, damage increased to 350
Artillery hovercraft now have a range half-way in-between
L1 and L2 vehicle artillery
Hovercraft plant costs reduced 25%
Amphibious complex costs reduced 25%
Tech 2 factory energy costs increased 200%
Tech 3 factory energy costs increased 400%
Gunship explosion damage versus other gunships increased
Orcone main weapon AoE increased to 48 (40), impulsefactor
set to 2 (1)
Fatboy movementclass fixed so it can climb like a kbot
Arm advanced kbot lab widened 20% to accomodate the larger
Fatboy movementclass
Zipper energy cost increased by 2000
Doomsday machine now takes 0.05 damage when closed (0.1),
BLoD range increased 10%, reload time reduced 5%,
***open/close speed increased***
Heavy laser turret and floating heavy laser turret HP
increased by 50%
Moho Exploiters now open/close faster, their health bar
is visible at all times
Instigator and AK now have seperate weapons; the instigator
is slower firing but with a higher overall damage per
second
Gunship damage versus flak units halved
Flak volume reduced 10 db
Gimp laser damage boosted by 25
All construction vehicle HP increased by 50%
Krogoth/Orcone backback rocket launcher damage increased
by 100%, fire rate reduced by 25%
Nuke/anti-nuke metal/energy costs reduced to retain their
old cost per tick
Freaker/Consul metal/energy cost increased 35%, buildtime
increased 25%
Core moho mine HP increased to 2500 (2000)
Moho exploiter and moho extractor textures modified so they
look more similar ingame
Guardian/Punisher/Ambusher/Toaster can no longer shoot their
low-trajectory weapon below -25 degrees
Torpedo launcher weapon speed increased
Mobile anti-nukes now produce 200 energy and have 1000 energy
storage
Gimp removed from core hovercraft plants
Exploiter HP boosted 150 units
Vulcan/Buzzsaw/Gantry slope tolerance increased 30%
Subs are now virtually immune to damage from surface ships'
regular (non anti-sub) weapons; underwater structures will
still be vulnerable to this kind of fire, but since they
are at the bottom of the water rather than just slightly
below it (as subs are), it should be less of an issue
Storage building capacities increased
Forged version updated with proper buildpics
New commander explosion sound effect
Warrior HP increased by 50, weapon inaccuracy vs fast units
reduced 33%, fire rate and damage halved, range increased 30,
LoS increased 25, movement speed increased 0.9
Demolisher HP boosted 800, aiming restrictions removed
I just got done playing a quickie against AAI on Ashap. I played Core. I've played only a bit of AA here and there, so these comments are probably only vaguely useful.
Very fun- only minor wrinkles.
Was able to use a single Goliath to take out AAI's entire base... imho, I'd lower its rate of fire a bit but keep d/sec. same... it would still have proper wrath against buildings and other things, but wouldn't be quite as able to single-handidly niggle defenses by exploiting terrain, and swarms should win, on equal metal, not lose, against a single Goliath, in my opinion. It's really quite important how the subtle difference in the way that Spring's projectiles are handled has made keeping tanks "hull down" much more profitable, especially for units like the Goliath, where they can very easily land attacks on things that are -30 degrees off their groundplate's angle.
The anti-swarm turrets are both nearly useless for their price. If they had an anti-ground function that actually worked OK, and then were nerfed against air somewhat, then they'd be worth building. They do pop planes, sure enough, but for costs... nah.
Rocket towers do the job more consistently, Flak works great.
Double LLTs are like doubling zero- it's still zero. I see no point in building LLTs at all, which is one of the areas where I have to give XTA props. One L1 unit vs 1 LLT should always = dead unit- found that some units will almost always win, especially if terrain allows them to be masked while firing (Hammers, for example). Which basically makes them useless- if they cannot take down twice their weight in metal and buildtime before dying, then I might as well have built two more attackers, because the LLT is never going to contribute to offense. It's the primary cutting-point on defensive-only weapons, imo. Even stacking them together for coverage, they weren't effective enough to ever use in a serious game- a waste of precious workertime.
It's interesting how much of an effect the nerfing on all of the defensive standbys has really had on good ol' TA-style gameplay, but I came away kind've feeling that if I played AA seriously... I wouldn't even bother building the vast majority of defenses, ever. Level 2 defenses are almost worth buying... except that by then, you have serious Air, nukes, and other options, which, again, makes things moot :/
The flame-tank needs to hide its flares, which look rather silly not being hidden (I realise that was probably on purpose, to look like flames, but it doesn't look good at all) and, in my opinion, it should move about half-speed, but get either doubled hitpoints or a autoheal to help it last longer once in contact- because of friendly-fire issues, it'd be pointless to raise the damage, because there's little point in sending a swarm of them... I'd rather that they were much more expensive, but able to single-handidly scare the pants off of swarms, than have them trying too hard to be fast, armored, deadly and relatively cheap, which is how they feel now- in trying to please all possible uses, this unit seems to not have a good niche yet.
Other than that... I really like the small, fast units that have a real point as flankers, the usefulness of the cloaked spotter-posts, and I really enjoyed the Buzzsaw-on-a-truck, although its usefulness as a practical unit is really suspect... it's sooo much fun to watch, spamming away, that I quickly forgot about it. Great fun all around, playing with silly things and spiderwebbing poor AAI very rapidly to death
And my minor cavils, above, are just that- it's not that I don't like the gameplay's strong emphasis on mobile attack over strategic control of terrain through assault waves vs. defensive strongpoints... it was just different 
Very fun- only minor wrinkles.
Was able to use a single Goliath to take out AAI's entire base... imho, I'd lower its rate of fire a bit but keep d/sec. same... it would still have proper wrath against buildings and other things, but wouldn't be quite as able to single-handidly niggle defenses by exploiting terrain, and swarms should win, on equal metal, not lose, against a single Goliath, in my opinion. It's really quite important how the subtle difference in the way that Spring's projectiles are handled has made keeping tanks "hull down" much more profitable, especially for units like the Goliath, where they can very easily land attacks on things that are -30 degrees off their groundplate's angle.
The anti-swarm turrets are both nearly useless for their price. If they had an anti-ground function that actually worked OK, and then were nerfed against air somewhat, then they'd be worth building. They do pop planes, sure enough, but for costs... nah.
Rocket towers do the job more consistently, Flak works great.
Double LLTs are like doubling zero- it's still zero. I see no point in building LLTs at all, which is one of the areas where I have to give XTA props. One L1 unit vs 1 LLT should always = dead unit- found that some units will almost always win, especially if terrain allows them to be masked while firing (Hammers, for example). Which basically makes them useless- if they cannot take down twice their weight in metal and buildtime before dying, then I might as well have built two more attackers, because the LLT is never going to contribute to offense. It's the primary cutting-point on defensive-only weapons, imo. Even stacking them together for coverage, they weren't effective enough to ever use in a serious game- a waste of precious workertime.
It's interesting how much of an effect the nerfing on all of the defensive standbys has really had on good ol' TA-style gameplay, but I came away kind've feeling that if I played AA seriously... I wouldn't even bother building the vast majority of defenses, ever. Level 2 defenses are almost worth buying... except that by then, you have serious Air, nukes, and other options, which, again, makes things moot :/
The flame-tank needs to hide its flares, which look rather silly not being hidden (I realise that was probably on purpose, to look like flames, but it doesn't look good at all) and, in my opinion, it should move about half-speed, but get either doubled hitpoints or a autoheal to help it last longer once in contact- because of friendly-fire issues, it'd be pointless to raise the damage, because there's little point in sending a swarm of them... I'd rather that they were much more expensive, but able to single-handidly scare the pants off of swarms, than have them trying too hard to be fast, armored, deadly and relatively cheap, which is how they feel now- in trying to please all possible uses, this unit seems to not have a good niche yet.
Other than that... I really like the small, fast units that have a real point as flankers, the usefulness of the cloaked spotter-posts, and I really enjoyed the Buzzsaw-on-a-truck, although its usefulness as a practical unit is really suspect... it's sooo much fun to watch, spamming away, that I quickly forgot about it. Great fun all around, playing with silly things and spiderwebbing poor AAI very rapidly to death


- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
Ugg, you can't balance against AI's. They do too many stupid things that over/underpower specific units.Argh wrote:I just got done playing a quickie against AAI on Ashap. I played Core. I've played only a bit of AA here and there, so these comments are probably only vaguely useful.
Very fun- only minor wrinkles.
Was able to use a single Goliath to take out AAI's entire base... imho, I'd lower its rate of fire a bit but keep d/sec. same... it would still have proper wrath against buildings and other things, but wouldn't be quite as able to single-handidly niggle defenses by exploiting terrain, and swarms should win, on equal metal, not lose, against a single Goliath, in my opinion. It's really quite important how the subtle difference in the way that Spring's projectiles are handled has made keeping tanks "hull down" much more profitable, especially for units like the Goliath, where they can very easily land attacks on things that are -30 degrees off their groundplate's angle.
The anti-swarm turrets are both nearly useless for their price. If they had an anti-ground function that actually worked OK, and then were nerfed against air somewhat, then they'd be worth building. They do pop planes, sure enough, but for costs... nah.
Rocket towers do the job more consistently, Flak works great.
Double LLTs are like doubling zero- it's still zero. I see no point in building LLTs at all, which is one of the areas where I have to give XTA props. One L1 unit vs 1 LLT should always = dead unit- found that some units will almost always win, especially if terrain allows them to be masked while firing (Hammers, for example). Which basically makes them useless- if they cannot take down twice their weight in metal and buildtime before dying, then I might as well have built two more attackers, because the LLT is never going to contribute to offense. It's the primary cutting-point on defensive-only weapons, imo. Even stacking them together for coverage, they weren't effective enough to ever use in a serious game- a waste of precious workertime.
It's interesting how much of an effect the nerfing on all of the defensive standbys has really had on good ol' TA-style gameplay, but I came away kind've feeling that if I played AA seriously... I wouldn't even bother building the vast majority of defenses, ever. Level 2 defenses are almost worth buying... except that by then, you have serious Air, nukes, and other options, which, again, makes things moot :/
The flame-tank needs to hide its flares, which look rather silly not being hidden (I realise that was probably on purpose, to look like flames, but it doesn't look good at all) and, in my opinion, it should move about half-speed, but get either doubled hitpoints or a autoheal to help it last longer once in contact- because of friendly-fire issues, it'd be pointless to raise the damage, because there's little point in sending a swarm of them... I'd rather that they were much more expensive, but able to single-handidly scare the pants off of swarms, than have them trying too hard to be fast, armored, deadly and relatively cheap, which is how they feel now- in trying to please all possible uses, this unit seems to not have a good niche yet.
Other than that... I really like the small, fast units that have a real point as flankers, the usefulness of the cloaked spotter-posts, and I really enjoyed the Buzzsaw-on-a-truck, although its usefulness as a practical unit is really suspect... it's sooo much fun to watch, spamming away, that I quickly forgot about it. Great fun all around, playing with silly things and spiderwebbing poor AAI very rapidly to deathAnd my minor cavils, above, are just that- it's not that I don't like the gameplay's strong emphasis on mobile attack over strategic control of terrain through assault waves vs. defensive strongpoints... it was just different
[edit] Also, def structures in AA aren't there for defence, they are there to supliment base level military units. You build LLT so that 5 hammers within it's range can kill 7 flash, not so that you don't have to worry about attacks at that location any more.
Hllt do a great job so far, llt's never were much good against vehicles and honestly never should be.
Best way to heep Llt's alive vs flashes and instigators is to build a couple dragon's teeth a little ways in front to stop them from surrounding them and even then its questionable.
Everything seems to be alot more fun to use in 1.43 IMO, but I've only gotten time for a couple large games so far.. Core seems to hold its own a little better, its just a few changed strategies and players need to relearn the curve.
Lvl2 seems hard to achieve in most games now, but its a huge boost once you can finally afford it. Rushing right into Lvl2 isn't easy as cake anymore, as it should be..
Lvl2 is more about specifics anyways, you find a strat that you think will work and you play it out.. I'm speaking completely seperate from the Economy factors of Lvl2 of course.
There seem to be alot more options available besides just going into lvl2 and then speed jumping into Lvl3 with Mechs, and that makes it alot more fun.
I barely ever saw players stick it out and finish with Lvl2 in most games, players would just rush to LVL2 so they could afford to build the MechLabs, and it always seemed silly to me as there are so many great units they're missing out on.
People always want to get that Trump card ASAP, and now that might be the deciding factor in Victory/Defeat.
Good work Caydr, I'm going to enjoy the duration of 1.43, its really giving the players new fields of tactics and many more ways to use them than before.
Best way to heep Llt's alive vs flashes and instigators is to build a couple dragon's teeth a little ways in front to stop them from surrounding them and even then its questionable.
Everything seems to be alot more fun to use in 1.43 IMO, but I've only gotten time for a couple large games so far.. Core seems to hold its own a little better, its just a few changed strategies and players need to relearn the curve.
Lvl2 seems hard to achieve in most games now, but its a huge boost once you can finally afford it. Rushing right into Lvl2 isn't easy as cake anymore, as it should be..
Lvl2 is more about specifics anyways, you find a strat that you think will work and you play it out.. I'm speaking completely seperate from the Economy factors of Lvl2 of course.
There seem to be alot more options available besides just going into lvl2 and then speed jumping into Lvl3 with Mechs, and that makes it alot more fun.
I barely ever saw players stick it out and finish with Lvl2 in most games, players would just rush to LVL2 so they could afford to build the MechLabs, and it always seemed silly to me as there are so many great units they're missing out on.
People always want to get that Trump card ASAP, and now that might be the deciding factor in Victory/Defeat.
Good work Caydr, I'm going to enjoy the duration of 1.43, its really giving the players new fields of tactics and many more ways to use them than before.
I Pity da Foo who don't use LLTs.
In the games that I've played, LLT has proven to be absolutely crucial to early defense and land grabbing. The HLLT is also quite useful too, but I wouldn't say the same about the Arm beaming counterpart. I agree with NOiZE that the exploiters turret turn rate is WAY too slow as it is. you can run in circles around one and take only negligible damage if you attack them right. Currently the only time I have seen them used and be worth it is when built in defensive lines on MetalHeck.
In the games that I've played, LLT has proven to be absolutely crucial to early defense and land grabbing. The HLLT is also quite useful too, but I wouldn't say the same about the Arm beaming counterpart. I agree with NOiZE that the exploiters turret turn rate is WAY too slow as it is. you can run in circles around one and take only negligible damage if you attack them right. Currently the only time I have seen them used and be worth it is when built in defensive lines on MetalHeck.
LLTs and especially HLLTs are great, they kill several times their cost in my games!
now to my proposed changes:
-Bladewings (the little paralyzer drones) need to get nerfed against anti-air units, taking 2-4x longer to paralyze them.
-Rocket spider kbots shouldnt fire at air, they just end up causing massive friendly fire mess
-Con vehs should be made 20% faster, con kbots 20% slower, con vehs are still way behind in cost/effectiveness
-Dragon teeth shoul be made 20-30% cheaper and build 50-100% faster, i rarely see good players put them to use since it takes ages and its expensive to set them up.
-Adv solars are way too vulnerable and are actually less efficient than normal solars. Most players will agree with me that being big and bulky (coupled with high HP when closed) is actually a GOOD thing. Id givem 100 energy prodution for their current price.
-Moho exploiters do turn really slowly.
-Beamers do suck.
-Yes anti-swarms are not very cost effective at all compared to missle towers, and saying they lag less cos theres fewer of them is NOT a balance excuse. Most of their missiles are wasted and fly in circlers anyway.
-ADV. Jammer towers are far too easy to build and maintain, all while rendering artillery almost useless. There are spy units and anti-jammer missiles but they arent exactly practical. Id recommend a usage energy increase (2-3x more so its noticeable late game). Yes, mobile units will provide the same coverage for cheaper, but its a lot easier to get close to jamming units does to their lower range, while the big adv towers can sit at the back of the map covering, protecting and hiding your whole base all the while costing less than a metal maker to run.
This is just my opinion of course and i could be wrong just like my grammer and punctuation!
now to my proposed changes:
-Bladewings (the little paralyzer drones) need to get nerfed against anti-air units, taking 2-4x longer to paralyze them.
-Rocket spider kbots shouldnt fire at air, they just end up causing massive friendly fire mess
-Con vehs should be made 20% faster, con kbots 20% slower, con vehs are still way behind in cost/effectiveness
-Dragon teeth shoul be made 20-30% cheaper and build 50-100% faster, i rarely see good players put them to use since it takes ages and its expensive to set them up.
-Adv solars are way too vulnerable and are actually less efficient than normal solars. Most players will agree with me that being big and bulky (coupled with high HP when closed) is actually a GOOD thing. Id givem 100 energy prodution for their current price.
-Moho exploiters do turn really slowly.
-Beamers do suck.
-Yes anti-swarms are not very cost effective at all compared to missle towers, and saying they lag less cos theres fewer of them is NOT a balance excuse. Most of their missiles are wasted and fly in circlers anyway.
-ADV. Jammer towers are far too easy to build and maintain, all while rendering artillery almost useless. There are spy units and anti-jammer missiles but they arent exactly practical. Id recommend a usage energy increase (2-3x more so its noticeable late game). Yes, mobile units will provide the same coverage for cheaper, but its a lot easier to get close to jamming units does to their lower range, while the big adv towers can sit at the back of the map covering, protecting and hiding your whole base all the while costing less than a metal maker to run.
This is just my opinion of course and i could be wrong just like my grammer and punctuation!