Absolute Annihilation: Spring[old] - Page 58

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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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

Don't start a new thread until we get a new version.. other wise comments made in this thread could not make it to the new version
Denied
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Joined: 14 Feb 2006, 03:19

Post by Denied »

I really agree with zenka on the anni height, they are sooooo low.
By the way what does the on/off switch do on the fido?¿?

..okay maybe they arent that low but iv had bad experiences with having to remove dragons teeth from around them :P
Last edited by Denied on 16 Feb 2006, 16:15, edited 1 time in total.
.funkymp
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Post by .funkymp »

Denied wrote:I really agree with zenka on the anni height, they are sooooo low.
By the way what does the on/off switch do on the fido?¿?
i agree with zenka as well, if they get bombarded around them. they can barely fire
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FizWizz
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Post by FizWizz »

It is a carry-over from UH, and is supposed to switch the Fido weapon between LoS and Ballistic trajectory. While that was useful back in OTA, the case may be different now.
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Caydr
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Post by Caydr »

anyone know how to fix the anni height bug? :? Is it fixed in XTA or UH or anything?
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FizWizz
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Post by FizWizz »

*wild stab in the dark*
possibly a script thing, maybe you should change the... *flinch* "aim point" or something like that?

I think that when you FPS an Orcone (or Karganeth, or one of those), your view jumps from one barrel to the other, and if I overheard correctly, these are the points from which the weapon is scripted to aim. I could be grossly wrong though, it would be better to ask a scripter.
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Fanger
Expand & Exterminate Developer
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Post by Fanger »

I took a quick look through the script, and it seems to aim from the flare on the barrel of the gun.. I wonder if spring takes the point of view from the position when it changes..
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DoubleNeg
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Post by DoubleNeg »

NOiZE wrote:Don't start a new thread until we get a new version.. other wise comments made in this thread could not make it to the new version
This was the 1.42 thread!
Archangel of Death
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Post by Archangel of Death »

IIRC its the point defined in the queryweapon1 function that determines were it places you in fps mode.
By the way what does the on/off switch do on the fido?
Fizz is correct, it switched between a los weapon mode and ballistic mode (making Fido's multi-capable with the ability to handle fast moving units with a direct fire and much faster gauss cannon, and dt entrenched defences firing ballistic *hugs a fido*). The scripting is all probably still there, though not too useful with the ballistic modes Spring has. oh, and its not quite exactly from UH anymore, theirs used a command fire to shoot a ballistic shot
sergey
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Joined: 16 Oct 2005, 19:32

Post by sergey »

1. Doomsday machine now takes 0.05 damage when closed (0.1)
2. Tactical nukes are now non-interceptable

thank you =) I AM HAPPY
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Caydr
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Post by Caydr »

Figured out what is wrong with exploiter aiming speed - see, it's scripted so that its turret rotation speed varies depending on how much metal it's extracting, preventing it from being spammed all over the place (as it is MEANT to be a pretty powerful turret). As you've probably noticed, extractors spin less quickly in Spring, and this also applied to the speed at which the turret could turn.
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BigSteve
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Post by BigSteve »

I fired a tactical nuke at a player yesterday which was duely intercepted by his anti nuke, is the suppposed to happen?
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mother
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Post by mother »

Edit: Just tested it.

Tactical (lvl 3 gantry built portable launcher) and Strategic (Silo based) nukes both get intercepted.
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Caydr
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Post by Caydr »

No, it's not... I guess spring handles this differently from OTA. I'll try another tag.

Going to try and get this Annihilator height thing fixed, then there'll be another release.

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updated
Last edited by Caydr on 18 Feb 2006, 07:52, edited 1 time in total.
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

awww, why were levelers speed reduced? Because of the damage reduction?
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Isaactoo
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Post by Isaactoo »

Caydr wrote:

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1.43 --> 1.44
 HLLT, Beamer, Packo, Nautilus, SAM removed
Why are the units being removed? I thought they filled a roll.
Chocapic
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Joined: 16 Oct 2005, 03:35

Post by Chocapic »

those units are nice to use early game, why should they deserve being removed ?
hllt's for instance are very good at stopping strong lvl1 attacks
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Decimator
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Post by Decimator »

Why remove the HLLT and anti-swarm turrets? And the beamer deserved a buff, not to get removed...
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DoubleNeg
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Post by DoubleNeg »

I love HLLTs :( RIP awsome little tower, hello more LLTs :(
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Caydr
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Post by Caydr »

LLTs, as you see, are getting a small boost as well... I really couldn't justify leaving HLLT and Beamer in any longer. They served a bit of a purpose in OTA but now not so much. Even in OTA it was pretty debatable... The anti-fighter turrets, Packo and SAM, similarly were very useful in OTA since mass-fighters were so powerful. Since spring naturally nerfs fighters (and I'm not complaining here) by reducing their turning to something realistic, they're not so great anymore. Nautilus is an unnecessary UH gimmick and I doubt half the people here even know what it is.

Updated changelog:

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Updated..........again.....
Last edited by Caydr on 18 Feb 2006, 18:36, edited 4 times in total.
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