Absolute Annihilation: Spring 1.46 - Page 5

Absolute Annihilation: Spring 1.46

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Nemo
Spring 1944 Developer
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Post by Nemo »

Great idea.

The reason why crawling bombs would be hard to use is that they're a highly specialized level 2 kbot.

I really like that idea though. Can it just be made so that all level 1 cons can build the lemming?
Leaderz0rz
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Post by Leaderz0rz »

I'm trying to start using vehicals core side more..but I have problems getting my intial enconomy going, what are some of the build orders you core players use? I usally start with 2 mex 2 solar, vehical, 1 mex 1 solar, 2 mex 2 solar while building some weasels for scouting.
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Das Bruce
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Post by Das Bruce »

Theres no win all strat in AA, which is why its so kick ass, you just have to find out what suits you best.
Chocapic
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Post by Chocapic »

indeed, it depends a lot on ur style of play what suits u best wich means whats kickass for ur style of play might not be for another style of play :P
Leaderz0rz
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Post by Leaderz0rz »

i like looking at other play styles in order to create my own :)
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Caydr
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Post by Caydr »

As long as you build a solar first you're pretty well-set... building a mex or god forbid 2 mexxes first will hurt you unless you're playing on a lame-ass high wind map.

Build one radar tower for every 3 LLTs... and always have at least 3 LLTs in positions surrounding your central base area to prevent a flea or something from rushing past your defenses and ruining your economy. Don't underestimate the value of radar towers... I'm not the greatest player, but I know from experience that it's usually wiser to build a radar tower THEN start on your LLTs than to build the LLTs then the radar. Early detection is everything, and the long LoS of radar towers provide gives a wise defender a powerful advantage.
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Caydr
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Post by Caydr »

Bump. Can anyone comment on how 0.7 has affected AA?
Chocapic
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Post by Chocapic »

as far as ive seen it hasnt affected in any way, but i have only played 2 or 3 games since the release
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Dragon45
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Post by Dragon45 »

Nothing really wrong i can see with new AA ver inr elation to new SPring ver.


However, I keep finding myself in situations where i am forced to build LLTs or HLTs and know that an HLLT could have done the job a lot better :|

With Spring's "your-units-cant-shoot-through-each-other" realism, putting up a bunch of LLTs means that each LLT is a lot less effective because if some units get trhough the side, suddenly your defense power is cut in half for wqhat can be brought to bear on that raider at any given point in time. HLLTs got around this problem.

Also I constantly find myself in situations where I want the Core FLamer (L2 flame tower) back. With no Flamer, Core has no med-low cost L2 antiswarm buildable by ANY adv unit. I've been forced to resort to Vipers and Toaseters and the occasional DDM but they just dont cut compared to what the FLamer could do :(



Also: Bladewings need their HP bumped up a wee bit; not necesarily doubled back to their original strength, but they get totally chewed up by lasers in any amont, meaning you cant use them for paralyzing LLTs like you used to be able to :|









ONE MORE THING!

I think something that could really add value and coolness to the amph lab are underwater amphibous transports (I know that AMD had the Mantis for arm and a Core counter for it) and they had a good deal of use because they could go UNDER the water, not just over like the hover transports do. It's probably the only thing missing from the Amph Complex' strike capability.








I know I gripe a lot but AA is so damn sweet. I jsut want to see it become (what I think) is even better :D
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BigSteve
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Post by BigSteve »

i agree with you dragon, bring em back - I sooo wanted a beamer today on evergreen have, they are v useful!

Bladwings though are fine now I think, their speed, fast paralysing and very low cost more than make up for their lack in hp - they are faster than a vamp!
and they cant chan react when they explode now too
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Dragon45
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Post by Dragon45 »

Found the Mantis and Scorpion!
Just wanna throw it into there, that i think they would be great for AA ^_^

Mantis:
Image
http://www.planetannihilation.com/corep ... ce=&page=3


Scorpion:
Image
http://www.planetannihilation.com/corep ... ce=&page=4


Undersea amphibious amphibious transports; they kicked ass and were hugely useful back in OTA...
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Nemo
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Post by Nemo »

The snake refuses to fire its torpedo. I have a feeling this has to do with the new, more strict .TDF parser.

oh, caydr, its now possible to add your own explosion bitmaps - this could add a whole new level of graphical ownage to AA.

Any word on bringing the lemming back as a suicidal level 1 con unit buildable wreckage clearer?
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Caydr
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Post by Caydr »

Nemo wrote:The snake refuses to fire its torpedo. I have a feeling this has to do with the new, more strict .TDF parser.

oh, caydr, its now possible to add your own explosion bitmaps - this could add a whole new level of graphical ownage to AA.

Any word on bringing the lemming back as a suicidal level 1 con unit buildable wreckage clearer?
Custom explosions, where is this documented?
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Nemo
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Post by Nemo »

Look in the main Spring dir, the gamedata folder. In there is resources.tdf. Its a list of all the bitmaps that spring references. Obviously, you can change the existing ones and have mods use their own, but I'm reasonably sure that this also lets you add multiple explosion bitmaps. I'll get back to you when I know how - Chris Han did this as part of the effort to make fewer things hardcoded.
Torrasque
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Post by Torrasque »

I'm pretty sure you can't add mulitple explisions....
edit, I mean even in this version : Chris Han just have unharcoded things, but having multiples explosions is not as easy....
And the explosion should be linked to a weapon or building, in the unit definition, not in ressource.tdf.
Last edited by Torrasque on 26 Feb 2006, 22:19, edited 1 time in total.
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Nemo
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Post by Nemo »

You couldn't before this version, for sure, but I think that this resources.tdf will let you. Maybe.

I still need to figure out how to actually use them.
.funkymp
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Post by .funkymp »

hey caydr

is the arm requiter (mobile nuke launcher) supposed to fire automatically at anything it wants? hold fire doesnt work for it at al for it.
it seems to pick out any target in its radius and just keep firing at it if it has the ammo.
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sintri
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Post by sintri »

meh, just a small thing since the begining of release, and a bit even more when 1.42 or around that came out. If you change it great, if not oh well.

Anyways, about specialized weaponary, given that there are some weapons that can never be outfitted to fit general roles (cg dethcharge launchers, you can't really expect to chuck them into the air and down a plane or drop them on a tank and hope to kill it) but most weapons can be used without air only or ground only restrictions. Given most AA missiles won't allow you to fire upon ground targets, there's not much harm in letting artillery cannons attack air as well as restoring annihilators/obliterators the ability to attack air (hell annihilators were great at killing air, crows went down after 2 or 3 hits from one of those platforms and pretty much decimates swarms). Or at the very least, restore all the AA missile platforms their dual purpose status without lock.

worked great for homeworld 2 PDS after Tel'Quessir allowed ion cannons to lock onto fighters instead of capital only (well after you lowered the base hp of fighters and corvettes) great beam of death sweeping across the sky obliterating squads after squads at a time. Course it completely destroyed the point of fighters and corvettes when you altered their base hp, but made great cinematics. Things just took too long to die the way they were, reminds me of galactica when you altered the hps, pds firing everywhere, fighters exploding, clouds of missiles flying towards you.
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BigSteve
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Post by BigSteve »

eh?
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sintri
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Post by sintri »

yea, I don't make sense at certain times of the day. But it however has gotten me to dig up my Homeworld 2 cds again and reinstall PDS

actually now that I've reinstalled HW2, NGCS kicks, capital ship took out a couple fighters long range with it's main guns before the fighters got into range, plus the enemy bcs nuked the crap outta mine, need more pds guns.
Last edited by sintri on 27 Feb 2006, 05:58, edited 1 time in total.
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