Absolute Annihilation: Spring 1.46
Moderator: Moderators
If you do make any change sor enw rleases, add the following to the mod_info.tdf file:
else I'll nag and whine and scream for as long as it takes be it hours days months or years....
Code: Select all
[MOD]
{
//usual stuff here
[NTAI]
{
tdfpath=AA;
}
}
Not dead, a near miss though. I'll add that NTAI stuff to next release. Anyone know if there's any other AI-specific changes that need to be done or is everything good on that front right now?
With the overwhelming majority of players using AA and how generally successful 1.44's been, I thought I'd take a bit of a break. Really gotta get the maps I was working on finished someday soon too. Got a good feeling there, maybe take some of the things I've learned from AD and apply them here.
Looks like I've finally got a short break between "everything else", I'll try to make progress on the next version soon. Just make sure if there's anything mentioned in other topics but not here, POST IT HERE. Haven't got much time for forum-searching atm.
With the overwhelming majority of players using AA and how generally successful 1.44's been, I thought I'd take a bit of a break. Really gotta get the maps I was working on finished someday soon too. Got a good feeling there, maybe take some of the things I've learned from AD and apply them here.
Looks like I've finally got a short break between "everything else", I'll try to make progress on the next version soon. Just make sure if there's anything mentioned in other topics but not here, POST IT HERE. Haven't got much time for forum-searching atm.
If I remember right:
Third of the firepower of a krow, third of krow's cost, quarter of krow's
armor, twice krow's speed. Just a heavy gunship. I really like these units, so I don't want to remove them... so if anyone has suggestions how to make them better or unique in some way or something like that... it's welcome. Hey, maybe they could be resistant to flak or something? Not like, 90% damage reduction, but something to improve their survivability. Just so that missile units aren't obsolete? Hey that's not bad... Whaddy'all think?
Would really necessitate that L2 anti-air kbot everyone's been wanting though. Anyone got some leads on that kind of thing? I asked a while back if anyone could either find some suitable units or make some. I guess I could really make them myself by now, but it'd take time away from more important stuff related to the mod.
What I really want is a unit similar to the jethro, but with one of the arms being a light flak gun (approx 1/3 the firing rate of regular flak) and the other arm be a reasonably rapid missile launcher, something akin to a packo. Would be same for both sides, but with the usual cost/armor/speed variations you're used to.
Edit: awww dammit now I just have to make them myself, it'll be too much fun. Now look what you made me do.
Third of the firepower of a krow, third of krow's cost, quarter of krow's
armor, twice krow's speed. Just a heavy gunship. I really like these units, so I don't want to remove them... so if anyone has suggestions how to make them better or unique in some way or something like that... it's welcome. Hey, maybe they could be resistant to flak or something? Not like, 90% damage reduction, but something to improve their survivability. Just so that missile units aren't obsolete? Hey that's not bad... Whaddy'all think?
Would really necessitate that L2 anti-air kbot everyone's been wanting though. Anyone got some leads on that kind of thing? I asked a while back if anyone could either find some suitable units or make some. I guess I could really make them myself by now, but it'd take time away from more important stuff related to the mod.
What I really want is a unit similar to the jethro, but with one of the arms being a light flak gun (approx 1/3 the firing rate of regular flak) and the other arm be a reasonably rapid missile launcher, something akin to a packo. Would be same for both sides, but with the usual cost/armor/speed variations you're used to.
Edit: awww dammit now I just have to make them myself, it'll be too much fun. Now look what you made me do.
Sounds like it could work, and might solve the "air is useless late-game" complaint by giving people a way to use air to destroy ground-based AA. Especially since they'd still be vulnerable to Hawks/Vamps.Caydr wrote:Hey, maybe they could be resistant to flak or something? Not like, 90% damage reduction, but something to improve their survivability. Just so that missile units aren't obsolete? Hey that's not bad... Whaddy'all think?
Maybe make it all missiles no flak, so that there's an obvious difference between vehicles and kbots?What I really want is a unit similar to the jethro, but with one of the arms being a light flak gun (approx 1/3 the firing rate of regular flak) and the other arm be a reasonably rapid missile launcher, something akin to a packo. Would be same for both sides, but with the usual cost/armor/speed variations you're used to.
Also, I agree with Mat: FLASHES.
Funny enough, i played a game after making that post and had sabot vtols used against me the first time.
Higher survivavility would be good, as they are now i feel they die too fast to exploit their firepower advantage. Even when mixed in with normal gun ships to help them use their power, the flak blast radisu tends to damage them fairly well.
Higher survivavility would be good, as they are now i feel they die too fast to exploit their firepower advantage. Even when mixed in with normal gun ships to help them use their power, the flak blast radisu tends to damage them fairly well.
Last edited by FireCrack on 19 Apr 2006, 21:31, edited 1 time in total.
- Mars Keeper
- Posts: 240
- Joined: 25 Jan 2005, 21:00
Caydr,
Couple suggestions:
1) I don't know why the SABOT VTOL is around, but i agree that you should make them unique in some way as you suggest. I think what you should do is make them useful as counter for adv. missile towers (they sort of work in this capacity right now). The idea being that they are tougher and can take out the adv. missile towers--requiring players to diversify their air defense by making flak as well. Maybe flak is more effective vs the VTOLS are a consequence.
2) This brings me to the adv. missile towers. You're proposing to Double Fireing Rate but HALVE the damage. This is not the solution. I reccomend HALVING the range but leaving the high damage (maybe boost the fire rate a little). The problem is that the adv missile towers make supporting raids or fighting off land attacks with your planes ineffective, since the towers cover way beyond the extent of the "heart" of someone's base. Its really bad when planes take off, go onto their patrol route, and get blasted the second they see an enemy unit.
I think the adv. missile towers allow players to get away WITHOUT building anti-air fighters as the first line of air defense, and this does nothing other than take an exciting element out of the gameplay.
3) The CRUISE MISSILES seem a little glitched. Often they won't fire when ordered to attack manually even when it is in range. Has anyone else experienced this problem? I tried to find a pattern in what was happening but to no avail.
4) Depth Charges are broken, although maybe this is a spring engine problem?
5) Have you given any thought to making the adv. jammer towers require more energy to run? It might be nice to see how they work if they come online LATER in the game. But I don't know, this might take away from spotting, but may make the jammer vehicles more useful mid-game.
Couple suggestions:
1) I don't know why the SABOT VTOL is around, but i agree that you should make them unique in some way as you suggest. I think what you should do is make them useful as counter for adv. missile towers (they sort of work in this capacity right now). The idea being that they are tougher and can take out the adv. missile towers--requiring players to diversify their air defense by making flak as well. Maybe flak is more effective vs the VTOLS are a consequence.
2) This brings me to the adv. missile towers. You're proposing to Double Fireing Rate but HALVE the damage. This is not the solution. I reccomend HALVING the range but leaving the high damage (maybe boost the fire rate a little). The problem is that the adv missile towers make supporting raids or fighting off land attacks with your planes ineffective, since the towers cover way beyond the extent of the "heart" of someone's base. Its really bad when planes take off, go onto their patrol route, and get blasted the second they see an enemy unit.
I think the adv. missile towers allow players to get away WITHOUT building anti-air fighters as the first line of air defense, and this does nothing other than take an exciting element out of the gameplay.
3) The CRUISE MISSILES seem a little glitched. Often they won't fire when ordered to attack manually even when it is in range. Has anyone else experienced this problem? I tried to find a pattern in what was happening but to no avail.
4) Depth Charges are broken, although maybe this is a spring engine problem?
5) Have you given any thought to making the adv. jammer towers require more energy to run? It might be nice to see how they work if they come online LATER in the game. But I don't know, this might take away from spotting, but may make the jammer vehicles more useful mid-game.
And why's that, Mat? Perhaps you could explain yourself instead of just throwing around insults and being an asshole? Please note, before you reply, that I didn't say that air's useless, merely that some people seem to think that it is. So if you're calling me a n00b because you think I'm saying air's useless, perhaps you need to learn to read.Min3mat wrote:looks like the NEWB banner is here to stay ,^^
Now, if you're taking issue with something else I'm saying, perhaps you could explain what? Caydr suggested making the Sabot VTOLs hardened against flak but still vulnerable to missiles. That means that ground-based advanced AA (flak-based) will be less effective against them, and things like Hawks/Vamps (which use missiles) more effective.
And if you don't like the perception that air's useless late-game, perhaps you could attempt to defuse that perception by providing information about how to use it effectively instead of just insulting people. You're free to contribute to the Wiki. Even if you can't write English well, I'm more than happy to edit for you.
Then again, that'd be more work than just flaming and generating excuses about why you're not playing right now, so I suppose I shouldn't expect too much...

- wizard8873
- Posts: 254
- Joined: 21 Jan 2006, 02:42
if anyone remembers it, there was a cool race made for TA called Rouge. you could check them out. if you can't find them, PM me and i still have some of the files on my computer.Caydr wrote: Would really necessitate that L2 anti-air kbot everyone's been wanting though. Anyone got some leads on that kind of thing? I asked a while back if anyone could either find some suitable units or make some. I guess I could really make them myself by now, but it'd take time away from more important stuff related to the mod.
What I really want is a unit similar to the jethro, but with one of the arms being a light flak gun (approx 1/3 the firing rate of regular flak) and the other arm be a reasonably rapid missile launcher, something akin to a packo. Would be same for both sides, but with the usual cost/armor/speed variations you're used to.
Edit: awww dammit now I just have to make them myself, it'll be too much fun. Now look what you made me do.