Gundam Annihilation 1.0 pending, I must test first though

Gundam Annihilation 1.0 pending, I must test first though

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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smoth
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Joined: 13 Jan 2005, 00:46

Gundam Annihilation 1.0 pending, I must test first though

Post by smoth »

So umm, yeah....

Image
new version available here 0.99P

Changes:

metal mine -500 metal storage

AA damage uped by 50

mechist metal storage REMOVED!

kampher shotgun damage updated from 300 to 500 per shot

hover truck damage updated from 25 to 50

alex and rx-78 damage updated from 1000 to 1200

Aircraft mounted guns increased from 50 to 70 damage

replaced the zakuIs legs with lower poly ones

retextured and revisited the zaku machinegun

Fixed the few remaining bad peicename references

fixed origon points on the guncannonII to fix some glitchy anims

Increased the guncannon, guncannonII and GMcannon move speed by .2

Bombers no longer drop bombs trying to hit other aircraft

32xlogosb_ texture added to teamcolors list

Magella moverate increased from 1.2 to 2.0
magella turnrate increased from 205 to 500
magella hp increased from 500 to 1300
magella buildtime increased from 1000 to 1500
magella Fire arc increased from 10 to 20

Bazooka gun reloadtime reduced from 2.5 to 2.2

Gouf wasn't in the build menu it is now
now play damnit!


changes for 0.99O
Fixed, magella buildtime..
aircraft daftness due to spring retardation...
units getting knocked around to the point of sillyness.

changes for 0.99M
Fixed the sounds on the xamel, alex and rx-78

fixed the yard map and scripts for the zeon lvl 1 & lvl 2 factories.

Reduced the flight heights of the aircraft.


changes for 0.99L

SOOO many fixes and frankly I am soo tired from working on it that I am
not going to begin to describe them. However, you should get it and try it
out and stuff.

before anyone says it... yeah the animations are
not all timed correctly yet..but the game play is there.

what? it is only one version number higher?
The version number is .99 because there is only 1% from the origonal
design doc left. that part being the load/unload script for the gallop
So umm, yeah... so what the hell did you change?
Changes: many of these are not going to be exact frankly becuase I
changed soo much that keeping a changelog became such a massive
chore that I gave up on it.

Speeding up every unit:
because running at 7 to 10X speed is not possible in spring and it may
cause lag/synchronization errors for OTA. This requires reworking all the
animation timing and speeds on everything. This is the reason some
animations are still off because I have to retime many of the animations.

Unit Corpses:
Not all units had corpses and this was bad because it was difficult to
recover from an attack. With corpses readily available the base
reconstructing can be expedited by reclaiming them.

Tech tree balance:
I have to be certain that both sides are balanced throughout the the tech
levels.

Reworking the resource model:
The resource model was incorrect in the last version. I have since fixed it
and am working hard on a new system.

New models and textures:
I have been tweaking the models where I can and have updated many of
them. Many of the old shoddy place holder models are replaced and
several models are going to be changed because of game constraints.

Better walls/defenses:
I would love to get a more TA:K style of wall available. A military base
without walls around it seems silly.

Better commander unit:
The new commander has a minor regeneration ability now and it is in
general stronger and faster (where building is concerned) then your
standard construction unit. Also the commander now has a weapon! It will
also lose the ability to construct the second level building as this will stop
the immediate rush to tier II.

Removed units:
rgm-79(rl)version:
Taken out entirely because the unit was redudant because of the rx79(rl)
unit.

Added units:
Mega particle cannon: added because I saw it in the anime and it looks cool
Federation and zeon anti-air: also found them in the anime, they were need so I added them
Last edited by smoth on 18 May 2006, 14:04, edited 6 times in total.
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Drone_Fragger
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Post by Drone_Fragger »

Zomgosh! Gundams!
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

LOL, YES GUNDAMS!
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Dragon45
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Post by Dragon45 »

s3o'ed? :o
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OverDamage
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Joined: 06 Mar 2006, 09:47

Post by OverDamage »

Don't ask questions, just play the mod!
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FizWizz
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Joined: 17 Aug 2005, 11:42

Post by FizWizz »

believe it or not, I think that they might be .3do. good job Smoth...
Couple of things though...
There are a couple Zeon ground units that are built in the aircraft plants. the tank that comes out of the Lvl 1 plant has to be controlled manually and guided out, otherwise it just blocks it.
The Xamel just plain doesn't get built.
The Zeon fighter (whatever it is called) flies hella high. Not sure if that is a feature or not. There were other things, but I forgot. The units look pretty sharp, although I think that you should make some sort of loose guide to give people an idea of how the game/balance is supposed to feel.
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MrSpontaneous
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Joined: 09 Sep 2005, 22:39

Post by MrSpontaneous »

To add to the list, the zeon lvl 2 aircraft plant just does not seam to work (not even the aircraft o.0)

from what I have seen so far this looks like a fun and very intersting mod, now to find some players. . . :|
j5mello
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Joined: 26 Aug 2005, 05:40

Post by j5mello »

nah im not really a fan of the anime, so much as helping with promotions


that and ive got waaay too much time on my hands
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

Dragon45 wrote:s3o'ed? :o
FizWizz wrote:believe it or not, I think that they might be .3do. good job Smoth...
Yep, they are .3do
FizWizz wrote: Couple of things though...
There are a couple Zeon ground units that are built in the aircraft plants. the tank that comes out of the Lvl 1 plant has to be controlled manually and guided out, otherwise it just blocks it.
I will work on it and release an update.
FizWizz wrote:The Xamel just plain doesn't get built.
The Zeon fighter (whatever it is called) flies hella high. Not sure if that is a feature or not. There were other things, but I forgot. The units look pretty sharp, although I think that you should make some sort of loose guide to give people an idea of how the game/balance is supposed to feel.
I will reduce the flight height a bit... but it looks so damn cool! I'll try and get them a bit lower but not much lower.
MrSpontaneous wrote:To add to the list, the zeon lvl 2 aircraft plant just does not seam to work (not even the aircraft o.0)

from what I have seen so far this looks like a fun and very intersting mod, now to find some players. . . :|
Will fix the yard map. Sorry about that.

I will fix the stuff but first I am going to write an explanation of what exactly this update represents.
Malphas
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Joined: 18 Apr 2006, 03:23

Post by Malphas »

Nice job, smoth! I just played a game and the changes are good. I like the new fortifications and build trees, much better than before. However, there are a couple of new bugs: The RX78-2 and NT1-ALEX both have no firing noise. also, there's no icon in the build menu for the federation "square fortification" and sight-tower. BTW, nice job on those MPC's, they tore my lvl 4 MS's apart =D.
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smoth
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Post by smoth »

well, the tests went well, there are a few bad peicenames so I will fix that and make an updating release tomorrow sometime. I am also updating some other aspects so feel free to give any constructive critisim. However, know that some things are either spring bugs or limitations. IE some of the dumbfire units hiting each other. Anyway, I hope you guys are enjoying yourselves.

-Smoth 8)
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Nice, from the version i played with XE8 I had me vs 2 XE8's of each faction, and the Zeon faction swamped the fed XE8 and took over (tested with green comet).

Also the faction names in Spring SP still displayed as Arm and Core
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smoth
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Post by smoth »

yeah, I cannot change that untill I move completely away from TA which will be after version 1.0.

-Smoth
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MrSpontaneous
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Post by MrSpontaneous »

The megallen attack tank (the tank for zeon built from the air field) does not seem to fire properly, I had 8 or so attack a heavly damaged light tank, and lost about 6 due to them not firing for quite some time.

so it would be good if you take a look at it if you are not doing so already :wink:
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smoth
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Post by smoth »

Ok, gents, I updated the mod. I have some real life(TM) things to do now. Feel free to post any bugs, tactics or reasonable opinions.

-Smoth
VITO
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Joined: 18 Feb 2006, 18:14

Post by VITO »

man smoth you putting out a new versoin of .99 like every 10 seconds :shock:
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smoth
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Post by smoth »

Lol, well I aim to please. However, unless there is something major I will not make another public release until 1.0.

These were some bugs that slipped through either because I added something right before the release or just that the unit wasn't used so they correct some issue. :)
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smoth
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Post by smoth »

...ok, several days and no replies? Am I to assume all is well and that people are blissfully happy with the current version? :?
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