Absolute Annihilation: Spring 1.46 - Page 69

Absolute Annihilation: Spring 1.46

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Guessmyname
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Post by Guessmyname »

I'm getting a strange "There are no posts in this topic" error when I try to access the last page of this topic
Egarwaen
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Post by Egarwaen »

Guessmyname wrote:I'm getting a strange "There are no posts in this topic" error when I try to access the last page of this topic
That's because the forum software's miscalculating the number of pages when there's enough posts to exactly fill a page but not start the next one.
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Soulless1
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Post by Soulless1 »

banisher is cool as-is - maybe it shouldn't target air but its fine other than that, it has big limitations already.

If you did the initial ramping thing though that would be awesome...
Hellspawn
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Post by Hellspawn »

fifthed @>@
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wizard8873
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Post by wizard8873 »

leave the banisher as it is. i don't play core that often but i feel they're pretty balanced. just surround them and they'll go down or send some bombers in. found a page with a whole bunch of units. looks like some are already taken from there but there are still a few that could be used.

http://bsr.planetannihilation.gamespy.com/toybox.html
the buildpics are horrid though
Konane
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Post by Konane »

Banisher is far from overpowered IMO, it is rarely used as it is now.
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ginekolog
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Post by ginekolog »

noize wrote:leave banisher alone
sixtherd


why the heck wanna mess with sth that is perfecty fine (underpowerd if anything) ??

get real and dont overfix aa... :roll:
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BigSteve
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Post by BigSteve »

The banisher is bang on at the minute and does not need to be nerfed or beefed up, its perfect. Please leave it :)
That seventhed
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Caydr
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Post by Caydr »

Min3mat wrote:could you remove the exploiter and the warrior?
the exploiter really screws gameplay up IMO
What a crappy post for #1337 you were waiting for.
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Deathblane
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Post by Deathblane »

Deathblane wrote:Yeah, as it is they've got one hell of a punch...every few seconds. And of course they need to be microed as has already been mentioned.
Nah this was 1337, but still pretty crappy. I blame revision, it's sending me insane!!!





*wibble*
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Caydr
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Post by Caydr »

wizard8873 wrote:leave the banisher as it is. i don't play core that often but i feel they're pretty balanced. just surround them and they'll go down or send some bombers in. found a page with a whole bunch of units. looks like some are already taken from there but there are still a few that could be used.

http://bsr.planetannihilation.gamespy.com/toybox.html
the buildpics are horrid though
You know that all but like 3 of those units are in AA, right?

Anyway, about my Banisher comment, it was before I'd read the context. I was reading a few initial posts about it being too strong and decided to make a quick post in response, not realizing that the debate actually went on for another page and a half.

edit: made lots of progress in the last few hours. I've decided to hold off on a few of the major changes again. Hopefully there'll be the anti-air kbots, but the L3 vehicle factory will take some doing. That, as well as a few other things I've had in mind...

Here's what's left to do:

Code: Select all

 Arm "Archon", Core "Adept" anti-air kbots added
 Dragon's Claw and Dragon's Maw added back in as stationary units with
  stealth and no movement
 New model for Core heavy air transport
 Old "Underwater Advanced <Energy/Metal> Storage" added back in, but as
  structures which are built both on land and underwater
 Transport hovers can now only grab friendly units
I'll maybe be releasing the next version in the near future, with paralyzetime tags added - but not functional until the next version of Spring is out.
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FireCrack
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Post by FireCrack »

I'd like to see the long range AA missiles launch their missiles at an angle of about 30 degrees upwards to help them clear other structures...
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wizard8873
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Post by wizard8873 »

i noticed that there were quite a few from there in AA but still saw some that weren't that might be useful. even if its not, just trying to help out a bit
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Caydr
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Post by Caydr »

Firecrack, you've suggested that kind of thing a few times now... it's probably possible somehow, by copying the way that Catapult/Raven does it, but I don't know how to do it.

Thanks for trying wizard :wink:

Even closer to a release now, I just finished remodelling (and then, of course, retexturing) the upper part of the Arm HLT. It's virtually identical to the original both in appearance and poly count, except that the two textures on the "wings" won't be fighting for screentime anymore. Doesn't that bug anyone else?

edit: Right, here's an alpha version to try out if anyone's interested. Maybe give me some feedback before the final's out. There's a changelog included, which details which changes have been completed and which have not. http://prdownloads.sourceforge.net/ta-a ... p?download
(give the download an hour or two to mirror properly)
KillerD
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Post by KillerD »

Bring back the Cruise Missles!!!!!!
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FireCrack
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Post by FireCrack »

Mabye this?

-Added missile tdf tag trajectoryHeight, this sets in how high an arc the missile will move toward the target,0 = straight, 1=45 degree above, can be anything>=0, default 0


30 degrees = ~0.577


EDIT: Hmm, not feeling too fond of the commander being the only rezzer, I myself am very fond of using swarms of resurection kbots. Havent played yet though...
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MR.D
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Post by MR.D »

KillerD wrote:Bring back the Cruise Missles!!!!!!
:roll:
Plz no, games are actually enjoyable ATM without them.
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

Dragon's Claw and Dragon's Maw added back in as stationary units with
stealth and no movement


Why?

They are not really needed IMO
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BigSteve
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Post by BigSteve »

agreed
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

and can you put all wreckage/corpse tdf's into one tdf, just like you did with the weapons..
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