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Re: Supreme Annihilation V1.0

Posted: 08 Mar 2008, 16:34
by manored
Machiosabre wrote:I think that would be freaking annoying though, unless it cost E to stealth like the com or was only stealth while standing still or something.
But people would have to actual watch out for spies :) And it isnt so easy to sneak such a unit in, as pretty much anything that saw it would kill it on spot and it would have to risk a bit to actual spy you :)

And it would encourage people to pay more attention to stuff... finks arent stealth, but you frequently see then parked into enemy bases just because boss only ordered then to go there and they stoped, and the enemy did nothing to prevent the spying :)

Re: Supreme Annihilation V1.0

Posted: 08 Mar 2008, 19:29
by Gota
This is a new mod where is the rush here..let it settle down first.Its been out for just a few days.Why is this scout issue so important all of a sudden.
Maybe it needs changing maybe not but lets test it for some tme before making rash descisions.IF SA was getting played a lot...but some of the commentators here dont even play it ot played only a few games.

Re: Supreme Annihilation V1.0

Posted: 09 Mar 2008, 11:37
by Wisse
Why test it? Just do the math!

Re: Supreme Annihilation V1.0

Posted: 09 Mar 2008, 13:42
by Day
Yeah.. why didn't I think of that.....

Re: Supreme Annihilation V1.0

Posted: 09 Mar 2008, 14:41
by yosemite
Machiosabre wrote:
wat u r wat u r wat u r wat u r wat u r wat u r wat u r wat u r wat u r wat u r wat u r wat u r wat u r wat u r wat u r wat u r wat u r wat u r

hahaha oh wow

Supreme Annihilation & AI players

Posted: 10 Mar 2008, 00:05
by Maverick
Hey All / Tired,
I tried hosting a SA game the other day, and have found that both KAIK and AAI don't support Supreme Annihiliation. By 'Don't Support', I mean, they don't move or act. (on a few maps: DSD, Tabula, SM)

The reason I'm posting is because in one of the mod options for SA it has an 'AI Bonus' field. Naturally this suggested to me that it was 'AI ready'?

Perhaps I need the latest KAIK, however finding a link to the latest download for it is not an easy task.

Re: Supreme Annihilation V1.0

Posted: 11 Mar 2008, 18:31
by MR.D
I don't think AI support has kept up at all lately, and its a shame.

On another note, SA desperately needs an AutoHost running.

Its pretty rare when sombody hosts a game anymore and it pisses me off, cause this mod is sweet.

Die BA die :D

Re: Supreme Annihilation V1.0

Posted: 11 Mar 2008, 19:59
by NOiZE
* SupremeNeddie has joined #main

Re: Supreme Annihilation V1.0

Posted: 11 Mar 2008, 20:06
by MR.D
Everyone who joins is *desynced though in Neddies's autohost, for some odd reason.

Therefore, nobody can start the game.

Re: Supreme Annihilation V1.0

Posted: 11 Mar 2008, 20:18
by NOiZE
already fixed.

EDIT

Hmm it seems to give sync-errors as soon as the game starts :(

Re: Supreme Annihilation V1.0

Posted: 18 Mar 2008, 20:24
by yosemite
is tired dead


i haven't seen him in a long time

Re: Supreme Annihilation V1.0

Posted: 22 Mar 2008, 18:25
by yosemite
So do anyone know?

Re: Supreme Annihilation V1.0

Posted: 26 Mar 2008, 07:05
by The_Big_Boss
is tired dead
Maybe he escaped the matrix?

Re: Supreme Annihilation V1.0

Posted: 28 Mar 2008, 04:30
by Tired
Did, but I missed the steak.

Dawn of War: Soulstorm sucks, btw.

Re: Supreme Annihilation V1.0

Posted: 28 Mar 2008, 04:46
by smoth
I liekd it.

Re: Supreme Annihilation V1.0

Posted: 28 Mar 2008, 05:12
by The_Big_Boss
Did, but I missed the steak.
Epic win.

Re: Supreme Annihilation V1.0

Posted: 28 Mar 2008, 14:52
by yosemite
Tired wrote:Did, but I missed the steak.

Dawn of War: Soulstorm sucks, btw.
Hahaha i thought you were dead

Re: Supreme Annihilation V1.0

Posted: 13 Apr 2008, 03:38
by Gota
OK.
Obviously there is a problem with games being played on big maps with low player numbers.
1v1 CC is boring.
I suggest either changing jeffies and weasels to what they were but making them cost more and do a little bit more dmg or adding a few new units that will be fast enough to make 1v1s on big maps more interesting and full of action right from the start.

Re: Supreme Annihilation V1.0

Posted: 25 Apr 2008, 17:22
by MR.D
As long as they keep their long range LOS, bringing back weak weapons on scouts would be nice.

Re: Supreme Annihilation V1.0

Posted: 26 Apr 2008, 05:19
by Gota
That is the plan. But i must say the mod is very god even without it
and all the lies about some units being unbalanced were false,so play it more.