Absolute Annihilation: Spring[old] - Page 6

Absolute Annihilation: Spring[old]

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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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

I really miss the Thud and the Hammer

And where the hell is my doomsday machine :D
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Mars Keeper
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Post by Mars Keeper »

Doomsday machines are built by the same builders that build the moho mines. Core of course.
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

Kool Thanks

The Arm Zeus can't climb hills easy, as it can't cross the hill on Small divide
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Caydr
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Post by Caydr »

In the next version I'll make sure that all kbot units have the proper climbing ability... not sure when that got messed up. I'm setting commanders' laser back to 100 percent accuracy and giving it instagib against bladewings.
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Optimus Prime
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Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

the heavy assault transport is buggish: it can load itself and then it disappears. That wouldnt be a problem if loading wouldnt be so difficult. But you need to draw a circle near to the transport if you wanna load units and than it happens 3 times, i loaded the transport and it dissapears with all of its units loaded before -.-.
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Caydr
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Post by Caydr »

Optimus Prime wrote:the heavy assault transport is buggish: it can load itself and then it disappears. That wouldnt be a problem if loading wouldnt be so difficult. But you need to draw a circle near to the transport if you wanna load units and than it happens 3 times, i loaded the transport and it dissapears with all of its units loaded before -.-.
Checked the unit (Intruder)... I see what you mean. Very troublesome. I'll try to get this fixed.
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Caydr
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Post by Caydr »

With a little help from Gnome, Intruder is working properly. I'm uploading .32 now, it should be available momentarily.

Changelog 0.31 --> 0.32

"Catapult" Arm logo switched for Core one
Scripted "Epoch" for independent turrets
Scripted "Black Hydra" for independent turrets
Increased brightness of loading screens slightly
Reduced "Black Hydra" laser reloadtime to 0.3 (0.5)
Increased "Black Hydra" laser range to 1150 (900)
"Mumbo" turret rotation speed reduced
Commanders immune to paralyzers via workaround (although
"immunetoparalyzer" tag needs to be fixed urgently, SYs!!!)
"Rocko", "Storm" rocket damage reduced to 140 (155)
"Rocko", "Storm" rocket AoE reduced to 24 (48)
Remodeled turret section of "Mumbo" for Spring compatibility
Set all kbots as a proper kbot movementclass
Plasma batteries' AoE reduced to 64 (128)
Added a variety of new Evolva models
Intruder can no longer pick itself up and then fly away
Optimized loading time
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Min3mat
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Post by Min3mat »

sounds great but i don't think the com should be immune to paralysers, just to the bladewings paralyser (spiders etc should still disable coms imo)
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

I feel that now we hav this other Buildtree, the current models for the plants are kinda misleading and so we need other models for them.

Maybe u could browse http://www.unituniverse.com and find some good ones, however i do not know if they are free to be used..

Also the Krogoth Ganthry needs to be bigger, the krogoth nearly fits in it hehe

Some buildpics are messed up
- Arm Warrior (also his model, doesn't look equiped for dual lasers)
- Core Reaper
- Core Viper
maybe also some others i don't know for sure.
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Caydr
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Post by Caydr »

Probably Pitbull, too.

If I decide to stick with the one tech tree idea, I can make my own factories, it's not a problem. I might revert to the old system too, I haven't decided. In any case, I won't be making a decision until the new gui is out.

~~

Hmm... a lot of the track alignments are out because of the new models. I'll have to fix that... Also Core "Weasel" is underground (?)
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[K.B.] Napalm Cobra
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Post by [K.B.] Napalm Cobra »

Hurry up and put the new gui in so we can go back to good ol' vehics and k-bots.
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

nah this way is better imo
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Caydr
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Post by Caydr »

Current changelog for the next version:

Resized "Bulldog", "Goliath" evolva models to their proper AA size
Core "Weasel" is no longer underground (?)
Arm "Warrior" has the correct model again
"Pitbull", "Viper", "Reaper" have the correct buildpics again
Fixed track marks for new Evolva models
Core "Intruder" can auto-load and auto-unload now
Replace Evolva "Flash" model with OTA one; I just like it more
---things below here aren't done yet---
Dragons Teeth HP reduced
Fort Wall HP reduced
Texture "ONOFF0107" error fixed
Core "Pyro" explosion reduced in size
All storage buildings hold more resources
Scout planes no longer chase
"Guardian", "Punisher", "Ambusher", "Toaster" HP reduced
"Guardian", "Punisher", "Ambusher", "Toaster" cost increased
"Big Bertha", "Intimidator", "Vulcan", "Buzzsaw" firing sound volume reduced
Nano turret building range reduced
Doomweaver
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Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

I really like the buildtree used by AA. However, I think the factories and airplants should be a little cheaper, to encourage joint air and ground combat.
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Caydr
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Post by Caydr »

Small status update

I've been working all day at this and I expect that tomorrow or the next day I'll have the next version finished. This one will stick for a while. I'm working on a big improvement.
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SwiftSpear
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Post by SwiftSpear »

Caydr wrote:Small status update

I've been working all day at this and I expect that tomorrow or the next day I'll have the next version finished. This one will stick for a while. I'm working on a big improvement.
Nice, no more uploading to FU just to have the file outdated the next day!
Doomweaver
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Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

Not sure if this is a bug, but I couldn't group load/unload with the atlas.
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Caydr
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Post by Caydr »

Doomweaver wrote:Not sure if this is a bug, but I couldn't group load/unload with the atlas.
Mm... I'll check this... but I don't think it's a bug. They're only meant to carry one unit. Maybe if you had like 10 of them and told them to mass-load, mass-unload-somewhere-else.
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Caydr
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Post by Caydr »

Changelog 0.32 --> 1.0 (First official release)

Resized "Bulldog", "Goliath" evolva models to their proper AA size
Core "Weasel" is no longer underground (?)
Arm "Warrior" has the correct model again
"Pitbull", "Viper", "Reaper" have the correct buildpics again
Fixed track marks for new Evolva models
Core "Intruder" can auto-load and auto-unload now
Replaced Arm "Flash" Evolva model with OTA one
Hover artillery set for high-trajectory only
Removed Dragons Teeth from Minelayer menus
Reduced "Sumo" metal cost from 2120 to 2020
Increased "Sumo" movement speed to 0.75 (0.45)
Core floating dragons teeth no longer disappear on completion
Arm "Blade" added back into Arm Advanced Aircraft Plant
Fixed Construction Seaplane and Advanced Construction Sub build
menus
Core "Pyro" explosion damage reduced
Dragons Teeth HP reduced
Fort Wall HP reduced
Texture "ONOFF0107" error fixed
Fortification Turret removed
Nano turret building range halved
"Guardian", "Punisher", "Ambusher", "Toaster" HP reduced
"Guardian", "Punisher", "Ambusher", "Toaster" cost increased
All storage buildings hold more resources
Adjust vulcan accuracy/firepower
Removed Arm Spy kbot from amphibious complex since it couldn't
exit
Fixed build menu bug for amphibous construction vehicles, now
have sonar building in their menus
Fixed build menu bug for Core construction kbot, it can now
build "Eradicator" as it should
Added 3 new loading screens (bringing the total to 14)
Completely new high-quality buildpics for *every* unit and
building
Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

Peewees do not automatically attack enemies! I just lost a game cause of this!
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