Page 6 of 11
Posted: 10 Dec 2005, 18:20
by AF
I'm thinking that 30 smoke mines would be unrealistic, I'm thinking expensive mines that take big bolts of energy but go over a large range.
I'm not sure if ti cna even be done, btu perhaps the mines have a weapon that does the smoke damage, and this weapon does enough damage to destroy the mine, but when the mine is destroyed it onyl creates a small explosion. So the mine has to fire to work otherwise it's a dudd that just destroys other smoke mines. That way set off 30 smoke mines next to echother and onyl one of them goes off,the other 29 are destroyed by the first blast ebfore they get the chance to do anything.
Posted: 10 Dec 2005, 19:52
by BlackDawnBR
Took me aprox 3 hours to make that model, its done now and that open space in the middle has a dore with the TLL logo and is where the Nano gun comes out.
I started to work on the first mine already but i am going to have to Retexture it.
The TLL Has 3 Possible new Mine tipes.
1. Is a Mine that is very short range but a high damage. This to make things better it will not make any weapon ID conflits since it will use the DreadNought´s short range pulse blast.
2. A mine that explodes as the TLL Stunner tower attack wich will make enemies vunerable if they get hit in range of your defences.
3. A Mine that explodes as the Freezers attack wich will give extra damage to some unit tipes.
The idea of a smoke mine wont help much since the units targeting still works automaticly and it would be needed a special scripting on the TA engine to make enemies unable to attack whats withing the smoke or go haywire.
I was thinking in making a Anti-Heavly Armored mine to take down Sumos , The Cans , DreadNoughts , Titans , Krogies and other Heavly armored units i know of. Of course it would take much more then one mine to kill one but it would be specialy made to cause extra damage to these enemy tipes. The problem is Weapon ID since the TA Conflit Crusher isnt working on my PC i dont know why so i wouldnt be able to chose a free weapon ID and i rather let the IDs free for others to use with there own units.
Posted: 10 Dec 2005, 20:09
by AF
Smoke mines are purely gameplay tools, that rely totally upon skill and use as they dotn damage or affect the untis themeslves.
How can you co-ordinate an attack on the enemy if your units arent visible to you? Sure they're firing but they're unco-ordinated and to anybody with a better view, they're easy pickings. Dont underestimate the pwoer of the smokescreen to befuddle a user, or cause confusion etc.....
hmm I'll have to give a go at trying to make a bouncer mine, I'm guessing it'd have to be a powerful explosion in a highly focused area that didnt do any damage...
Posted: 10 Dec 2005, 20:46
by AF
Aha I have a bouncy mine!
I modified the Arm light mien to be a bouncy mine and tested ti out using the following weapon def:
Code: Select all
[MINE_BOUNCE]
{
ID=183;
name=Bouncer Mine;
rendertype=4;
ballistic=1;
range=100;
reloadtime=3.6;
weaponvelocity=1250;
areaofeffect=100;
soundstart=largegun;
soundhit=xplosml1;
edgeeffectiveness=0.95;
explosiongaf=fx;
explosionart=explode2;
waterexplosiongaf=fx;
waterexplosionart=explode2;
shakemagnitude=0;
shakeduration=0;
[damage]
{
default=5000;
arm=10;
core=10;
tll=10;
}
}
Results:
A flash next to a mine was flung into the air so fast I presume ti was kileld.
a samson next to it was flung a tiny distance.
a bulldog enxt to ti resulted in no effect but minor damage (100 pts)
4 samsons around a single bounce mine hwoever had different consequences. First try 2 samsons where pushed slightly tot he side, 1 was flung halfwaya cross the map, the other was flung to the other side. Both survived with half damage done. Second try 2 samsons where flung out again, 1 was flung offmapa nd spent a long time spiralling in a black abyss.
These seem highly effective against lvl 1 units, and nothing more than a nuisance to level 2 untis. Test where made on cometcatcher. Maybe the default damage or velocity should eb toned downa s the miens made small craters after exploding, shallow but visible. I detonated a big amss of them and saw a shallow but wide crater....
Posted: 10 Dec 2005, 23:27
by BlackDawnBR
Bounce Mine? That doesnt sound very intresting, possibly could become overpowerd but still the idea is still good.
In case anyone wants to see the Finished TLLMLV , i have changed the image on the previous page so just take a peek back to see it done.
Posted: 11 Dec 2005, 06:30
by stwgamer
How about like... a trap mine? You go over it, it pops up and there's like... a half second REALLY powerful reclaim nanolength and then the mine self distructs.
Posted: 11 Dec 2005, 11:58
by BlackDawnBR
Trap mines could work. I tryed to make one once using the DragonTeeth Mine by Xubor. The way i planed to make it would make the mine explode and leave a large Metal structure that would trap the enemy inside but the Kamikaze Distance was to Big and was part of the units script so it would normaly explode when the unit was very far.
But i will continue to try in work on making it to but will only relese it if it works as wanted.
Posted: 11 Dec 2005, 16:13
by Caydr
Posted: 11 Dec 2005, 17:35
by BlackDawnBR
Yay! I have completed it all in two days ^^
Both Mine Layer and Mines are done an good to go! I have sent the Zip to NOiZE for him to take a look and fix any possible bugs and make the Build pics.
I will be posting the Image of the 6 mines here tomorow for you all to see and hope you guys enjoy the Mine Layer and the mines on both Normal and Spring versions of TA.
TO

Caydr.
I didnt like that a single bit. It would be like a cheat since the mine would stay cloaked all the time and you could easly send a mine layer to your enemies base and build the unit mines wile you send in a main attack force.
Another thing is that there is no way to make a Mine explode into a unit and even so the unit it becoses would take damage from the blast or explode along with the mine when detonated.
Posted: 11 Dec 2005, 17:38
by AF
well a bounce mine would be good for dispersing lvl 1 units (as shown in the tests but town down its power so units arent flung offmap), and lvl 1 untis are damaged a lot by it upto half their health, but lvl 2 untis have little effect.
Posted: 11 Dec 2005, 23:06
by Isaactoo
I wanted to make a bounce mine a few versions back...but when I tried giving a unit a cost of 1 metal and a huge amount of armor, then setting off a commander near him he flew into ablivion. Unfortunatly after about half a minute the game crashed (I guess the unit flew too far off the map without landing). Also, if you get a unit blasted off the map and it lands and it survives, it will re-appear where it was initially before it was hit by the explosion....perhaps there should be two bounce mines, one for lvl 1 like what you're saying, and one for level two that does enough damage to destroy most level 1 units on impact but fling some of the lvl. 2 around.
I also have two other ideas for mines...what about a mine that would leave a huge (invisible and tresspassable) corpse which burns for a good amount of time useing the
flammable=1; tag.
Is it possible to have an explosion which pulls units toward it? That would be a neat one for knocking the enemy units together

Posted: 12 Dec 2005, 00:56
by Nemo
An implosion? I'm not sure, has anyone tried making the impulsefactor negative?
Posted: 12 Dec 2005, 12:33
by BlackDawnBR
Alright guys, here is the image of the 6 Mines built by the TLL Mine Layer Vehicle.
Just dont get to close... We dont want the TLLMine6 going off.
Posted: 12 Dec 2005, 12:39
by Maelstrom
Do they have names, or just numbers?
Posted: 12 Dec 2005, 15:25
by BlackDawnBR
There names are the same as the Arms since they say its purpses but the TLLMine1 is named as Mini instead of Tiny.
Posted: 12 Dec 2005, 18:19
by NOiZE
Progress so far:
v1.04
- a lot of blobs (shells) have higher weapon velocity now
- added TLL Shaman (unit from BlackDawnBR) Resurection Kbot
- added sidepic
- added TLL MLV with 6 mines (unit from BlackDawnBR)
- replaced Loadscreens
Please post any Balance issues and propose suggestions for fixing them.
I heard TLL is a bit overpowered is that true?
Posted: 12 Dec 2005, 18:23
by BlackDawnBR
Hello!
By BlackDawnBr & NOiZE, i couldnt have givin them the finishing touch without your help. ^^
Posted: 12 Dec 2005, 18:44
by Min3mat
lol sweet avatar NoiZe :D
Posted: 12 Dec 2005, 21:13
by AF
I amde an icnendiary mine but when I tested I found I'd edited the wrong unti and it wasnt buildable.......
otherwise I am very annoyed that another good oppotunity to deviate from convention has bene lost and this new race has copycat mines that do exactly what the arm and core mines do.
Posted: 12 Dec 2005, 21:52
by BlackDawnBR
Simply becose what the Arm and Core mines do are the basics and its best to make mines based on them to spare Weapon IDs.
Incendiary Mines have to be very short range since it will blow in flames and damage any unit passing by the flame. You could try using the Burning Tree Gafs for making it on the Normal TA Version. Also try making a poison mine using the GasBags gaf (>TACC Gaf<).
Still both incendiary and poison mines would have to use up Weapon IDs.