Absolute Annihilation: Spring 1.46 - Page 56

Absolute Annihilation: Spring 1.46

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Suit
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Joined: 27 Mar 2006, 15:11

Post by Suit »

Caydr wrote:Hm... Something like:

Experimental Kbot Gantry:
Krogoth/Orcone
Krogtaar/Bantha
Karganeth/Razorback
Shiva/Marauder
Catapult/

Experimental Vehicle Gantry:
SomeSortOfKickAssTankOfTehRageAndBoom/Mobile Tacnuke
MLRPC/MLRPC
the idea is good

but i ever disliked the "peewee/ak" stuff

every unit got a specific counterpart in AA - come on, in old ta (with addons) only core could build krogoth, arm cant - they had the moho metal metakers with more power metal output then core - core had the better fusion plants

maybe you add more different units to different partys

for example

mobile lrpc for one party
mobile tactical nuke launcher for other party

same for the lv3 mechs

krogoth for core
bantha and razorback for arm
ok - i dont want you to strip orcone and karganeth - but maybe you understand what i mean
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Min3mat
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Post by Min3mat »

nope
in context you want to remove the equality between the sides. except. you don't...
i think its done well as it is, there are different costs and buildtimes for all ARM/CORE counterparts you know? and the differences at t2...
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Caydr
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Post by Caydr »

Actually, I was serious about the jammer planes. I mean, aside from jamming transports, imagine how helpful the ability to jam any spot quickly would be?

I'll increase storage buildings' capacities a bit.
MR.D wrote:Actually there is something I've been mearning to bring up.

Gunships, will try to target other gunships and circle around them but they can't fire at eachother..

I still don't know how the Unit Classes are setup, but are there individual groups setup for different types of planes? or is it a whole group setting?

So if 1 unit can't attack for example fighters or bombers, its not that specific, but includes any air unit?

A fundamental problem arises when gunships try to target other gunships and remain locked on target instead of attacking nearby ground targets, simply because the first thing they encountered on a partol or non-forced attack route was another gunship.

I do like to have my air units on active patrol if I can, just to have a view and protection units at locations I might neglect during a heated conflict elsewhere.
Gunships are set to only attack units in the category NOTAIR; ie, anything that isn't flying. No way to solve this on my end, and I suspect it's related to some other problems with gunship AI I've come across recently.
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Rayden
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Post by Rayden »

could it be that waterbombs of ships finally work now?

EDIT:
I'll increase storage buildings' capacities a bit.
For an old TA mod there was a special energy storage building (or i just modded it to such a building) which could store huge amounts of energy and metal. As it was a very useful building and expensive i made it to blow up like an advanced geothermal in AA. Additional the building looked very nice and appropriate for storing energy. I guess i still have my mod lying around some where on my hd, if you would consider such a building.

Would be great to see such a "Ressource Center" in AA too.

PS: My water to land sub is included in my mod file too ... it came to water surface to fire it's rocket (which was a similar rocket to medium-range rocket ships)
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MR.D
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Post by MR.D »

I remember that Resource center, HUGE freaking building.. nearly the size of a LVL3 Gantry and blew up like a nukeblast.

Something on that scale would need a special feature just like the ADV_Fusion plants that is in the Vehicle build structure as a cloakable building.

Something as dangerous to build as a mass storage facility would need some built in protection, being radar invislble/CLoakable would be the staple, and it would need some armor or fast auto-repair.

Honestly though, between the lvl1 Storage facilities and the power supliment just building the LVL2 Economy structures (fusion/moho) they give a pretty decent ammount of storage, IMO it would be another rarely built structure like the JUNO.

Adding a little more storage to the existing Buildings would be the best way to deter adding another potentially dangerous structure.
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NOiZE
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Post by NOiZE »

Caydr can you post a changelog so we can bash about it?
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Min3mat
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Post by Min3mat »

>:D
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Caydr
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Post by Caydr »

Resource facilities used to be in AA, too. They got cut, but I don't remember why exactly.

Very well, I'll post the changelog, including the super-secret-mystery-bits: (I hope Sony doesn't see)

Code: Select all

check page 62
Anything in Xs is still TBD, but you can see I'm planning to do something there. As to the new factory, think Goliath in 8 seconds. Next release will come within 24 hours of the next Spring version.
Last edited by Caydr on 19 May 2006, 21:49, edited 2 times in total.
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NOiZE
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Post by NOiZE »

changelog wrote: Level 2 jamming structures' area of effect reduced by 1/3
IMO it should be reduced TO 1/3 of the size. Also the operating costs should be increased dramaticly! To @ least 100 E per tick.

changelog wrote: A new factory has been added to Arm and Core L2 construction vehicles;
this factory contains its respective side's "best" units, but the
factory's super fast building time allows these units to be built
very rapidly, even without assistance from construction units
Is that really needed?

BTW i really like the commander changes..
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Caydr
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Post by Caydr »

A 1/3 size reduction amounts to something like 1/2 the volume of jammed area. If I increase the operating costs I'll have 300 people telling me they build jammer units instead of structures and their life is so hard and their mom told them to go to their room and someone stole all their emo CDs...

Don't know if the new factory's really needed, but it's something to try.
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NOiZE
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Post by NOiZE »

Increase the running cost on the jamming vehicles aswell!!

Jamming is extemely effective, so it should cost something!

It's just too cheap right now
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krogothe
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Post by krogothe »

I agree, late games suck ass when everything is completely jammed and it just turns into a slow porcwar
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Min3mat
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Post by Min3mat »

yeah t2 jammers (mobile and immobile) need a nerf.
maybe a fair chunk to run mobile ones, but slightly less for stationary
btw tell your mum to give me my CDs back you bad bad man!
Hellspawn
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Post by Hellspawn »

I think Noize already said somewhere, make lvl 3 bot lab more expensive.
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NOiZE
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Post by NOiZE »

changelog wrote: Gantry energy/metal costs tripled, buildtime doubled
He already is doing that!

Some other random things:

advanced solars need a small buff..

And the Hover transport shouldn't be able to load enemy units/ that's not possible right now. But @ least decrease it loading range or something?

Now the submarines are deeper in the water (why?) it looks quite silly when they are being built..
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Machiosabre
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Post by Machiosabre »

Hellspawn wrote:I think Noize already said somewhere, make lvl 3 bot lab more expensive.
check the changelog a bit up

changelog looks good, exept I dont see why the punisher/guardian need a boost though, and nothing about amphibious vehicles? :(
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Pxtl
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Post by Pxtl »

MR.D wrote:I remember that Resource center, HUGE freaking building.. nearly the size of a LVL3 Gantry and blew up like a nukeblast.

Something on that scale would need a special feature just like the ADV_Fusion plants that is in the Vehicle build structure as a cloakable building.

Something as dangerous to build as a mass storage facility would need some built in protection, being radar invislble/CLoakable would be the staple, and it would need some armor or fast auto-repair.

Honestly though, between the lvl1 Storage facilities and the power supliment just building the LVL2 Economy structures (fusion/moho) they give a pretty decent ammount of storage, IMO it would be another rarely built structure like the JUNO.

Adding a little more storage to the existing Buildings would be the best way to deter adding another potentially dangerous structure.
When talking about giving all these superscalar L3 buildings to the adv. con. vehicle, I'm starting to think it needs to be a new unit: the Superconstructor. Give that the L4 buildings. Build the Superconstructor at the L3 vehicle lab. Make it hopelessly expensive (like, as much as the Gantry currently costs) but a massively powerful nanolathe. That thing builds the adv. fusions, resource-labs, vulcans, etc.

I got an idea for a fun new building for L4: the Auntie. It's an anti-anti-nuke building. The idea is this: the building is hopelessly expsnive (like as much as a vulcan) but it builds nuke-support missiles. Nuke-support missiles are cheap, rapidfire missiles that have two features: one, they draw fire from antinuke silos, and two, they do tons of damage to antinukes. Otherwise they're nearly harmless. So you build one of these to deplete the enemy's antinuke ammo, and possibly destroy his antinuke.

Edit: "Archon" and "Adept"? Toys for Bob Rulz.

Edit2: Whoop, jsut saw the bit about the l2 Megalab. Very cool. Never mind my superconstructor nonsense.
Egarwaen
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Post by Egarwaen »

NOiZE wrote:advanced solars need a small buff..
According to some quick math I did a while ago, their metal cost increase is about equal to their production increase. But they cost a lot more energy.
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BigSteve
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Post by BigSteve »

Nice changes however I dont think the gaurdian needs a buff in damage, its really powerful already,
Im glad tech 3 is super expensive now, its gonna be really risky trying to get this up without getting overun if your enemy is using his metal for units instead of level3, should make for some intresting games :)
Good work changing the core from emp back to cruise missile, I really think this good, adds a bit of variation y'know.
Not sure about that new factory though...
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Pxtl
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Post by Pxtl »

BigSteve wrote:Nice changes however I dont think the gaurdian needs a buff in damage, its really powerful already,
Im glad tech 3 is super expensive now, its gonna be really risky trying to get this up without getting overun if your enemy is using his metal for units instead of level3, should make for some intresting games :)
Good work changing the core from emp back to cruise missile, I really think this good, adds a bit of variation y'know.
Not sure about that new factory though...
That new factory is so that players don't go Kbot just as a way to get the L3 content. I see very little vehicle action in most games I play.
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