The Lost Legacy v1.04 (13 dec 2005) - Page 7

The Lost Legacy v1.04 (13 dec 2005)

All game release threads should be posted here

Moderator: Moderators

Post Reply
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

huh? We dont need to worry about that, we cna ahve as many weapon ID's as we want in spring, the upper boundary is infinity.
User avatar
BlackDawnBR
Posts: 33
Joined: 07 Dec 2005, 14:28

Post by BlackDawnBR »

XD Well, but original TA doesnt so you have to remeber i have to cooperate to both sides since not everyone apreciates the TA Spring.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

1.04 RELEASED!

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


DOWNLOAD

Please post balance issue's, bugs, suggestion, opinions!

Have Fun!
Iax
Posts: 16
Joined: 17 Nov 2005, 06:51

Post by Iax »

We only tried it twice, but it crashed the game for me and for my friend.
the tll mine laying kbot made a mine. then we held shift had moused-over the mine to see the range circle(it works for AA, to see the damage range of mine), game gives windows error and is shutdown.


Also the advance TLL kbot the tic still causes the game to freeze completly.
in 103 it would freeze instantly, in this version it just freezes a little after the missle launches from it.
If i run the game in window mode i can eventually get it to end task, but in fullscreen i have to reboot.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Iax wrote:We only tried it twice, but it crashed the game for me and for my friend.
the tll mine laying kbot made a mine. then we held shift had moused-over the mine to see the range circle(it works for AA, to see the damage range of mine), game gives windows error and is shutdown.


Also the advance TLL kbot the tic still causes the game to freeze completly.
in 103 it would freeze instantly, in this version it just freezes a little after the missle launches from it.
If i run the game in window mode i can eventually get it to end task, but in fullscreen i have to reboot.
Well the ranges don't really show up i guess, but not a single unit crashes the game for me.

What are your comp specs and OS? And did u tried a Clean Spring instalation?

Hope This helps
Monkwarrior
Posts: 43
Joined: 12 Aug 2005, 08:24

Post by Monkwarrior »

Verdomd puik stukje werk Noize.
Gaan we eens flink uitproberen :-)

Greetingz, Monk.
Andreask
Posts: 282
Joined: 16 Dec 2005, 21:08

Post by Andreask »

Awesome mod there Noize, but sadly not many people are online playing it whenever i come along.

So, i have a suggestion to increase the popularity of your mod:

Incooperate TLL in AA!

Your fanbase would explode just by doing this!
Furthermore two of the most talented mod-developers in the community would join their talents!

All the fun and novelity that TLL has would be promoted by AAs popularity and improved by the motivating balanced gameplay Caydr has developed.

Easily, the TLL-Units would be a regular sight in any TA:Spring game, just like Core and Arm, thanks to this cooperation of TLL and AA.

Of course, TLL-Units would have to be adapted to the balance of AA, but that is just a game of numbers, and the ovious benefits are enormous.
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

I don't think it would work

Post by Pxtl »

TLL+AA sounds nice, but you'd have to add a buttload of units to TLL before it would even up to AA. For example, what is the stun unit for the TLL? Arm has Spider, core has bladewing. What is their Orcone/Krog unit? Their 3-5 sub-orcone/krog units like the Karganeth or the Gorilla? Their mobile Bertha? Their mobile nuke? Their super-battleship? Their super-artillery-battleship? Their super-bomber (nuke bomber or annihilator-gunship)? Their special mexx (arm=cloaked, core=armed)?
Andreask
Posts: 282
Joined: 16 Dec 2005, 21:08

Post by Andreask »

Well, there are two possibilities:

You add all the missing stuff (one whole techlvl of mobile units, super-adv-std-units, special civillian facilities) to TLL, according to its defensive nature and assimilate it to AA or you leave TLL as it is now, unit-wise, and go Option B.

Option B means you play by TLLs strengthes, which means their extremly good submarines, the awesome k-bots on lvl 1 and 2, the absolutely über lvl 3 orbital cannon and LREW.
If you do this, you could make their last tech-lvl not mech but building-centered as it is now, just lower the cost of these buildings a bit, to mech lvl. They dont need mobile hvy gunplatforms like the mechs are, because the orital cannon can fire everywhere from anywhere anyway, same with the LREW.

The TLL subamrines easily stand toe-to-toe with the adv-battlehips of AA-Arm or AA-Core, no need to change them. Afterall, a ICBM-Sub like the Whale is every commander´s nightmare.

Lastly, TLLs special civillian buildings are already there too, the Cold Fusion generator and Storage, just make them more easily available, and perhaps their lvl 1 and 2 ressource buildings should not be armed or cloaked but, according to the theme, be heavily armored, so you are not able to rush a TLL-Player with weak units like Zippers.

Afterall, TLL is a very defensively oriented Faction.
User avatar
PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

What we need is TLL incorporated into XTA :P !
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

TLL has some level 3 units

i wonder Pxtl did u even tried the mod?
smokingwreckage
Posts: 327
Joined: 09 Apr 2005, 11:40

Post by smokingwreckage »

I think he meant that AA has more of the big stuff than OTA did, so if TLL is oriented towrds OTA it might feel incomplete to AA players. No disrespect for the TLL project, just a possible difference.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

i do agree it needs a few more units but TLL HAS level3 units which are quite kool..
MRKim
Posts: 4
Joined: 17 Dec 2005, 12:33

Post by MRKim »

What about inserting new explosive effects and sounds?
It willl more spectacle.
Andreask
Posts: 282
Joined: 16 Dec 2005, 21:08

Post by Andreask »

Oh btw, Noize, scindce you have created a submersible mobile ICBM-sub, which was thought of as impossible not too long ago, would i talso be possible to create a submersible trasmport-vehicle?

Just curious.
User avatar
BlackDawnBR
Posts: 33
Joined: 07 Dec 2005, 14:28

Post by BlackDawnBR »

NOiZE wrote:i do agree it needs a few more units but TLL HAS level3 units which are quite kool..
Aparence isnt always what defines the winning team. You can send 3 Titans to kill a Krogoth and you will have to rebuild them. I sent a army of 10 Blinder (Old DreadNaught) and they simply didnt get in range with hitpoints enouth to cause significant damage to it.

The point is TLL is good but when it comes to killing lvl3 experimental kbots, it simply isnt strong enouth.

When i played the TLL Campain at home, theres a mission on Core Prime that you have to destroy the Core Central Computers that are along the landscape and i always start the lvl taking my army to one corner of the map and rapidly building dragon teeths in a fair distance of the base to hold the Krogoths and other Core forces away for longe enouth for me to build an army or weapon strong enouth to kill them.

I will work on a Krogoth like unit for the TLL in my free time, one that is strong enouth to hold the Krogoth back wile second attack forces take it down. That will be a more balancing unit for the TLL.

Another unit i think TLL needs is a Spy Kbot or Vehicle. A Vehicle would be nice since it would be something diferent for the game.
User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

TLL already has a "hold-the-kroggie-back" unit. It has the Titan
Targon
Posts: 99
Joined: 16 Dec 2005, 05:15

Post by Targon »

I found a bug, I think... the arm vulcan doesn't make any sound when firing or when the projectiles impact.
User avatar
BlackDawnBR
Posts: 33
Joined: 07 Dec 2005, 14:28

Post by BlackDawnBR »

So, for those that have tested the new TLL Spring, what did you guys think of the Shaman and the Mine layer Vehicle?

What else does the TLL need now? Other then a Krogoth Class unit and a Spy unit...
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I think TLL should take a step back and stop being soo conventional in what ti adds, we already ahve a whole array of untis that are identicla to their arma nd core coutnerparts save for a few stats meddled and a new model/script/name.

Maybe a scouting unti should take a different approach, remember how core pyros and arm zeus' fill a niche int eh lvl 2 kbots without using the sme weapons and strategies, having 2 completely different weapons. Why can we not use a totally different style for TLL or a new unit with its own specialised approach other than simpyl getting a small kbot and giving it cloaking ability.

For a krog style unti I can imagine a large bulky unit with a hunch and 2 big cannons for arms, veery slow, hmm what if it had the option to reclaim enemy units if the player took control? Or maybe just to repair nearby units. I can imagine one cannon would have an area effect paralyser like weapon and the other a powerful lightning like weapon, or maybe several in a rotating barrel, ro just an array of them at the end.....

But please dotn make all the new additions simpyl core and arm clones with enw names and models that perform the very same functions right down to the stats and weapons.
Post Reply

Return to “Game Releases”