Release the list anyways. Your ideas may inspire others.neddiedrow wrote:Nukes/Anti-nuke balance is pretty much alright, though I believe they should logically deal less damage to flying planes due to altitude. Not that it will make a difference with the current plane HP, but for future reference...
Drone, this is one of those rare occasions that you were spot on.
My list of unit and mechanic proposals is now three pages long, and I'm still waiting on releasing it. Many the engine can't support. Just, you know, warning Caydr here.
Absolute Annihilation 2.11
Moderator: Moderators
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- Posts: 141
- Joined: 28 May 2006, 21:41
Was someone in the lobby earlier today complaining that anyone who uses nukes etc are lame and so on..
He said that he lost to someone who rushed nukes, claiming they built no defence. I asked him why he didn't win if the person he was fighting had no defence but he didn't say anything after that
Also told him the costs of the nuke compared to anti's..
Anyway err i just thought i'd say this becuase
1>0 i'm a little bit drunk
2) i think nuke balance is fine and anyone complaing about it refers to situations like this
3) noone has poisted anything in the AA thread for what seems like a year
He said that he lost to someone who rushed nukes, claiming they built no defence. I asked him why he didn't win if the person he was fighting had no defence but he didn't say anything after that

Anyway err i just thought i'd say this becuase
1>0 i'm a little bit drunk
2) i think nuke balance is fine and anyone complaing about it refers to situations like this
3) noone has poisted anything in the AA thread for what seems like a year

- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Ya know, I just had an idea that might make AA a hell of a lot of fun in certain circumstances...
WOuld anyone consider making a mutator that did nothing but multiply the unit ranges by 2?
As blanket as this statement is there is probably some unit in there that would be overpowered in some way (sniper comes to mind), but if played on large maps I believe that this could be a really fun twist to gameplay.
WOuld anyone consider making a mutator that did nothing but multiply the unit ranges by 2?
As blanket as this statement is there is probably some unit in there that would be overpowered in some way (sniper comes to mind), but if played on large maps I believe that this could be a really fun twist to gameplay.
- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56
- Foxomaniac
- Posts: 691
- Joined: 18 Jan 2006, 16:59
Some people requested that I make a variant of AA with the commander from WE, The Wargod├óÔÇ×┬ó
http://files.filefront.com/Wargod_AA_13 ... einfo.html
Flame me all you want
.
FYI, Wargod's rocket is a mini-nuke now, I highly advise you don't try to stockpile it since you can't use it till you have the upgrade anyway =P.
Changes as of V1.3 :
- Wargod's Initial weapons Have same range as Normal comm, this is to make L1 Viable against Wargod >_>
- Fixed All broken Impulsefactors.
- Lower Filesize, hooray. (rly opty, WE is quite unoptimized).
Special Thanks :
Caydr for making my favorite mod (and letting others butcher it into shite without going mad :>).
Opty for making WE.
http://files.filefront.com/Wargod_AA_13 ... einfo.html
Flame me all you want

FYI, Wargod's rocket is a mini-nuke now, I highly advise you don't try to stockpile it since you can't use it till you have the upgrade anyway =P.
Changes as of V1.3 :
- Wargod's Initial weapons Have same range as Normal comm, this is to make L1 Viable against Wargod >_>
- Fixed All broken Impulsefactors.
- Lower Filesize, hooray. (rly opty, WE is quite unoptimized).
Special Thanks :
Caydr for making my favorite mod (and letting others butcher it into shite without going mad :>).
Opty for making WE.
I dont know..wouldn't this just lead to larger distances between the defense-lines -> harder to cross the "no-mans-land" -> more bunkering?WOuld anyone consider making a mutator that did nothing but multiply the unit ranges by 2?
Something else: Would it be possible to make anti-nukes inform the player of incoming nukes? I remember in original TA flying nukes were marked as a cross on the radar (iirc) which was quiet usefull.
Unless Caydr made the anti-nuke/nuke make a very loud sound when launching or show/hide a massive piece of the model, it's an engine feature request.knorke wrote:Something else: Would it be possible to make anti-nukes inform the player of incoming nukes? I remember in original TA flying nukes were marked as a cross on the radar (iirc) which was quiet usefull.
I would love to hear a Warning siren acompanied with a short range audible warning.
I also really liked the idea that sombody had mentioned eariler about a huge smoke burst at the Silo's as a missle is launched.
Mix both together and u got a sexy system down for Missle launch scenarios.
Here is one issue though, a warning sound/message is going to be nice regardless, but will you only get that warning if you have an ANTI built?
Reason I ask is this, if you are the only player on the map with a nuke, and nobody has an antinuke, is everyone going to head the warning sound that originates from that one nuke factory?
If there are multiple nukes, will the sound be overlapped so 2 sounds play simutaniously?
If the warning can be played without the Antinuke silo being built.. what will trigger the sound warning?
Had to ask :D
I also really liked the idea that sombody had mentioned eariler about a huge smoke burst at the Silo's as a missle is launched.
Mix both together and u got a sexy system down for Missle launch scenarios.
Here is one issue though, a warning sound/message is going to be nice regardless, but will you only get that warning if you have an ANTI built?
Reason I ask is this, if you are the only player on the map with a nuke, and nobody has an antinuke, is everyone going to head the warning sound that originates from that one nuke factory?
If there are multiple nukes, will the sound be overlapped so 2 sounds play simutaniously?
If the warning can be played without the Antinuke silo being built.. what will trigger the sound warning?
Had to ask :D
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- Posts: 501
- Joined: 18 May 2006, 21:19
MWAHAHAH I got it
Have the nuke launcher fire 2 weapons, 1 being the actual nuke, and 1 being a very very very fast missle that would follow the same trajectory path as the nuke. The 2nd projectile would be invisible but for its impact sound effect, that would be the "Missle Launch Detected" sound.
:D
Have the nuke launcher fire 2 weapons, 1 being the actual nuke, and 1 being a very very very fast missle that would follow the same trajectory path as the nuke. The 2nd projectile would be invisible but for its impact sound effect, that would be the "Missle Launch Detected" sound.
:D
- Johns_Volition
- Posts: 134
- Joined: 05 Jul 2006, 21:17