Page 8 of 17

Posted: 27 Sep 2006, 06:52
by Caydr
I'm sorry if this is obvious, but it sounds like there's some confusion... or I misread.... anyway.... here goes: you can't have a unit in more than one armor category.

There, I said it, laugh.

Posted: 27 Sep 2006, 19:13
by FoeOfTheBee
I have scripts for the zeus and the arm construction kbot that reduce the annoying sleep time that makes the zeus slow to aim and the con slow to start and stop building. If you want them, let me know...

Posted: 27 Sep 2006, 20:04
by pintle
+1 billion on foes scripts

Posted: 28 Sep 2006, 00:10
by PauloMorfeo
Caydr wrote:I'm sorry if this is obvious, but it sounds like there's some confusion... or I misread.... anyway.... here goes: you can't have a unit in more than one armor category.

There, I said it, laugh.
Not acording to the wiki
http://taspring.clan-sy.com/wiki/Mod_Development:Armor
... If ARMTHUND is in [LandAir] and [ARMTHUND] at the same time, the [LandAir] group will always take priority over [ARMTHUND] if both are used in a weapon TDF.
...

Posted: 28 Sep 2006, 20:42
by [KnoX]ElementalGizmo
SJ has (i believe) recieved an early proposal of the xta v8 by, well my fault! So i need to speek with him about that.Coz this is FAR from finnished.

OK ive set aside almost my entire weakend to sorting this out! (apart from driving lessons)Im gunna try my very best to get as much done as possable. WHich includes draging Barto from nuns. i propose after a `finalised vertion` is produced i post the change log here and leave 24h for u the community to fill with hait mail ;-) or things we missed.
The extremities are to be toned down in some cases as suggested. And perhaps the frozen floaty Vtol well hmn, consideration here indeed.

Expect post by monday at the l8est..............Its make or brake for XTA so we HAVE TO GET THIS RIGHT! :?

Posted: 28 Sep 2006, 23:04
by Lindir The Green
A good way to make sure it is right is to do large amounts of beta testing.

Posted: 28 Sep 2006, 23:46
by Caydr
Before I continue, allow me to state my standard disclaimer: I'm usually wrong.

It's also possible that the armor system has changed since I first set AA's armor system up, like 8 months ago or something.

That said, that's a load of crap and any modder will tell you the same. A unit can only be in one armor category or else stuff will overwrite and it'll still only end up in one category, just not the one you wanted.

The only people who have had a hand in writing that page are SinbadEV and Seanheron, neither of which have used the system or are modders IIRC. Gnome also edited it, but that was AGES ago, probably before he began modding for Spring.

Posted: 30 Sep 2006, 16:04
by [KnoX]ElementalGizmo
Im working on the DEV veriton of xta http://taspring.clan-sy.com/phpbb/viewtopic.php?t=7286 and implementating the radar.Currantly works on the comm's and Kragoth, next ill do the VTOL.This may not work on currant vertion but will definatly work when the DEV is released.Then next the spidars! (oy joy)

Posted: 30 Sep 2006, 16:20
by aGorm
Just curios... is anything happening to zippers in the next version? Only I finaly found out why some people get pissed with the zipper rush. I can't say Im experianced enough to say what wrong (Though dam it there wepons good compared to a jeffys) but there must be somthing on them that can be nufed.

aGorm

Posted: 30 Sep 2006, 19:14
by [KnoX]ElementalGizmo
i will compair the weapon damadge n have a look c, thanks 4 feeback ;-)

Posted: 30 Sep 2006, 20:22
by pintle
just a thought, most people counter zipper with crasher/jethro, if you nerf aa kbots, you gotta nerf zipper/freaker imho

Posted: 30 Sep 2006, 20:49
by [KnoX]ElementalGizmo
The crashers were nerfed, if ur quick rocko's are dodjable.But the damn DEV server has just fallen flat on its but, so i cant play about with the radar.But in saying that Noruas has sent me 2 lovely lil pics for the Core and Arm which im planning on testing for the commy icons.But the Kragoth icon does look, well...um...somewhat desired for change. Im asking u peeps out there to post up suggestions for a cool Kragoth icon to use on the minimap n TAB view. Have a look at colorblinds post on page 2 for detail's!

Posted: 30 Sep 2006, 22:18
by 1v0ry_k1ng
zippers make for a crap l1 anyway, they should become a fast building l2 unit. infrantry bots and jeffys do l1 harassment imo. they add nothing to the game atm.

Posted: 01 Oct 2006, 00:00
by aGorm
I think its more to do with teh zipper outranging a jeffy by miles tahts the problem... even if you get near it by the time you have shot once, your chasing it and it can still shoot you while you can't get near wnough to hit it... (ps im looking at it from the perspective that you went vehicals first, if you adjust the zipper it will mean changing the rest of the infantry, were as extending the jeffy range would be all tahst needed for the vehicals.) But again... I may be totaly wrong in my thoughts.

aGorm

Posted: 01 Oct 2006, 02:39
by pintle
the comparison between scout buggies and fast attack kbots isnt necessary. The momentum problem caydr posted about (cant be bothered to look up teh thread) is the main problem with jeffies. That and the fact that you simply cant micro a vehicle through somebody's base anywhere near as neatly as a kbot. Tech 1 vehicles kinda suck in xta anyway, i mean granted flash rush is teh roxxor and stumpies/raiders pwn aa kbot spam, but on all but the flatest, most open maps i go kbot. I think jeffies build faster than zippers anyway (dont quote me on that).
Is the proposal for zipper nerf still range? cos that sucks imho, weapon damage would be my preferred way of rebalancing them, altho im not convinced they need it.

GIVE US BETA and change log

long live xta

Posted: 02 Oct 2006, 00:49
by [KnoX]ElementalGizmo
Ok as promest ive been working____heres the change log for u all

http://homepage.eircom.net/~cncdls/ChangeLog.txt

i know i forgot something but i cant think what?? lol

Posted: 02 Oct 2006, 17:41
by pintle
I know i was one of the people complaining about morties being rubbish, but i have since been convinved (by mong) to use them more often and have really grown to like them. Im not sure beefing them up is the answer, especially as this seems to be pushing them more towards a dominator kind of role. I like to use a couple to support my (accordingly reduced in number) pyro rush with, as soon as i hit tech 2, still running off a tech 1 economy. Later into a game when my econ is better i use them a lot less as there are many more efficent ways of getting firepower for you metal. To make them substantially more expensive could leave them stuck in the middle ground, too expensive for taking out tech 1 defenses and too weak for dealing with tech 2 economy funded enemies. Time will tell i guess, just thought i would share my hungover thoughts.
P.S. I said it before i will say it again, dont nerf missile damage nerf teh fire rate. Its gonna be nigh on impossible to stop zipper rushers now, somethin which i personally find infinitely more "noobish" (silly word) than the crasher spam which people complaing about -----> http://replays.unknown-files.net/replay.php?id=38 hey look, he spammed jethros and i beat him with mixed forces!
I am not referring to foe when i say this, but i think the people beaten by the rocket spam and complaining about it are the "nooblets" (to quote giz) and it is in fact completely counterable if you just commit some forces and charge at them.

Long live XTA

Posted: 02 Oct 2006, 19:12
by 1v0ry_k1ng
the idea of the zipper rush is to attack before you have any forces to charge, or to bypass the forces with its insane speed.
I agree that just increasing the mortys stats and cost by a percent isnt the answer. they just suck by the same ratio as before. just change ONE element IMO, like fire rate, build time, cost. not all of them. otherwise log looks all good. I wish air transports had 2x the health.. it would make combat airdrops feasable once again!

Posted: 02 Oct 2006, 19:44
by [KnoX]ElementalGizmo
:arrow: :arrow: :arrow: :shock:

OK, the morty as it is now forfills the anti unit range unit, and costs around a luger now. Remember the roll of the morty is open ranged combat and blasting shells over hills (hu! just like a morta shell!) This could be mixed in with a few diplomats for example (which are best at anti buildings) The morty could be used as more of an offensive unit now where as b4 it was just just hide and seek.

The air transports cannot be packing more hpts as then u could strap a roach under it n fly it into a hlt for example. This would replace the neutron !Its up to the player to blast clear an AA fee zone b4 attempting a combat drop. Other wise we all would be flying roaches into each other n dropping sumos on the frunt lines! (sorrey)

As for the freaker ect im not sure weather its a gd idea to nerf the range or best to nerf the damadge.They do seem over powered for there cost and a lvl1 unit.Currantly the com stands more of a chance of d gunning the parasites but does this defamilurate from TA?

Should the anti nuke be increased?

Gimmy feedback GIMMY GIMMY GIMMY

(beta testing will commense when i got the flak effects working again)

Posted: 02 Oct 2006, 21:20
by FoeOfTheBee
I don´t expect reducing the zipper's range to change much if anything. It doesn't make them any easier to dgun, because their speed is still so high. I say, reduce damage by half, double energy cost, and it becomes a mid-game scout bot instead of an early game rush bot.