Absolute Annihilation 2.11 - Page 80

Absolute Annihilation 2.11

All game release threads should be posted here

Moderator: Moderators

Locked
BoredJoe
Posts: 139
Joined: 03 Mar 2006, 01:37

Post by BoredJoe »

Egarwaen wrote:
BoredJoe wrote:i just tested 5 mavs v 4 bulls - depending on how much micro you use mavs can either own the bulldogs with about 2 mavs surviving or the bulldogs will just about win. Imo vehicles should be more powerful than kbots given their climbing/speed/size(bulky and hard to path) disadvantages...bulldogs are supposed to be big tanks with lots of health so they can push past things pretty easily without too much damage, but mavs with 1/3 of their hp muller their hp in seconds
And what happens if you micro the Bulldogs too?
they win..but its an unfair fight because bulldogs have the range advantage and the ai is pretty crap so i'd need to be micro'ing two different sides at the same time...which is impossible lol, however if micro'd correctly mavs can win every time
User avatar
ginekolog
Posts: 837
Joined: 27 Feb 2006, 13:49

Post by ginekolog »

from my expirience mircoed bulldog will kill 100 mavs, cause u can allways run away with bulldog - chasing mav is dead mav.
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

ginekolog wrote:from my expirience mircoed bulldog will kill 100 mavs, cause u can allways run away with bulldog - chasing mav is dead mav.
Now, now, hyperbole is not going to help the point. Eventually some of the Mavs will get into range and kill it.
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

from my expirience mircoed bulldog will kill 100 mavs, cause u can allways run away with bulldog - chasing mav is dead mav.
lol
a turning bulldog is a dead bulldog, and they are far from fast
skillz
Posts: 8
Joined: 09 Aug 2006, 05:17

Post by skillz »

Am I the only one here who has a problem with the new version of AA?

My version flashes random red colors on the map and has the mini-map making screwed up constant changes. Also, I can't see the metal spots because they distort and my commander and buildings have rainbow colors on them... I had installed the older version and then the patcher to the newer version and for some reason it does the above on some maps only (ex: 2 valleys).

What should I do? I already tried reinstalling spring, then the old AA, then the new patch (not the whole new mod, just the patch it up thing).
User avatar
LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

Turn off dynamic water.
User avatar
Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Post by Acidd_UK »

Try a full reinstall of spring and then the full AA 2.11 mod.
skillz
Posts: 8
Joined: 09 Aug 2006, 05:17

Post by skillz »

Also, sometimes in multi it randomly freezes. How do you fix that?
User avatar
LOrDo
Posts: 1154
Joined: 27 Feb 2006, 00:21

Post by LOrDo »

Hey um, another complaint. BB's can own everything and sheilds are useless.
Yes, sheilds are indeed useless. They cant stand up to one LRPC. And if he gets the LRPC before you get the shield, then the sheild cant do anything at all. If a berthas attacking it, it cant charge up.
I think BB's are fine the way they are, mabye could use a cost increase, but shields need some major work.
User avatar
hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

Post by hrmph »

The transportable nano bug really needs to be fixed. Some lamers have been abusing it...
User avatar
LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

Hey um, another complaint. BB's can own everything and sheilds are useless.
Yes, sheilds are indeed useless. They cant stand up to one LRPC. And if he gets the LRPC before you get the shield, then the sheild cant do anything at all. If a berthas attacking it, it cant charge up.
I think BB's are fine the way they are, mabye could use a cost increase, but shields need some major work.
-1 Last thing we need is to make it easier to porc.
User avatar
Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

Bug : The Core Intruder doesn't have it's laser weapon - Mistake perhaps?

It had an LLT-like laser before, now it doesn't.

The Intruder is the uberheavy hover transport that you can build from the core LV2 veh fac.
User avatar
LOrDo
Posts: 1154
Joined: 27 Feb 2006, 00:21

Post by LOrDo »

LordMatt wrote:
Hey um, another complaint. BB's can own everything and sheilds are useless.
Yes, sheilds are indeed useless. They cant stand up to one LRPC. And if he gets the LRPC before you get the shield, then the sheild cant do anything at all. If a berthas attacking it, it cant charge up.
I think BB's are fine the way they are, mabye could use a cost increase, but shields need some major work.
-1 Last thing we need is to make it easier to porc.
No, right now its easyer to porc. Just put a couple of doomsdays up, sit back and let the berthas do the work. Enemy cant counter it.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

skillz wrote:stuff
Everything in your last two posts is completely unrelated to AA and cannot be caused by a mod.

Started development again today. My power supply has arrived and, after a fashion, appears to be working great. Nice and quiet too, that's a plus.

I've started implementing some ideas I've had, or were posted, about water balance. As I've said before, naval stuff is obviously a big weakness in AA. There's just a lot of "stuff", and it doesn't mesh very well. A few hack solutions are in there to make things vaguely playable, but for the next version I'm going to do proper testing, the same way I do with ground and air stuff.

I'll also be taking a closer look at seaplane, hover, and amphib complex units and/or factories to make their prices and power make better sense.

I'll try to post a changelog tomorrow with some specific information about upcoming adjustments. I've been going through the thread from the beginning and adding things to my todo list. It's very long already, and I've only added stuff from up to page 42 of this thread :shock:
User avatar
Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

A suggestion: remove the massive cloud of smoke from nukes and commander explosions. You can make something much cooler with the explosion generator, and those smoke clouds lag people with even moderately good comps to hell and back. My FPS is fine for most of any given game, but as soon as a nuke or comm goes off on my screen, instant switch to playing spring in slideshow mode.

edit: even with maxparticles turned all the way down, I still get massive massive FPS drop - from ~35 to 1-3.
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

Nemo wrote:A suggestion: remove the massive cloud of smoke from nukes and commander explosions. You can make something much cooler with the explosion generator, and those smoke clouds lag people with even moderately good comps to hell and back. My FPS is fine for most of any given game, but as soon as a nuke or comm goes off on my screen, instant switch to playing spring in slideshow mode.

edit: even with maxparticles turned all the way down, I still get massive massive FPS drop - from ~35 to 1-3.
I'm with Nemo here, it's a serious graphical load and it doesn't really add much to the mod.
User avatar
Cabbage
Posts: 1548
Joined: 12 Mar 2006, 22:34

Post by Cabbage »

well i diagree, my comp handles multiple nuke/com explosions just fine. Granted its probably a bit better then others, but i find it really satisfying. If there was some option to completely remove the smoke in the spring options thing then that would be fine, but to have it removed totaly becuase some peoples comps can't cope would really annoy me.

Oh and nerf mav damage output!

Ohhh and make nuke launch smoke billow around the ground and spread out like mist! I made some super-dupa details drawings and posted them quite a few pages ago :P
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

I don't know enough about the explosion generator yet to do much with it, tbh... anyone got examples I could look at?
User avatar
FireCrack
Posts: 676
Joined: 19 Jul 2005, 09:33

Post by FireCrack »

You cant realy do the best explosionswith the generator right now, best wait until next spring ver.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

You heard it from firecrack, so it must be true... Unless you know of another way to reduce explosion graphics on my end, there's no point in asking me to do anything about it.
Locked

Return to “Game Releases”