Page 9 of 59
Posted: 07 Nov 2005, 07:38
by Decimator
It's on the xta bombers. It's a button on the menu that works similarly to area reclaim and will tell the units to pick a spot in the radius and attack it. Very useful when one does not have los.
Posted: 07 Nov 2005, 07:44
by SwiftSpear
Decimator wrote:It's on the xta bombers. It's a button on the menu that works similarly to area reclaim and will tell the units to pick a spot in the radius and attack it. Very useful when one does not have los.
Does it cycle attack spots at all?
Posted: 07 Nov 2005, 07:48
by Decimator
No, it doesn't seem to, Swiftspear.
Posted: 07 Nov 2005, 08:04
by Caydr
Meh, I suppose I could look into it.
Posted: 07 Nov 2005, 18:32
by sergey
I use these nuke bombrs agnais crogies and other tech4 units. They are good defenders. 5 of them can qucly kill lvl 4 units with a lot of HP. Why not?
It is th way people use minelayers as builders - they are effective in it - not ideal, but if you dont have anything esle - why not to use it?
Posted: 07 Nov 2005, 19:04
by Min3mat
minelayers are cheaper and faster to build than con units so => are perfect for assist buidling, be it pumping units or assisting cons build defenses or w/e :)
Posted: 07 Nov 2005, 19:16
by Caydr
I just did some testing. Area attack is an aircraft-only thing, and cannot be applied to ground units. It is given automatically by the Spring engine. My guess for this would be that since Spring was designed specifically with XTA in mind, they weren't expecting to need to make artillery inaccurate since it already was.
Possible Bug?
Posted: 08 Nov 2005, 06:19
by Pugsley1
Was plaing the other day and had built a sheilding device and had it surrounded by flackers. enemy attacked with brwalers and flacks did nothing untill the sheilding device was destroyed.
The sheilding deviece was trying to defelect all the shots from the brawlers and in the process sucked all my energy dry and i could do nothing to stop this from happening. could a on off switch be added or reduce the energy needed to repel plasma... or possibly give the unit some sort of self contained storage so that it can sustain itself only, and operate and insane capasity (when brawlers attack) for several seconds beore pukeing out? that or just dont allow it to suck so much power. for say it can only use like 5,000 energy max and any more then that the plasma just doesent get deflected?
And also how about a mobile sheilding device?
another unit i came up with could be a trenching unit. its a tall wide unit that has a rapid fire cannon that points right under it. it then deforms the land under it and makes a trech. kinda like dragons teeth but instead using lots of energy to run the unit to make it trench. then if anything you can use it to make lots of hills to simply slow the enemy ground units down.
Oh and I have no clue if its even possible.. but can your own sheilding device not sheild you from your own stuff. like if you have a bertha firing behind one it will take and deflect the rounds and make it inacurate as hell. or again a simple ON OFF would be good too.
Thanks.
Posted: 08 Nov 2005, 07:18
by Archangel of Death
Being able to on-off repulsor fields would be nice, but that is an issue with the engine itself and not the AA mod. As for them draining your energy, now you know you can't just sprout them all over your base in an attempt to be invincible. You have to plan their placing and put them in places where they do not harm your defences, such as by the fusions in the back where they are very good for stopping stray bertha shots for example. In fact, that should be the only use you seriously consider them for: bertha/int/buzz/vulcan shelters, they aren't designed for deflecting front line levels of plasma unless you have an absolutely massive (in excesses of 120k energy income) resource infrastructure, in which case you'd be better off spending it on something else.
Posted: 08 Nov 2005, 19:52
by Caydr
Ideally I'd like an on/off switch to be available, but but in the meantime I think it adds something interesting to the gameplay. They have to be placed very carefully or else you'll do more harm than good.
Posted: 11 Nov 2005, 07:47
by Caydr
If anyone who gets a missing texture error could
please email me their "infolog.txt" file from their Spring directory, it would be very much appreciated. This would have to be immediately after the game with the error message is over. Contribute to AA's development!
altor@rogers.com
~~~
Now a small update. I'm working on the next version of of the mod, expect it within 1-3 weeks. Probably. I can't give a changelog at this point because so many of the changes are half-done and I can't be sure if I can have them finished in time and/or working. So far what's for sure:
Guardians/punishers will be tweaked somehow in a positive way.
Annihilators/DDMs will have a larger explosion, to limit their mass-construction in the late-game
Deflection field emitters will be given a large explosion to make them a riskier thing to build and a bigger target for attacks.
"Epoch" script bug fixed, front 'main' turret no longer attempts to target enemies aft and gets stuck
Remaining texture errors (hopefully) fixed
Special damage values set for aircraft on flak guns, so now there's no chance of them accidentally damaging ground units/structures
"Penetrator" nerfed, but in a fair and logical way
Artillery units tweaked for more logical battlefield use
Visual enhancements
1 new load screen, bringing the total to 19
Decoy commanders made more useful
Posted: 12 Nov 2005, 05:16
by Caydr
A preview of one of the "visual enhancements":

Posted: 12 Nov 2005, 05:35
by Maelstrom
ummm. ok. that is cool.
Posted: 12 Nov 2005, 08:22
by Caydr
You know what's strange though? Spring's explosion texture is hardcoded to be a single 128x128 image, while its ground decals for craters are 256x256 and randomly rotating! I think an upgrade is in order!
Posted: 12 Nov 2005, 09:25
by Caydr
I had originally intended to take another week or so with this next release and add some classic AA units from the OTA version, but the growing bug reports have made me decide to release an interim version before the "big" update. A lot of improvements have been made though - don't get the impression this is just some minor patch.
1.02 --> 1.03
Decoy commanders are now indistinguishable from real
commanders. Their name and description are identical.
"Decoy" text added to decoy commander buildpics
"Penetrator" can no longer aim at units that aren't in
front of it
"Penetrator" rotation speed reduced
"Penetrator" radar removed
Added my positively kickass custom explosion bitmap
10 new realistic-looking ground scars
Plasma repulsor explosion increased
Annihilator, Doomsday Machine explosion increased
Core "Hive" buildable again
"Epoch" script bug fixed, front 'main' turret no longer
attempts to target enemies aft and gets stuck
"None00" texture missing fixed
Artillery arcs limited (they can no longer fire behind)
Armour categories fixed up, should improve game performance
and balance
Plasma cannon HP boosted back closer to their original values.
Plasma cannon area of effect boosted to their original values,
but with their weapons' impulsefactor set to 0.25
Special damage values set for aircraft on flak guns, so
now there's no chance of them accidentally damaging
ground units/structures
Arm/Core advanced construction plane tech trees normalized
"Shodan" removed
"Leveler" range boosted to 315 (290)
Lots of excess weapons removed
"Commando" weapon set to its OTA:AA stats, since the massive
shockwave is no longer an issue
All mines have a reduced shockwave (0.05, 0.1, 0.15)
~~~
Shodan got the axe because there was a problem with it I didn't have the time to solve without delaying the release of 1.03 (and i'm going away for the weekend). Personally, I think it and the Leveler compete for the same role, so if at all possible I'd rather just consolidate the two roles into one unit. If there's enough demand for it though - reasonable demand, not just "NOOOOOOOOOOOOOOOOOOOOOOOOOO" - I might put it back in the next version.
Posted: 12 Nov 2005, 21:18
by Archangel of Death
Didn't the Shodan have the advantage of being more capable at the mobile anti-lemming role since it was armed with an llt? If levelers take reduced damage from lemmings as well it's not even an issue though.
Posted: 13 Nov 2005, 05:28
by Pugsley1
ok just played a sea map. ALL torpedo planes did nothing on either side. not one torpedo was dropped.
2: flackers for core are useless. Arm was sending over level one fighters and 5 flackers were taking over 5 seconds to destroy it. hell he took some planes and just circled the flackers and they were pathetec agains everything.
3: anphibus transport IS SCARED TO GO IN WATER! (I think.. could of been the map i dont know)
thats about all that we noticed.
Another thing was that the sheilding unit is also useless. Remove it and replace it with some sort of bertha walls. Not only does it suck to much energy it also defelect your own sttuff thats defending only compounding the problem.
I think thats about all that was learnt this game.
Thanks.
Posted: 13 Nov 2005, 05:58
by Decimator
Flakkers are excellent against bombers and gunships, anti swarm is better against fighters.
Posted: 13 Nov 2005, 12:13
by HildemarDasce
Pugsley1 wrote:
Another thing was that the sheilding unit is also useless. Remove it and replace it with some sort of bertha walls. Not only does it suck to much energy it also defelect your own sttuff thats defending only compounding the problem.
Thanks.
I think someone was talking about this in the shield tower thread. Basically they pointed out that it would be too overpowered if you can just put your own LRPC's inside it and fire away at your hearts content. Same goes if you could use it as a frontline shield against attacking enemy units (such as Bulldogs or Goliaths or whatever).
Rather, you should use it as a shelter for your fusion plants or what not at the back of the base, to stop the odd stray bertha shot from wrecking your economy.
Just my two cents.
Posted: 15 Nov 2005, 07:07
by Caydr
Small easter egg.
.cheat
.give cahudhri
Flies around kind of... extremely silly...