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Re: Supreme Annihilation U58 V1.0 discussion
Posted: 04 Oct 2010, 02:36
by Gota
Noruas wrote:Reasoning?
Had no role...
No place for it.
Re: Supreme Annihilation U58 V1.0 discussion
Posted: 04 Oct 2010, 03:08
by Noruas
It was a great unit for early dropping off with atlas, if you remove warrior, remove flea too, peewee does it just as good.
Re: Supreme Annihilation U58 V1.0 discussion
Posted: 04 Oct 2010, 19:01
by SirArtturi
We want behes core t1 models now!
Re: Supreme Annihilation U58 V1.0 discussion
Posted: 04 Oct 2010, 19:12
by Gota
Do they have scripts?
Re: Supreme Annihilation U58 V1.0 discussion
Posted: 04 Oct 2010, 19:14
by SirArtturi
yes they have. They are for example used in nixa's ba fork
Re: Supreme Annihilation U58 V1.0 discussion
Posted: 04 Oct 2010, 19:19
by Gota
ok i will
Re: Supreme Annihilation U58 V1.0 discussion
Posted: 05 Oct 2010, 17:18
by Gota
Supreme Annihilation U60
fixed some vales of turrets and buildings that broke as a result of adding Behe's ao plates.
Link:
http://www.springfiles.com/show_file.php?id=2565
This file requires Supreme annihilation U36.
Link:
http://www.springfiles.com/show_file.php?id=1677
Re: Supreme Annihilation U60 V1.0 discussion
Posted: 08 Oct 2010, 19:54
by Gota
Supreme Annihilation U61:
Slightly decreased the Mavricks DPS.
Slightly increased the cost of the Zeus and Can.
Slightly Increased rock oand storm weapon ranges.
Slightly Sped up T1 AA kbots and vehicles
Slightly increase HP of all bombers.
Reduces line os fight of missile boats even more.
removed amphibious units from the T1 sea lab.
Increased the HP of T1 con ships.
Increased the velocity of scout boat missiles.
Made destroyers deal less damage with their depthcharges and more with their plasma cannons.
Remove the blade gunship.
Nerfed water missile towers a bit.
Removed the stilleto bomber.
Link:
http://www.springfiles.com/show_file.php?id=2565
This file requires Supreme annihilation U36.
Link:
http://www.springfiles.com/show_file.php?id=1677
Re: Supreme Annihilation U63 V1.0 discussion
Posted: 09 Oct 2010, 14:15
by Gota
Supreme annihilation U62/63/64/65/66/67:
*Reduced costs of kbot cons.
*Reverted the roach explosion damage to its default higher value.
*Repaired Wind generator cob erros.
*Slightly nerfed hover scouts.
*Reduced fighter damage to ground units somewhat.
*Slightly buffed t1 aa bots and vehicles.
*Made ships move in a more natural way.
*Added a widget that stops selection boxes from selecting builders or clocked units when regular combat units are in the box as well unless alt is also pressed when selecting.
Link:
http://www.springfiles.com/show_file.php?id=2565
This file requires Supreme annihilation U36.
Link:
http://www.springfiles.com/show_file.php?id=1677
Re: Supreme Annihilation U63 V1.0 discussion
Posted: 10 Oct 2010, 02:01
by Chamrin
Ah, not the Stilleto! Awesome bomber.
Re: Supreme Annihilation U67 V1.0 discussion
Posted: 19 Oct 2010, 23:09
by Wombat
stilleto ;_;
Re: Supreme Annihilation U75 V1.0 discussion
Posted: 24 Nov 2010, 23:33
by Gota
Supreme annihilation U69/70/71/72/73/74/75:
Many changes were made to balance to make the balance tighter and make the game more tactical.
U72:improved fighter abilities and added back the Arm T2 flak vehicle.
U73:
made sumo take a bit less e to fire and slightly increased hp.
Added back DD, removed armed t2 mex.
Removed plates under mines.
Increased mine decloack radius.
U74:
Slightly increased T2 lab costs and slightly decreased the t1 mex income.
fixed air formation widget.
U75:
Slightly reduced t1 mex income.
Reduced T1 kbot lab costs.
Link:
http://www.springfiles.com/show_file.php?id=2565
This file requires Supreme annihilation U36.
Link:
http://www.springfiles.com/show_file.php?id=1677
Re: Supreme Annihilation U75 V1.0 discussion
Posted: 16 Jan 2011, 18:09
by gilboa
Two questions:
1. What happened to the Advanced Moho maker? It seemed to have disappeared from the T2 engineer's menu?
2. What happened to most of the T3 kbots? Were they intentionally removed?
- Gilboa
Re: Supreme Annihilation U75 V1.0 discussion
Posted: 21 Oct 2011, 10:07
by gilboa
FYI,
Previous questions aside, I see that U77 has been released.
Re: Supreme Annihilation U75 V1.0 discussion
Posted: 21 Oct 2011, 11:06
by scifi
Gota ,he released some fixes to the last version.
Mainly the arm constructor build radius, and some stuff.
Re: Supreme Annihilation U75 V1.0 discussion
Posted: 18 Nov 2012, 15:25
by Sgt Doom
In u77 on Spring .91, my commander isn't spawning, but the AI's spawns fine. Getting this error:
Code: Select all
[f=0000000] Error: LuaRules::RunCallIn: error = 2, GameStart, [string "LuaRules/Gadgets/init_game_spawn.lua"]:73: attempt to call field 'SetUnitLineage' (a nil value)
stack traceback:
[string "LuaRules/Gadgets/init_game_spawn.lua"]:73: in function 'SpawnStartUnit'
[string "LuaRules/Gadgets/init_game_spawn.lua"]:130: in function 'GameStart'
[string "LuaRules/gadgets.lua"]:916: in function <[string "LuaRules/gadgets.lua"]:914>
(tail call): ?
[f=0000015] false
[f=0000015] Error in Update(): [string "LuaUI/Widgets/gui_center_n_select.lua"]:27: Bad unitID parameter in GetUnitPosition()
Full log:
Re: Supreme Annihilation U75 V1.0 discussion
Posted: 18 Nov 2012, 17:44
by PepeAmpere
Sgt Doom wrote:In u77 on Spring .91, my commander isn't spawning, but the AI's spawns fine. Getting this error:
Code: Select all
[f=0000000] Error: LuaRules::RunCallIn: error = 2, GameStart, [string "LuaRules/Gadgets/init_game_spawn.lua"]:73: attempt to call field 'SetUnitLineage' (a nil value)
stack traceback:
[string "LuaRules/Gadgets/init_game_spawn.lua"]:73: in function 'SpawnStartUnit'
[string "LuaRules/Gadgets/init_game_spawn.lua"]:130: in function 'GameStart'
[string "LuaRules/gadgets.lua"]:916: in function <[string "LuaRules/gadgets.lua"]:914>
(tail call): ?
[f=0000015] false
[f=0000015] Error in Update(): [string "LuaUI/Widgets/gui_center_n_select.lua"]:27: Bad unitID parameter in GetUnitPosition()
Full log:
1) Unpack (unzip) the mod/game file in some clean folder
2) go in "LuaRules/Gadgets/" and open file "init_game_spawn.lua" and there in line 73 write "------" at the beginning (you comment the problem line with old code - it wont be executed)
3) save the file
4) go in "LuaUI/Widgets/" and there delete files "gui_center_n_select.lua", "gui_attack_aoe.lua" and "unit_healthbars.lua"
5) Pack (zip) the folder with all mod files and rename the result fiel in some "<name>.sdz" ... then put it back into games/mods folders.
Re: Supreme Annihilation U75 V1.0 discussion
Posted: 18 Nov 2012, 20:43
by Rumpelstiltskin
if you perform the above listed actions, please upload the working version and post a link here.
I'd be happy to play SA again.
Re: Supreme Annihilation U75 V1.0 discussion
Posted: 19 Nov 2012, 18:23
by Sgt Doom
Slight problem; where on earth does the Rapid system hide the files it downloads?
Re: Supreme Annihilation U75 V1.0 discussion
Posted: 19 Nov 2012, 18:24
by Rumpelstiltskin
Ask in the zero k channel or the user Licho specifically.