Absolute Annihilation: Spring[old] - Page 10

Absolute Annihilation: Spring[old]

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

Lol! Pimping your new mod Caydr?
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

Actually I just forgot to remove it... but hey, it's a feature, not a bug! 8)
Archangel of Death
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Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

Well, I'm glad you forgot.
Pugsley1
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Joined: 08 Nov 2005, 06:07

Post by Pugsley1 »

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.
It was at the verry back of my base for that exact reason. i hesitated to build it but did it when shells started comming in... and then my opponet sent in a bunch of stuff to attack it knowing its a flaw and used it to get past all my front line stuff because i had no energy left to fight back.
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[K.B.] Napalm Cobra
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Post by [K.B.] Napalm Cobra »

Hah, pwned.
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Caydr
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Post by Caydr »

Almost done work on 1.1 now. Was planning on a late-night release, but I'm just too tired to finish the rest of the Core tech tree tonight.

1.03 --> 1.1

Armor categories consolidated and reorganized
Special weapon damage fixed
Juggernaut HP boosted to 36000 (29950)
Banshee weapon reload time increased to 0.7 (0.5)
Arm "Stiletto" EMP bomber restored, as I've found a workaround for its massive shockwave problem
Doomsday Machine HP boosted to 8000 (6000)
Doomsday Machine damage when closed multiplier reduced to 0.1 (0.15)
New loading picture added, bringing the total to 19
OTA-style tech tree implemented
All OTA:AA units added back in, with a few exceptions
New buildpics for all restored units
Tread marks added for all restored units
Beach background added for all amphibious units
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FizWizz
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Joined: 17 Aug 2005, 11:42

Post by FizWizz »

hurry up and upload it before I get home from school! I don't want to download it on my dial-up! please......
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AlienDNA
Posts: 25
Joined: 19 Sep 2005, 13:23

Post by AlienDNA »

Hmm, I found the perfect solution for a core player facing an impenetrable arm base. But this is probably a bug...

The Viper Rocket tower can shoot rockets very far, because when it's rockets get to the end of their range, they just fall down, allowing you to lob them very far, right into the enemy defence-line. As it gains firing-speed, you can make very short work of a defence-line. I wacked a line of 30 annihilators, repulse-shielded and with masses of AA in just a minute or 2.

It seems however that this was not intended, since all other rockets go in a random direction (When trying the same trick with the bear missile tank (I think it was called that), the missile turned around at it's end, flying back over my tank into my nano-tower field, causing a chain reaction that destroyed all 32 of them :shock: ). I noticed the same effect also on the arm anti-swarm battery, because whenever I attacked the defence-line, a lot of missiles that missed aircraft (or were launched just before they were all destroyed) fell down into my base everywhere, because they made a large arc. But you can't fire it in fps, so the "exploit" doesn't work... I have found no other units to test it, although I didn't try the level 1 units...
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Caydr
Omnidouche
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Post by Caydr »

And you wouldn't just build catapults, tremors, etc.... why?
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

1.1 had a couple of small errors which I fixed.

Final changelogs:

1.1 --> 1.11

Arm "Twilight" explosion set to EMP again, as the
shockwave is no longer an issue
Fixed a few weapons which were still capable of
paralyzing "Krogoth", "Orcone", "Sea Dragon", "Black
Hydra"
Core "Tremor" added back in (an error on my part)


1.03 --> 1.1

Armor categories consolidated and reorganized
Special weapon damage fixed
New loading picture added, bringing the total to 19
OTA-style tech tree implemented
All OTA:AA units added back in, with a few exceptions
New buildpics for all restored units
Arm "Stiletto" EMP bomber restored, as I've found a
workaround for its massive shockwave problem
Beach background added for all amphibious units
"Roach", "Invader", "Skuttle" shockwave reduced
Core "Krow" HP increased to 5750 (4750)
Juggernaut HP boosted to 36000 (29950)
Doomsday Machine HP boosted to 8000 (6000)
Doomsday Machine damage when closed multiplier reduced
to 0.1 (0.15)
Banshee weapon reload time increased to 0.7 (0.5)
Total unit count is now 399 (379)
Tread marks added for all restored units
Lightning weapon accuracy against fast units reduced
Core "Executioner" texture collision fixed
Arm construction vehicle texture collisions fixed
bluesun
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Joined: 31 Oct 2005, 05:10

Post by bluesun »

Can someone who has version 1.11 set up a torrent, please? None of the mirrors are going faster than 5 - 15 KB/s... Thanks.
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Caydr
Omnidouche
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Post by Caydr »

It's a very new file, in a few hours you'll start to see about 400 kbps.
bluesun
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Joined: 31 Oct 2005, 05:10

Post by bluesun »

I've set up a torrent at http://setec42.dyndns.org:6969 if anyone is still getting poor speeds. If no one connects in the next few hours, I'm going to shut it down, though - by then Sourceforge should be faster...

Edit: Well, no one connected, so I took down the torrent.
Last edited by bluesun on 19 Nov 2005, 18:26, edited 1 time in total.
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AlienDNA
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Post by AlienDNA »

Caydr wrote:And you wouldn't just build catapults, tremors, etc.... why?
Because they would turn into very black craters. Believe me, I tried that. But the darn catapults were scrap very quickly, because of dragon's eyes. Even 20 of them at the same time... They aren't that quick... Tremors don't have the range, and the plasmaballs just bounce of the shield very quickly, not causing a drain. Mind you, I was continuously fireing at his barriers with 7 buzzsaws, he didn't even notice the drain. He had an ENORMOUS advanced fusion farm... It was just undrainable, for he also had an enormous storage for energy, negating any attempt with bombers, unless I could keep up producing about 50 every 5 seconds, because they were blown away that fast.

Believe me, it was a SERIOUS defence-line. The viper trick works very fine :).
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[K.B.] Napalm Cobra
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Post by [K.B.] Napalm Cobra »

If bombs arn't working, you need more bombs.
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Caydr
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Post by Caydr »

1.13 will be available shortly, less than 12 hours. I'm going to give it a chance to mirror properly this time so everyone gets good download speeds. After this version, updates will not come as frequently; I've got everything working pretty much as it should. I'm going to shift my focus to my other two mods, plus my two months of backlogged schoolwork.

1.12 --> 1.13

Advanced construction units can now build level 1
and 2 labs of their respective type
Moho metal maker added back into Arm advanced
construction units' menus


1.11 --> 1.12

Core "Juggernaut" added back in (another error on my
part)
New buildpic for Core Juggernaut
"Marauder", "Shiva" moved to their respective
experimental gantries and removed from adv. kbot
labs (balance)
Core "Catapult" health increased to 2600 (1800)
Core "Catapult" speed increased to 1.4 (1.35)
Core "Banisher" rotation speed reduced to 310 (380)
Core "Banisher" turret arc limited (only a bit)
"AA:Spring vX.XX" in multiplayer lobby replaced with
"Absolute Annihilation X.XX"
Crawling bombs fixed by removing their special damage
vs. other crawling bombs
Flak guns now do the correct amount of damage to
gunships (another error on my part...)

If you want to get 1.13 early, here's the link:

http://prdownloads.sourceforge.net/ta-a ... p?download

BUT NO COMPLAINING THAT YOU'RE GETTING LIKE 10 KB/S. Until the file has properly mirrored, a process which takes anywhere from 6-24 hours, you will get very bad download speeds. I can't seem to upload to either FileFront or FileUniverse at this time, so it looks like this is it for now.
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Zenka
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Joined: 05 Oct 2005, 15:29

Post by Zenka »

Caydr wrote:If you want to get 1.13 early, here's the link:

http://prdownloads.sourceforge.net/ta-a ... p?download

BUT NO COMPLAINING THAT YOU'RE GETTING LIKE 10 KB/S. Until the file has properly mirrored, a process which takes anywhere from 6-24 hours, you will get very bad download speeds. I can't seem to upload to either FileFront or FileUniverse at this time, so it looks like this is it for now.
I've uploaded it on my server.
You can get it at: http://lassie.student.utwente.nl/vliet/AASpring113.zip
It might give you a better download then 10 kb/s.
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Masse
Damned Developer
Posts: 979
Joined: 15 Sep 2004, 18:56

Post by Masse »

great news ! now i like AA in spring :wink: i knew my hate to it was caused by the build tree that was before :-)

thanks Caydr
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

Masse wrote:great news ! now i like AA in spring :wink: i knew my hate to it was caused by the build tree that was before :-)

thanks Caydr
I loved the techforge :(
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

same :'( could u put out a vsn of 1.13 which still had them? it made strategy more important than plant choice and stuff :(
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