Fun:TA v15 Released! - Page 2

Fun:TA v15 Released!

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rattle
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Post by rattle »

One of the good things about AA was that Caydr split the content and unit/weapon definitions up. That is exactly what I'd like to suggest at this point. Keeps the filesize down for updates.

I'll have a look at the mod when I get home from work...
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Forboding Angel
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Post by Forboding Angel »

Advise taken rattle.

New version posted, significant changes, and the balance is almost perfect I think.

This will be the last version until I find something I don't like.

Let me know if there is anything borked please ;p
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Sleksa
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Post by Sleksa »

Honestly said i'd rather see the labs costing 200 m each than seeing techforges

The labs costing 300:ish metal were a much cooler idea.
(do they still cost that much? I cant dl the latest vsn atm <.<)

What comes to rocko/storm i think the changes you made look quite good, they indeed seemed to be a little OP
The balance is already looking really sweet atm, you really need to use every unit if you want to have maximum effect

stumpies/hammers are the tanks that absorb all the shots
Rockos/slashers are the tanks that create the DPS powerhouse behind the line of stumpies/hammers
and flash is used to flank/raid type of missions

What comes to t2, the bertha range seemed to be a little short from what i've been used to seeing in their ranges in other mods, and the mobile t2 arty tanks seemed really good in creating huge dps. Altho i think this is quite in balance since they can be raided quite easily :)

also i think defenders could use a look at.

forboding angel u r my hero <3
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Forboding Angel
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Post by Forboding Angel »

Well, techforges streamline gameplay as well as make it easier to play in general. Plus, you see a lot more unit diversity in units groups. I like that a lot.

As far as defenders/pulverizers. I agree their damage to ground is a bit much, they will receive a nerfbatting in the next version, however, in all honesty, LLTs are better in almost every way plus their dps is much higher, not to mention that bumrushing an MT forest is quite easy.

Also, to make the merl/diplomat changes a little more clear...

They are a decent bit easier to move around than arty, and are a were too good at pelting bases + high damage. Their range was lowered to usher in the luger/pillager as main mobile long range arty platform. The merl/diplomats are hardcore target busters, also, they can be included in your force for great effect. Seems to work really well too.

Thanks for the compliment. This mod is proof that even just little small changes can have a huge impact on gameplay. :P

I'm also pleased to announce that the golli is working just the way in envisioned it. That makes me happy 8)
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KDR_11k
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Post by KDR_11k »

rattle wrote:One of the good things about AA was that Caydr split the content and unit/weapon definitions up. That is exactly what I'd like to suggest at this point. Keeps the filesize down for updates.

I'll have a look at the mod when I get home from work...
I'd put unit scripts in the same box as other definitions because they also contain important data that can be tweaked for gameplay purposes.
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Forboding Angel
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Post by Forboding Angel »

no offense but... doesn't that kinda go without saying, or am I missing something here?
chlue
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Post by chlue »

Interesting Mod

I suggest you set ModType=0 in the FunTA_Base.sd7. Then it will not show up in the gamelist anymore.

What I really dislike is the autoheal stuff. This mod uses neither nanotowers nor build assist units, so you have to either use this clumsy construction units for unit repair or wait for autorepair, but all units have idletime=2200 and idleautoheal=.5. So it takes about 73s for autorepair to start and a unit with 1000 dmg would take 2000s or ~33min to repair. Thats completely useless.

I think an idletime of 1800 with an idleautoheal of 4.2 would be more appropriate. In that case, a unit with 1000 hp dmg would have to wait 1 minute before the repair starts and a full repair would take 4 minutes. This would still allow the emeny to attack the unit a second time before it can recover, while making autoheal usefull for minor dmg and times of peace. In my opinion units with more hp should repair at a faster rate.
This would result in an even repairtime for all of them. For example unithp/250 for about 4 min repairtime.
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Day
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Post by Day »

who retreats his units for repair anyway
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Sleksa
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Post by Sleksa »

The zipper i think could take a look at.

cant get anything else on my mind tho. And yes forb you are right, the LLT is a better defensive weapon compared to defender in dps, but defender can be spammed around your base to make it invulnerable to raids more easily

What comes to the horrors of autorepair, we already had one AA version where you could take flash down to 20 hp and after 1 min you would see it completely healed up.
I think you are mainly pointing out at later tier units and structures though, but i see no reason to do these changes at the moment. Its up to forb's vision anyway ;)
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Comp1337
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Post by Comp1337 »

The weasel is a really uber earlygame rusher. If you can get to your enemys base or expansion you can with some micro kill his comm or whatever he sends at you because of the range.

Also, defenders no not need a nerf. they do so little damage its pathetic.
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rattle
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Post by rattle »

Forboding Angel wrote:Advise taken rattle.
Cool... one last thing though.

Code: Select all

   Name=Fun:TA Base;
   Description=An attempt to make OTA fun in spring... Really fun.;
   URL=BLANK;

   ModType=1;
You might want to remove that from the modinfo.tdf in the base packet so it doesn't show up as mod.
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Forboding Angel
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Post by Forboding Angel »

maybe I should make this note...

lv1 radar towers give radar distance of 1500, los of 1000.

LLT's have a max range of 785 (I believe, anyway, it's very close to that if not exact).

Weasels/Jeffys move at a speed of 2.7 (which considering a flash/gator moves at 2.5, isn't all that fast), have a sight distance of 543 and max damage of 250 for jeffy, 260 for weasel. What this means is that 1 lone llt is perfectly capable of dealing with early game rushers such as the jeffy/weasel.

Since the unit ranges are increased, you really shouldn't play this mod on a map below 12x12, and honestly, balance tends to fly out the window in a 1v1 as there are always ways or hardcore screwing of your opponent.

Thatt said, would you mind posting a replay for me to watch, which btw, is a new rule, unless I agree with you in the first place, if you call imba please post a replay. THis allows me to see whether you're over reacting or if you have a legitimate point. IN this case I don't really believe the point is legitimate. To put it simply, on an 8x8 1 v 1, this mod is not balanced. However, I will do some looking into it. BTW, for one jeffy to take down a comm would be something of a feat. The jeffy (assuming it's by itself) does damage quite slowly and a comm has a movespeed of 3.0, making it quite difficult for the jeffy to properly run away.

Just looked at the fav laser, it also takes 10 energy per shot, now figure in a reload time of .125, making it fairly expensive energywise to shoot early game.


Sleksa, you have some good points there about defenders, I think I've already figured out a solution. BTW, if you're attempting to defent little outposts or your main base with pulvs/defenders, you deserve to get n00bed, cause that is a really really bad idea. That said, the damage to ground is actually a lot more than most would think, plus they have the stupid AOE of 48, grr (why did anyone think that was a good idea?), so they will prolly get nerfed to 1/2 damage (On ground targets. that would make it about 33 dmg per shot to ground) and aoe set to 1.

Zipper (and I assume) freaker, I'll be looking at them. Part of me wants to turn them in to short range, fast beamlaser guys. We'll see tho. I gotta do some testing on that front.

Thoughts, questions, considerations?



Edit: I'll be doing that rattle. I'm a little irritated that I forgot to do it in the first place, but meh.
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Forboding Angel
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Post by Forboding Angel »

Just did some testing.

It took 5 jeffys to actually take down 1 lone llt (with llt having radar). As an added note, if you surround your llt with dt, the jeffys/weasels can't even shoot at it.
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Forboding Angel
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Post by Forboding Angel »

DAmn, can't come up with a clear idea on what to do with the freaker/zipper, grrr.

My immediate thought is along the lines what what I mentioned earlier, making them fast, short range beamlaser, which is prolly what I'll end up doing. But I welcome any other ideas. as I'm pretty open on the subject atm.
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Forboding Angel
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Post by Forboding Angel »

Updated to v12, fixed base. Sorry for missing it the first time
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Sleksa
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Post by Sleksa »

I take everything back i've said about the defender

Had a match where i tried to set up a wall with defenders and everytime he sent 4 stumpies and my defenders were gone ;(

Maybe they could use a nerf yes, but i think halving the damage is quite overkill

fast, short ranged zipper sounds fine imo. last time i checked zipper it seemed like it was as fast as a flash o.O (could be wrong tho since i was paying attention to other things whilst they died)
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Forboding Angel
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Post by Forboding Angel »

heheh, ok. I can see that point, however, I'm not sure I understand why you wouldn't use llt's?

Original damage was 68, maybe I'll pop it back up to something like 50ish.

Actually, the zipper/freaker are the fastest things in the mod. speed of 3.7 (a hell of a lot faster than the flash :)). Great for spots of bases that have inadequate defenses. In fact today I used them to good effect to take out some stuff on a large hill that nothing else could get to.

The deal is, if you're gonna build them, you should plan on them dying. If anything they are high damage kamikaze units, however, with some micro they are definitely very effective.
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Sleksa
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Post by Sleksa »

Umm, i try to use the llt as the chokepoint holder.
The defenders i just mass around mainbase to make it impossible to do proper raiding against the base since anywhere you go you get hit by rockets

and the defender also makes it hard to use air against the base if you got 50+ defenders lying around

its kinda like Unpassable wall(llt) compared to a huge no-go zone (mass defender) >_>

Also last time i checked the llts costed more.

Concering the zippers, i think i now know what you think of their role is and i used them on a wrong job on that match

Also i agree on the mapsize , the comm is so fast and heavy you could just fly to enemy base at start , dgun everything and get out ( Noize ;( ) Or rush to middle on certain maps and get a lab & few llts up and then run back to your base area to mex up
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Forboding Angel
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Post by Forboding Angel »

I've fixed this a a few other misc things wasp found. I'll update sometime today or tommorrow. I'm exceedingly tired atm.

Decided on a happy medium of 50 dmg for defenders. That way a forest will work, but if it is hardcore rushed, it will fall, instead of just dropping everything before hand. Also I got rid of the AOE on the defender/pulv tower missles (basically set it to 5).

More to come...
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Sleksa
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Post by Sleksa »

Sounds nice <3
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