Page 2 of 5

Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring

Posted: 20 Apr 2008, 22:26
by lurker
Looks like it.

Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring

Posted: 21 Apr 2008, 02:02
by PRO_rANDY
Played a game of HA today and were a couple of differences from OTA that I am unsure you know about are aware of:

1) Commander health, I saw it was 3000, the same as BA, in OTA I would guess it was around 10k?

2) The distance that construction units were able to nano was much shorter in OTA, this sounds small but changes the gameplay quite a bit with the ability to guard labs.


Another question I have is, will hawks behave as they did in OTA? As in can you micro them left to right keeping them pretty much in place to use them as one would use a gunship.

Nice job on the mod though, brought back some memories. A shame that one cannot multi bomb, that was such an art skill and a great spectacle when someone pulled off some awesome run :)

Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring

Posted: 21 Apr 2008, 02:10
by LordMatt
PRO_rANDY wrote:A shame that one cannot multi bomb, that was such an art skill and a great spectacle when someone pulled off some awesome run :)
+1 imo this should be implemented in BA/Spring.

Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring

Posted: 21 Apr 2008, 12:48
by KDR_11k
Nope, com health in OTA was 3000.

BTW, pre-CC the dgun did 9999 damage so you'd have to hit a Krogoth just right to destroy it, krog has 27k HP IIRC.

I think you can implement line bombing by using manualbombsettings=1, a short reload time, no burst and a burstrate of 1 or so. At least if I understood properly what line bombing is.

I doubt it implements OTA flight behaviour, would require some mad movectrl use.

Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring

Posted: 21 Apr 2008, 14:55
by imbaczek
never seen linebombing (didn't have intertubes access when OTA was around), but I believe it's microing a bomber with attack commands so it drops a lot more bombs than normally. could be doable with resetting reloadtime when an attack command is given, I guess.

Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring

Posted: 21 Apr 2008, 15:22
by Pxtl
Okay, a lot of people are asking some complicated questions: here's the simple answer, which I belive I outlined in the readme... I'm a lazy, lazy man with a wife, a kid, and a mortgage.

If I ever code a mod that will be using hardcore Lua ninjitsu, it'd be my own project - not a weird attempt to copy TA's bugs. HA is an attempt to follow the 90/10 rule - the last 10% of the work requires 50% of the effort (the rule is recursive, too). I'm not going past the first 90%. If somebody offers anything easy to do (simply script bugs, TDF scripting, maybe I'll whip up a C# macro to fix the buildpic aspect ratios) then I'll do it. Otherwise, it's gonna stay mostly-complete.

Right now, there is NO lua. At most, I might Lua a new radar system... but that's a long way off, I still have to finish fixing script/model bugs I missed the first time around, and properly characterize the differences in speeds and flight-characteristics.

As for experience: it's Spring-based, plus that neat-o Spring feature where you fix the target leading as experience improves.

to make it perfectly clear: right now, HA is just the raw, OTA FBI/TDF/scripts/models, but with some stuff stolen from Caydr to fix the model bugs, and a bunch of extra tag work done to use Spring features that re-implement OTA behaviour (like armor.txt). None of the actual unit stats have been changed except for slope-tolerances, so any differences between Spring and OTA's tag implementations will be apparent.

Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring

Posted: 21 Apr 2008, 15:42
by lurker
KDR_11k wrote:pre-CC
KDR_11k wrote:Krogoth
:?

Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring

Posted: 21 Apr 2008, 16:08
by KDR_11k
I downloaded a pack including the Krog, the Vulcan and the Buzzsaw for pre-CC TA. Dunno where that came from.

I could lua a quick gadget that would make a unit earn .1 experience for every kill, if you set the exp multiplier to zero that would mimick the TA system (minus autoregen, IIRC TA units regenerated once they had 15 kills?).

EDIT: Done.

Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring

Posted: 21 Apr 2008, 16:10
by Gota
---

Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring

Posted: 21 Apr 2008, 18:51
by PRO_rANDY
KDR_11k wrote:Nope, com health in OTA was 3000.
Intersting, commanders in OTA took a lot more than they do in spring, you could send them at 20 flash without worry as long as you had energy, which would be suicide in BA

Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring

Posted: 21 Apr 2008, 19:04
by KDR_11k
Possibly special damages or just lower numbers across the board. A krog in TA had 27k HP (I think it's something like 133k in BA?) and the highest non-krog HP were battleships with 6k each IIRC. Anni is 2500 damage IIRC, in BA it's 5000 (though stupid intensity code makes it come out as 2500 at max range and more the closer the target is). I don't remember most of the lower end weapons though. TA nukes get a damage penalty against coms, they do 2500 instead of the usual 5500.

Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring

Posted: 21 Apr 2008, 19:53
by zwzsg
KDR_11k wrote:minus autoregen, IIRC TA units regenerated once they had 15 kills?
Uh? No. Commander is the only unit that autoregen, and no matter the kills. However, max health increase every 5 kills. And since 100% healthy units don't deteriorate when gaining kills...

Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring

Posted: 21 Apr 2008, 20:00
by Pxtl
zwzsg wrote:Commander is the only unit that autoregen
Crap, I totally forgot about that. I wiped out all autoregen, so the comm is not autoregenning in HA. Will need to look into that.

Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring

Posted: 21 Apr 2008, 20:27
by KDR_11k
You should've wiped out all idle autoheal, the com has regular autoheal (i.e. doesn't stop healing when hit).

If you describe all experience effects to me I could try implementing a gadget which applies them.

Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring

Posted: 21 Apr 2008, 21:11
by PRO_rANDY
Units didnt gain regen when they got x numbers of kills. I know the accuracy of bb/intimidator increased with kills though.

Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring

Posted: 21 Apr 2008, 21:26
by KDR_11k
Guess that was some C&C leaking into the memory of TA.

Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring

Posted: 22 Apr 2008, 00:59
by zwzsg
KDR_11k wrote:If you describe all experience effects to me I could try implementing a gadget which applies them.
You might find that thread releveant to your interests.

Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring

Posted: 22 Apr 2008, 02:26
by El Idiot
Wasn't this general idea already done in BOTA?

Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring

Posted: 22 Apr 2008, 03:07
by LordMatt
imbaczek wrote:never seen linebombing (didn't have intertubes access when OTA was around), but I believe it's microing a bomber with attack commands so it drops a lot more bombs than normally. could be doable with resetting reloadtime when an attack command is given, I guess.
Basically, if you gave a second attack command at the right time (when the bomber was actually dropping bombs) it would reset things and drop bombs on the next target as well, instead of having to loop around. You could chain several of those together and hit every mex on a GOW isle or a c2c shore if you were really good.

Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring

Posted: 22 Apr 2008, 03:59
by Pxtl
El Idiot wrote:Wasn't this general idea already done in BOTA?
No, on several counts. First, BOTA was originally created when Spring lacked shoot-through-friendlies, so ranges and speeds were tweaked to make the game more spread out so units could shoot alongside each other well. Second, BOTA had a lot of balance tweaks - some intuitive, some surprising (WTF gunship transports?), and some just bad accidents (like buffing missile launchers accidentally leading to buffed skeets).

The final version was poorly tested (shoot-through-friendlies failed on some units leading to friendly-fire incidents) and has since been broken by the latest build.