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Posted: 24 Oct 2005, 00:26
by Caydr
Isaactoo wrote:I can't seem to find the stealth cloackable tank for arm...were some units taken out of AA for Spring?
Several units were cut, yes. They might be added back in later.
"radar lvl3 dont see objects in egde of the map. "
Haven't seen this, but it must be an engine glitch.
Posted: 24 Oct 2005, 04:20
by SwiftSpear
In XTA all the lazer units don't have the accuracy to kill air units, even the ones with hitscan barely ever hit anything flying... Why are AA's hitscan lazers so much more effective against air?
Posted: 24 Oct 2005, 04:23
by Caydr
They hit instantly, because they're beam lasers. I just played a few online games and found it's hardly that much of a problem. Bombers have enough HP to withstand tons of laser hits. Fighters... that's a slightly different story, but still not a big problem.
Posted: 24 Oct 2005, 10:20
by Comp1337
also, the roaches dont do enough damage to kill nearby roaches, try using .nocost and build 300 of them, bring them toghether, and blow the one in the middle (preferably on a very large map) they go flying everywhere!
and the aphibious transport (tier2) can pick up itself.
my army...

Posted: 24 Oct 2005, 10:30
by Optimus Prime
also, the roaches dont do enough damage to kill nearby roaches, try using .nocost and build 300 of them, bring them toghether, and blow the one in the middle (preferably on a very large map) they go flying everywhere!
I think that shall be like it is. If u attack with 100 Roaches and only one is killed by a Laserturret all would explode with no effect. That would be bad -.-
and the aphibious transport (tier2) can pick up itself.
lol?
Posted: 24 Oct 2005, 10:40
by SwiftSpear
Optimus Prime wrote:also, the roaches dont do enough damage to kill nearby roaches, try using .nocost and build 300 of them, bring them toghether, and blow the one in the middle (preferably on a very large map) they go flying everywhere!
I think that shall be like it is. If u attack with 100 Roaches and only one is killed by a Laserturret all would explode with no effect. That would be bad -.-
I think of it like this... Blow up one roach right beside another facing enemy front lines and you get an unstoppable nuclear progectile that dies from fall damage on contact. Repeat with several projectile roaches for evilness.
Posted: 24 Oct 2005, 12:21
by Caydr
Another new version posted. Third version in three days. What great service and lack of a need to complain about constant updates.
Changelog 0.2 --> 0.21
Halved the energy output on solars, they now give the proper amount again (20)
Fixed "Rapier" weapon, it now fires properly
Fixed ugly texture collision on Core wind generator and "Pyro"
Set "Shellshocker" and "Wolverine" to high-trajectory only
Increased "Catapult" weapon damage to 450 (400) per rocket
Globally reduced damage by about 15% on all flame weapons
Increased damage and fire rate for "Mumbo" weapon
Removed some old data, reducing filesize a bit
Fixed units' HP which depended on DamageModifier
Reduced "Catapult" missile wobble
Increased "Catapult" cost, reduced health points
Improved all heavy rocket weapon ranges
---------
Pxtl wrote:The name escapes me, but AA has one tank with rapidfire lasers that I'm very fond of. In Spring, those lasers are used for anti-air combat with wicked effectiveness.
I'm starting to think that the best approach might be to crank up the armor of aircraft to obscene levels, but to make all SAM weapons do correspondingly excessive damage. This would mean that normal lasers would be somewhat innefective vs. aircraft but simple AA weapons would do the job. The only drawback is that it is nice that a plane can be harmed when it is doing patently stupid things, and you'd lose that effect. If your Krow gets hit by Bertha fire then you're doing something very, very wrong with it, and deserve what you get.
The fact is that AA uses a lot more laser weaponry than normal XTA, and now that laser weaponry handles differently it really changes the gameplay. Perhaps switching a large number of weapons over to Gauss or a similar projectile would be appropriate? Maybe switch the rapid-laser-tank over to a quick-moving EMG?
Good ideas/points/whatever. I'll see what I can do for the future.
By the way, if anyone want to use all my pre-set track patterns (AA's are perfect. Better than XTA's, in fact), feel free. Also go ahead and use my modified models with fixed texture collisions. But, uh, credit me. Takes hours to do this tedious crap. Thanks...
Re: The problem
Posted: 24 Oct 2005, 12:55
by Guessmyname
Pxtl wrote:The name escapes me, but AA has one tank with rapidfire lasers that I'm very fond of. In Spring, those lasers are used for anti-air combat with wicked effectiveness.
I'm starting to think that the best approach might be to crank up the armor of aircraft to obscene levels, but to make all SAM weapons do correspondingly excessive damage. This would mean that normal lasers would be somewhat innefective vs. aircraft but simple AA weapons would do the job. The only drawback is that it is nice that a plane can be harmed when it is doing patently stupid things, and you'd lose that effect. If your Krow gets hit by Bertha fire then you're doing something very, very wrong with it, and deserve what you get.
The fact is that AA uses a lot more laser weaponry than normal XTA, and now that laser weaponry handles differently it really changes the gameplay. Perhaps switching a large number of weapons over to Gauss or a similar projectile would be appropriate? Maybe switch the rapid-laser-tank over to a quick-moving EMG?
Why not just make it so that lasers don't do a lot of damage vs aircraft?
Re: The problem
Posted: 24 Oct 2005, 15:46
by Pxtl
Guessmyname wrote:Pxtl wrote:snipped
Why not just make it so that lasers don't do a lot of damage vs aircraft?
Because unit specific damage makes the game even more confusing. Unit specific damage can only be discovered expirementally and often can be way too hard to find without reading through the unit docs. Unit-specific damages are generally very obscure.
Re: The problem
Posted: 24 Oct 2005, 16:07
by Torrasque
Pxtl wrote:Guessmyname wrote:Pxtl wrote:snipped
Why not just make it so that lasers don't do a lot of damage vs aircraft?
Because unit specific damage makes the game even more confusing. Unit specific damage can only be discovered expirementally and often can be way too hard to find without reading through the unit docs. Unit-specific damages are generally very obscure.
I agree. Thus, if you find ennemy landed plane, you want to kill them easly..if you made them specifically resistant to ground attack, it will be weird.
Posted: 24 Oct 2005, 19:48
by IMSabbel
I just got that crash again, with .21
armshlt_dead.3do -> no such file (seems i forgot the _dead lasttime)
Happened exactly when an an l4 factory was destroyed
Posted: 25 Oct 2005, 01:09
by Pnakotus
Caydr, the texture problem has not recurred. It appears my puter was just having a bad day. :)
Posted: 25 Oct 2005, 02:10
by Optimus Prime
I just got that crash again, with .21
armshlt_dead.3do -> no such file (seems i forgot the _dead lasttime)
Happened exactly when an an l4 factory was destroyed
i have the same shit here

. Game crashes with that message. Would be very nice if u can make a new version, with this bug fixed - it really makes AA unplayable

.
Posted: 25 Oct 2005, 02:18
by Caydr
Ahhhh! Found the problem! (the "_dead" was very important!)
Posted a new version, 0.22, which corrects this bug.
Pnakotus wrote:Caydr, the texture problem has not recurred. It appears my puter was just having a bad day. :)
Glad to hear it! I was worried I was going to have to do what poor Ground_Zero
may he burn in hell has had to do for his mod.
Posted: 25 Oct 2005, 02:52
by Decimator
It appears that the version .22 displays as .21, which could cause problems.
Posted: 25 Oct 2005, 03:02
by Caydr
Crap, I was just told by someone on the Spring lobby. You maybe?
~~
Fixed version posted with correct version number. I hope this mistake on my part doesn't inconvenience too many people.
Posted: 25 Oct 2005, 03:20
by Decimator
Yeah, that was me, I posted it here then saw you in the battleroom.
Posted: 25 Oct 2005, 10:34
by Optimus Prime
thx for the fast release of the fixed version =). Will try it later
Posted: 25 Oct 2005, 13:05
by Doomweaver
Give the Core Rapier and the arm Pheonix reflective armor, and make both a littler weaker. They take 1/4 damage from lasers, and have it in the description of the unit. This creates more differences between arm and core, and may lead to some interesting unit combinations. For example, you'd need a combination of well use aircraft to destroy a base, one for AA and flak, the other for Laser weapons. Could also be interesting against superunits. Laser superunits would have to be dealt in one way, whereas ones with missile would have to be dealt with in another way.
Posted: 25 Oct 2005, 18:20
by NOiZE
Well i thought i give it a go, i found some errors i also encoutered when porting UH to Spring, so feel free to look how it was fixed in the UH mod
- Depthcharge launchers shouldn't be able to be build on land
- Dragon Eyes are very hard to build right now
- Gimp doesn't fire torpedo underwater
- Levithan Build class is somewhat bugged ( u get a error message when u build a plant which can build him)
- Mines, Spy's, Dragon Eye's should be stealthed now as we now have automatic radar targeting
- The Core intimidator is rather small compared to the big bertha which looks weird
- got a error when build the ARM level 4 plant: unknown texture panel blue 000
- Minesweeping with the naval minelayers does not work, or u should tell me howto.
- a lot of amphibious units still leave splashes when below water, when they shouldn't
Also some units are really ugly, like those navel corvettes.
Also i noticed a lot of ugly bildpic's, a lot of those buildpics have a completely different atmosphere than most buildpics, really looks wrong!!