Absolute Annihilation 1.5 - Page 2

Absolute Annihilation 1.5

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BigSteve
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Joined: 25 Sep 2005, 12:56

Post by BigSteve »

I just tried the cruise missile in game (tac nuke) is it supposed to fire at the full range indicated by the red band? because it would only fire at about 3/4 the distance shown by the range indicator.
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krogothe
AI Developer
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Post by krogothe »

Seaplane swarmers are even better ^_^ they cost 62 m and do a nice 200-300 damage in a single pass!
They pwn planes, commanders, mechs, bases, anti-air... i bet they could shoot down nukes if you micro them enough.
Also, a hllt kills the same number of pewees as the flame lvl2 swarmer tower, which is 6x more expensive. With heavier units the hllt kills even better, effectively making it a retarded unit
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BigSteve
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Post by BigSteve »

yeah id agree krogoth, hlts definately pack too much bang for their buck,
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

Another error:

Image
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krogothe
AI Developer
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Post by krogothe »

BigSteve wrote:yeah id agree krogoth, hlts definately pack too much bang for their buck,
I think theyre fine, its just the swarmers suck major dick (but yeah a hllt does a lot more dmg than a hlt)
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BigSteve
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Post by BigSteve »

hmmm never used the swarmer turret, does it do more damage over a group before going down than the hlt?
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Machiosabre
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Post by Machiosabre »

its really spreads the fire around so you get a nice aoe, thered have to be a ton of units attacking for it to be cost effective though.
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Caydr
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Post by Caydr »

Just so everyone knows, once the next version of Spring is out, I'll have to release another new version of AA in order to fix the repulsors (since they're now using different tags). I'll try to make sure that those fake DT bugs are fixed. If anything else jumps out at you, please report it as soon as possible.

The inaccurate range on tacnukes (and probably EMP launchers) is a carryover from the OTA version, I'll fix that, thanks.

Someone please give some more information about how L2 fighters are doing. Seaplane fighters as well. Any suggestions on how to fix them up a bit would also be welcome.

I'll fix those missing wreckage things. I KNEW I forgot something for those units.

edit: oh, just a reminder - anti-fighter turrets (packo, sam), oddly enough, function very well in an anti-fighter capacity.

I'll boost Firestorm (Inferno? wth is with all the units named with fire themes... this modder's an idiot) up a bit.
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krogothe
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Post by krogothe »

Caydr wrote: edit: oh, just a reminder - anti-fighter turrets (packo, sam), oddly enough, function very well in an anti-fighter capacity.
Shame anything else but flaks also gets owned by fighters. Defenders are all but useless now and, well so are bombers, gunships and all other planes.

Caydr wrote: I'll boost Firestorm (Inferno? wth is with all the units named with fire themes... this modder's an idiot) up a bit.
They need a FAT boost, they are incredibly expensive and even vs masses of pewees they still suck more than hllts/beamers, which are 5x cheaper.
Egarwaen
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Post by Egarwaen »

krogothe wrote:Shame anything else but flaks also gets owned by fighters. Defenders are all but useless now and, well so are bombers, gunships and all other planes.
Got a replay demonstrating this?
Dwarden
Posts: 278
Joined: 25 Feb 2005, 03:21

Post by Dwarden »

Caydr about that DT tower movements ....

i saw arm DT tower being "pushed" to fly by Nuke explosion shockwave (the tower was on outside edge of sw range) ...

guess what - tower was flying over 4-6 map units before landing in new destination :)
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Soulless1
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Post by Soulless1 »

yeah I was about to mention the impulse effects myself...is there some way you can make the unit immune/practically impossible to throw? I would presume so (kroggies don't fly too easily :P) but I could be wrong...
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Fanger
Expand & Exterminate Developer
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Post by Fanger »

mass defaults to metal cost which is why kroggies are hard to throw.. so without making the DT cost an incredible amount of resources (this would blow)

id suggest adding this tag.. Mass=2000000; or a larger number that should prevent them from being tossed..
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

Why aren't those DT turrets nto just handeled as buildings?
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Machiosabre
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Post by Machiosabre »

because they'd be ghosted while regular dragonsteeth arent.
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Caydr
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Post by Caydr »

A guy in TASClient just told me of the same thing. Got the fix already done, so with the next release they should behave themselves. Both the mass and crushstrength just needed to be put extremely high.
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krogothe
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Post by krogothe »

Egarwaen wrote:
krogothe wrote:Shame anything else but flaks also gets owned by fighters. Defenders are all but useless now and, well so are bombers, gunships and all other planes.
Got a replay demonstrating this?
No i dont you lazy sod, go play some games and see for yourself?
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TradeMark
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Joined: 17 Feb 2006, 15:58

Post by TradeMark »

Related to units:
Good, you replaced that ugly core transport with some cooler unit, at last!

Related to code:
I found error in the weapons.tdf while trying to load it into my mod editor, on the lines 5341 and 7957 missing ; marks on end of the line.
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yuritch
Spring 1944 Developer
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Joined: 11 Oct 2005, 07:18

Hovercraft commanders mode bug

Post by yuritch »

There is a bug in AA Hovercraft commanders version. Decoy commanders use the same model as the normal ones, and it is properly replaced by a hover, but decoy's fbis stay the same. That results in a lot of ingame COB errors, like this:

Code: Select all

CobError: Invalid piecenumber for show(flare) (in
scripts/cordecom.cob:FirePrimary at 757)
CobError: Invalid piecenumber for explode (in
scripts/cordecom.cob:Killed at 8c2)
Even more, decoy commanders have 3000 HP, Hover commanders have 6000, so they are clearly different now. Decoys even still have a weapon while Hover comms don't.
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TradeMark
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Post by TradeMark »

I found non-existing unit in the coralab canbuild list: corengin

Also these units were not exist but they were in the armor.txt file:
armaaak/FLAKS, coraaak/FLAKS, corbuild/ELSE

These units werent in any armor definition:
armscram, leejen, corpt

But i think those are new upcoming units?
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