How has modding/ta spring ruined you? - Page 2

How has modding/ta spring ruined you?

Post just about everything that isn't directly related to Spring here!

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CompWiz
Posts: 537
Joined: 16 Apr 2006, 04:20

Post by CompWiz »

true
i used to play runescape alot but not anymore

and i dont even mod
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

We call that developing taste.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

It also made me better at RTSes I think, previously I sucked at C&C games, trying to porc and tech rush while now I delay teching a lot and crush the first few opponents with lowtech units. Granted, we were playing with 8 players, most of whom had little experience with the game... Was pretty funny to hear one guy who built every civil building already but only one tesla coil as his defense scream about "no rushing" while I kept telling him it's hardly rushing if he already has a tech center, never mind we didn't even say anything about rushing. What am I supposed to do, wait until he has an army of high-tech units?
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Sure are, then crunch him with 300 conscripts XD
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CompWiz
Posts: 537
Joined: 16 Apr 2006, 04:20

Post by CompWiz »

that would be funny
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

I did it all the time when the enemy teched up... 2k for a lab.. 20 conscripts XD
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

Summer wrote:Yeah, when I hear about all the great names in TA, yours always comes up, near the top of the list. :roll:

Got any more super units for us to play with?
Image
Where's your mod? And were you always known as "Summer"? I wasn't always known as Caydr, nor Bershe.

Sorry if I took that the wrong way and you weren't being a prick.
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

Uhm, Caydr, if you haven't noticed, few enough people in the community like your mod taking up the supermajority of games. Not to offend, but it's in poor taste to post an image about it...
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

It actually makes me feel a little sad its so uni...modi.
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

I love AA, don't get me wrong, but I would like to see it maybe hold 40%, a plurality, certainly, of the table at best. E&E, Gundam and SWTA are all well-established and equally good. Battletech, the new FF and XTA all have potential as well...
Summer
Posts: 3
Joined: 17 Feb 2006, 19:03

Post by Summer »

Caydr wrote:
Summer wrote:Yeah, when I hear about all the great names in TA, yours always comes up, near the top of the list. :roll:

Got any more super units for us to play with?
[img]Hey,%20ma,%20look!%20I'm%20a%20tool![/img]
Where's your mod? And were you always known as "Summer"? I wasn't always known as Caydr, nor Bershe.

Sorry if I took that the wrong way and you weren't being a prick.
I wasn't talking about the popularity of your shittastic mod, Caydr. I was talking about you being such a "good" player. But by all means, what was your name Pre-Bershe? And no, this hasn't always been my name, but my previous name was so obscure, you wouldn't know it, either.
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

I resent that it's the most played as well. Makes me a target of much retarded criticism. I guess I just... uh... need to make it suck... or something.

I was a really good TA player, probably on par with anyone here. But that was before I started dedicating most of my recreation time to making things for other people for free and not asking anything in return. Like running the show on four mods simultaneously. Go to hell.
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Erom
Posts: 1115
Joined: 25 Apr 2006, 05:08

Post by Erom »

"It is not the responsibility of the defender to leave the objective unguarded, just so the attacker sucks less." -ctlaltdel
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Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

AA serves the masses. The reason it's played by so many people is because the people made it. You post on AA's thread that you think X should be done, and it's agreed upon - not by me, but by your peers - it's done, even if I don't agree with it. About 5% of things in every recent changelog were my personal idea, something I came up with that I thought would be good. Everything else was an idea someone else came up with and asked to be incorporated into the mod.

Look at this changelog:
2.11 --> 2.2 - "Buy a Wii or I'll set you on fire" Edition

Removed some unused weapon entries
Eliminated impact physics for all common weapons
Liche nuke AoE increased to 256 (128), damage vs superweapons fixed
Maverick damage per hit reduced to 75, switched to buckshot (10),
reloadtime increased to 3 (0.985), has less accuracy and wide spray,
AoE increased to 12 (8); effective DPS is now 250 (300)
Sniper weapon bug fixed, it now only hits one target rather than an
entire row, minimum distance from enemy units for cloaking to work
increased to 80 (72)
EMP missile paralyzetime increased to 30 (20), range increased to
6000 (4500)
Adjusted anti-nuke properties so they shouldn't have occasional
problems intercepting nukes anymore
Commander explosion damage doubled (25000->50000)
All massive explosions now leave larger, deeper craters
Plasma battery low trajectory fire now have normal (larger) AoE
Movable nanotower bug fixed, they should also no longer attempt
to repair or reclaim things beyond their nano range
Beamer damage increased to 28 (27) per "zing"
Vehicle factory metal cost reduced 100
Twilight minimum cloaking distance from enemy units increased to
48 (30)
Morty buildtime reduced by about 1200 units (6400->5200)
Commander metal value reduced (15000->2500)
Arm Lancet logo fixed
Arm Moho Geothermal energy output reduced to 1250 (compared with
Core's 1000 output)

Prude HP increased to 12500 (8000), energy storage set to 1500 (0),
metal cost reduced 10% (1176->1058), energy cost reduced 25%
(32307->24230)
Behemoth HP increased to 7500 (5000) and no longer targets aircraft
Moho metal extractor extraction rate increased to 0.004 (0.0035)
Advanced construction vehicle build rate increased to 250 (200)
Arm moho metal extractor can now cloak for 50 energy and is always
radar-invisible; description changed to reflect this
Packo description changed to "Pop-Up Missile Battery"; SAM changed
to "Hardened Missile Battery"; Circular Saw and Eradicator changed
to "Medium-Range Missile Battery"; All related special damage
values removed

Flare efficiency (0.9->0.8) and launching rate (0.9->1.5) reduced
on AWACS aircraft
Flare dropping rate on Peeper reduced to 5 (3), efficiency reduced
to 0.75 (0.9)
Pitbull, Viper weapon AoE increased to 24 (16)
Construction aircraft workertime reduced to 45 (50), advanced
construction aircraft to 80 (100), construction seaplane to 100
(200)
Construction seaplane metal cost reduced 100 (330->230), energy
cost reduced 10000 (19000->9000), build time by 10000 (30000->
20000)
Radar tower detection ranges reduced
Basic fighter energy cost increased 30%, metal cost increased 20%,
buildtime increased 10%
Basic air transport energy cost reduced 50%, metal cost reduced 40%,
buildtime reduced 30%, HP increased 10%, "single-use" flares added
Paralyzers should now be more effective
Flak range increased 10%
Stumpy, Raider HP and range increased 50 units, rate of fire reduced
25%, damage increased 30%
Blade energy cost increased 25%, metal cost increased 10%, buildtime
increased 5%, HP reduced 50 units
Flash turning/accel/brake increased 10%, metal cost reduced 5%
Recluse HP reduced 50 units
Thud HP increased to 900 (870)
Rapier, plasma battery, leveler groundflash size reduced
Level 2 aircraft plant energy cost increased by 10000 (22000->32000)
Default explosions disabled for most small weapons
Maverick holster/unholster animation speed boosted
Flash/Gator aiming rate increased (~150->200/175 respective)
Fixed erroneous spelling of "BlackHydra" armor category in many
different weapon files (big thanks to TradeMark)
Fixed erroneous special damage entries in Dragon's Maw and Dragon's
Claw weapon entries (more thanks to TradeMark)
Bladewing metal cost increased by 6, energy cost increased by 250
Gunship brake rate reduced 25%, acceleration reduced 20%, speed
reduced 15%, rotation reduced 10%
Juno should now function properly, it won't randomly fail to damage
radar-related structures and units, AoE increased to 2048 (1280),
pulse cruising altitude increased fourfold
Warrior metal cost increased by 40 (208->248), buildtime increased
by 400 (4104->4504), HP reduced by 175 (1475->1300), speed
increased by 0.2 (1.3->1.5)
Leveller weapon AoE increased to 144 (128)
Intruder wake bug fixed, is no longer upright regardless of terrain
Banisher now aims a bit upward to fire, similar to Mercury
Construction vehicle build distance increased, construction kbot
build distance decreased
Merl, Diplomat HP increased 500 (~2500->3000), rocket AoE decreased
to 64/72 respectively (160), rocket damage increased to 1000/1300
respectively (800/900), range increased to 1215/1240 respectively
(1150)
Diplomat rocket reload time increased to 20 (16)
Tremor reload time decreased to 0.4 (0.5), accuracy reduced to 1400
(1000)

All artillery rebalanced for lower trajectory firing at long range,
higher trajectory firing at close range
Arm moho mine HP decreased to 2500 (3000), core moho mine HP
increased to 3500 (2500) and damage is now multiplied by 0.25
when closed (0.4)
Flash/Peewee EMG weapons seperated into two different classes
Peewee range increased to 180 (176)
Flash range increased to 190 (176)

Instigator damage per second reduced to 97 (107)
AK damage per second increased to 87 (79)
Commander laser damage versus L1 air transports increased to 180
(125)
Metal extractors in (A) fixed
Units removed: hyper radars, bertha ships, bertha tanks, orcone,
krogtaar, artillery hovers, aegis
Depthcharge launchers added to commander build menus
Laser and EMG weapon graphics improved
Core LLT made the same height as Arm LLT
Beamer turret height increased to halfway in-between Core HLLT's
two turrets
Jethro recoil on wrong barrel fixed
Marauder death and self-d explosions reduced
Removed a TON of unused graphics
Removed extra loading screen bloat

All vehicle speed, acceleration, braking, and turnrate values
increased by 10%
All corpse metal values normalized to 70% metal, 50% hitpoints,
all heap metal values normalized to 35% metal, 20% hitpoints;
all corpses and heaps put into one file (even more thanks to
TradeMark)
Arm amphibious construction vehicle, construction hovercraft
build menu bugs fixed in standard, (H), (A)
Amphibious construction vehicle build menus corrected in (F)
Annihilator energy cost increased 250% to 62563, damage
multiplier when armored (closed/off) increased to 0.25 (0.05)
Firestorm HP increased to 8500 (2200), damager per hit
increased to 20 (17), tolerance set to 10000 (0), sprayangle
increased to 12000 (8000)
Catapult size increased 33% (3x3->4x4)
Commander mass increased to 5000 (2500)
Jammer tower cost vs. effectiveness made comparable to mobile
jammer units
Depth charge removed from anti-air hovercraft
Radar, advanced radar, and mobile radar stats rebalanced
Combat autorepair removed from all units except Commander, Maverick;
maverick description changed to reflect this
Advanced torpedo launcher range increased to 1200 (650)
Increased damage values versus amphibous units removed from all
applicable weapons
Hovercraft platform metal cost reduced 100 units
"Support Ship" revert to standard anti-air ship
Metal maker, moho metal maker, floating metal maker, underwater
moho metal maker costs increased
Hovercraft made less slope tolerant, costs adjusted, sizes adjusted
Amphibious tanks made more slope tolerant, costs adjusted
Ground decals replaced with ones from Unpossible
Flak tank range increased to that of stationary flak
Core L1 fighter HP increased 15 units to make them survive one hit
from most missiles rather than being intagib versus all missiles;
they still have 10 less HP than Arm L1 fighters
L2 fighter buildtime reduced by 2000 units (~9000->7000), missile
bug fixed - they now have dual missiles as I intended

Core cloakable fusion reactor removed
Core fusion reactor output increased by 50 (850->900), HP increased
by 3700 (4800->8500)
Arm fusion reactor metal cost reduced 500 (4504->4004), buildtime
decreased 5000 (75014->70014), HP reduced 150
Shellshocker firing point improved
wip: Behemoth firing sequence fixed
Highlighted are changes of my own originality.

By attacking AA, you are attacking Spring's community. Without a community to make use of it, Spring is nothing but a brilliant but unused program. So you are in effect attacking Spring itself.

I know there's a lot of people who don't like me. This is for one of two reasons: 1, you have been told lies about me by bitter people who don't like the way I left TAU, and who aren't telling you my side of the story. Like the repeated abuse of moderator and possibly admin powers against me and others, which I attempted to report but was ignored. A year later after much more abuse of power, a certain moron was stripped of his moderating abilities. I have repeatedly apologized for my actions, but no apology has ever been given to me for what drove my to my actions. Or, 2, you don't like that AA is the most played mod. I can't help this, except by making bad decisions and driving away its player base. But the thing is, I'm not the one making the decisions. The reason AA is so popular is because I'm not its developer, YOU are. Everyone here has a say in how it is developed. If you don't like that, you're an enemy of every open-source project ever conceived, and should as such be banned from participating in this open-source project and by extension, its forum.

Get a clue. I'm not doing this for my own glory, I'm doing this because I can and nobody else has stepped up. If I were to disappear, I would expect that some other individual would carry the torch in my stead. Attacking AA as a way of getting at me is nothing but hypocrasy. You are attacking yourself and everyone here, but certainly NOT me.
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Well said, Caydr..

However I'll have to ask you and Summer to take it to PM if you are gunna continue...

Congratulations for me, a new "record" on DOD
:shock:
3-27
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Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Eh.. day of defeat?
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Day of defeat:source...

I did make a good score of like 20-17 one time recently XD
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Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Haha, you should SEE my counterstrike scores! If I get a 3:1 ratio (deaths to kills) I consider myself to be having a good day!
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Hmm, not me, lol

I settle for 1:1... Or else I go mod...

I have a new "schedule", at least 1 thing I must do for my mod a day...

Sometimes I kill that by doing a model, its tex, and setting its origins XD
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Eww counterstrike. Tremulous or NS is so much more fun tbh :P
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