Page 12 of 59
Posted: 22 Nov 2005, 00:12
by Min3mat
oh :'( some admin delete the poll i made then /me goes off and laments the techforge
Posted: 22 Nov 2005, 03:06
by [K.B.] Napalm Cobra
Min3mat wrote:oh :'( some admin delete the poll i made then /me goes off and laments the techforge
Moved to the mod forum.

Posted: 22 Nov 2005, 13:29
by Targ Collective
Don't shoot the messenger, Foreboding Angel. He stated as much in the poll thread, I thought everyone here should know.
Posted: 23 Nov 2005, 10:47
by Caydr
Gearing up for a new release in the next 7 days somewhere. What I've got so far for 1.14:
Core "Bladewing" hit points reduced to 120 (310)
Core "Bladewing" aiming tolerance reduced, so
it's no longer near-omnidirectional
Core "Helios" does 300 damage versus anti-bomber
turrets (650)
Arm "Liche" does 2450 damage versus anti-bomber
turrets (4500), allowing them to just *barely*
survive a direct hit
Core "Pyro" flamethrower damage increased to 10 (9)
Core "Reaper" flamethrower damage increased to 10
(8)
Core "Reaper" flamethrower reloadtime increased to
0.8 (0.5)
Arm "Mumbo" laser damage reduced to 25 (26)
Arm "Spider" HP reduced to 350 (570)
Arm "Spider" speed reduced to 2.8 (3.5)
Arm "Zipper" acceleration increased to 0.3 (0.14)
Arm "Penetrator" firing cone increased to 90 degrees
(40)
Core "Pyro" flamethrower now does 1 damage versus
gunships (10)
Torpedo damage versus Krogoth, Orcone doubled
Blade, Blackdawn no longer crash Spring when their
weapon impacts a steep slope
Arm "Mumbo" laser range increased to 390 (378)
Arm "Brawler" HP reduced to 950 (1020)
Arm "Brawler" costs reduced by 5 to 10%
Core "Rapier" costs increased by 5 to 10%
Core "Rapier" HP increased to 1100 (1080)
Arm "Blade" HP increased to 1850 (1750)
Arm "Orcone" damage reduction vs Krogoth removed
Core "Krogoth" damage vs Orcone reduced to 360
(390)
Laser accuracy improved a little against fast units
Arm "Zipper" HP reduced to 450 (550)
Arm "Zipper" metal cost increased to 173 (141)
Arm "Zipper" speed reduced to 3.4 (3.85)
Arm "Zipper" added to "Raider" armor category
"Guardian", "Punisher", "Ambusher", "Toaster" HP
boosted by 50%
Artillery units' HP reduced by 25%
Vertical rocket units' HP reduced by 10%
Plasma batteries' AoE increased by 20-50%
LLT-not-firing bug alleviated somewhat
Arm "Shellshocker" restored
"Tech Forge"-style tech tree included in package as
a secondary mod
All core buildpics redone (the metal background
obscured a lot of unit details)
edit: added a bunch of new items to the changelog
edit: added a couple more, too
Posted: 23 Nov 2005, 15:28
by heze
sorry i didn't use the search if someone has mentionet about this earlier (i'm in a game at the moment) but lasers seem to have trouble aiming at fast moving targets (try a bunch of jeffies running thru a line of beamers/llt)
also banshees try to attack other banshees on patrol mode
Posted: 23 Nov 2005, 19:32
by Min3mat
that is so cool. props for reincluding the tech forge. heh i didn't even have to resort to large size red font :D
Posted: 23 Nov 2005, 20:29
by Caydr
Min3mat wrote:that is so cool. props for reincluding the tech forge. heh i didn't even have to resort to large size red font :D
Note that it will double the filesize of the mod... I'm hoping not too many people will mind, since from here on out updates won't be very frequent as the mod approaches and exceeds OTA:AA quality.
The way it will work is that it will be mandatory to download both mods as they will both be in the ZIP. Hopefully everyone will install them both, too. That way, people who prefer the regular tech tree will still be able to play TF-style if there's no other AA games open. Both versions will have identical units and unit statistics.
Posted: 23 Nov 2005, 20:39
by NOiZE
The filesize don't need to be doubled...
As i explained be4
U make 3 packages...
1 package only contains the techforge Buildtree
1 package only contains the "normal" buildtree
1 package contains the rest of the mod... (without the buildtrees)
Now the first two packages will be modtype 1
the third package will be modtype 0
now u let the first two packages depend on package 3 and voila... your mod got 100 k bigger... instead of double filesize
Posted: 23 Nov 2005, 21:56
by Caydr
Hmm... that might be possible. I'll give it a try.
Posted: 23 Nov 2005, 22:37
by Das Bruce
If you keep unit stats the same the techforges will break it.
Posted: 24 Nov 2005, 01:36
by Iax
Is there some page that lists the function of all the new units?
Yay!
Posted: 24 Nov 2005, 16:25
by Pxtl
New Core Buildpics FTW! Those metal ones were painfully eyestraining. We love you Caydr!
Posted: 24 Nov 2005, 23:14
by Caydr
Love me, send me cash!

Posted: 24 Nov 2005, 23:15
by NOiZE
isn't love enough?
Posted: 25 Nov 2005, 00:05
by Das Bruce
Do the core ones on a red planet or something instead of the core prime.
Posted: 25 Nov 2005, 01:54
by SwiftSpear
NOiZE wrote:isn't love enough?
It's going to have to be.
Posted: 25 Nov 2005, 05:11
by Caydr
Next version's almost done now. Working on importing the old Forge-style tech tree from an old version; everything else is done, including the new buildpics. Will be released tomorrow as I'm going to give it some time to mirror.
Posted: 25 Nov 2005, 07:41
by Caydr
AA version 1.2:
http://prdownloads.sourceforge.net/ta-a ... p?download
As usual, no pissing and moaning allowed in the next 6 hours as you'll get crappy download speeds until it's properly mirrored.
Ugh! Spam! Spam I tell you! Let me explain: S means Standard, F means Forged. Read the readme.
Posted: 27 Nov 2005, 01:05
by Caydr
Changes so far to next version:
[go to next page for final changelog]
Posted: 27 Nov 2005, 02:16
by Das Bruce
Put moho exploiters back in!