AATA Beta 0.9
Moderator: Moderators
*shrug* I fixed the major issues after that game - a few of the problems were just typos on my part.
The reason why I was asking for beta testers was to help out with balance - two others have been very helpful in that regard, but all you did was rant about how poor the game was. I agree that its got a long way to go, but you have to be aware that this is a work in progress, and that I'm only human, so I do make typos and mistake in the files.
The reason why I was asking for beta testers was to help out with balance - two others have been very helpful in that regard, but all you did was rant about how poor the game was. I agree that its got a long way to go, but you have to be aware that this is a work in progress, and that I'm only human, so I do make typos and mistake in the files.
-
- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
-
- Posts: 241
- Joined: 09 Aug 2005, 15:41
-
- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
-
- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
-
- Posts: 241
- Joined: 09 Aug 2005, 15:41
-
- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
If you're feeling really smarty-pants, Spiked, let's see some kickback on the units as they fire their rifles! 
By the way, the best way to sell really good infantry models is with a really good running script. Without a doubt, having a good script for units running across the battlefield really increases immersion, and looks great.
Try bothering Gnome for Benito's jedi running animation, it was really impressive, if you don't feel like making your own.

By the way, the best way to sell really good infantry models is with a really good running script. Without a doubt, having a good script for units running across the battlefield really increases immersion, and looks great.
Try bothering Gnome for Benito's jedi running animation, it was really impressive, if you don't feel like making your own.
I just finished testing a little bit and I was particularly impressed with the light tanks youve modeled, I like how they fire as well.
Here are some suggestions.
Add a model or something to the engineers hand, at the moment he looks like hes building things with a stub arm.
Change build icons, the red is too obstructive and its difficult to easily identify units.
I would make level 1 engineer able to build anti-tank obstacles
Make the level 2 engineers more distinguishable from level 1 engineers.
Possibly want to have Command Flags build a bit slower.
The close quarters unit wont build from the barracks.
Might want to change the command flags position to hang to the right, in its default position its hard to see.
Also do you have plans to have the support soldier lie down to shoot (as soldier using that weapon would do) and the close quarters soldier fire while crouched?
I see that you want to have a focus on infantry since tanks take so long to build, but for that system to be effective you really need to tone down the amount of metal those command flags accumulate.
I can see this mod becoming a lot of fun
Here are some suggestions.
Add a model or something to the engineers hand, at the moment he looks like hes building things with a stub arm.
Change build icons, the red is too obstructive and its difficult to easily identify units.
I would make level 1 engineer able to build anti-tank obstacles
Make the level 2 engineers more distinguishable from level 1 engineers.
Possibly want to have Command Flags build a bit slower.
The close quarters unit wont build from the barracks.
Might want to change the command flags position to hang to the right, in its default position its hard to see.
Also do you have plans to have the support soldier lie down to shoot (as soldier using that weapon would do) and the close quarters soldier fire while crouched?
I see that you want to have a focus on infantry since tanks take so long to build, but for that system to be effective you really need to tone down the amount of metal those command flags accumulate.
I can see this mod becoming a lot of fun
Engineer model is still the old one from OTA, it will be replaced in the near future.Flint wrote:I just finished testing a little bit and I was particularly impressed with the light tanks youve modeled, I like how they fire as well.
Here are some suggestions.
Add a model or something to the engineers hand, at the moment he looks like hes building things with a stub arm.
Noted. We'll probably stick with the current backrounds, but make them darker and add a white outline to the unit. I've talked with FLOZi about this, the only thing stopping us is the sheer amount of work it entails.Change build icons, the red is too obstructive and its difficult to easily identify units.
Oh, good call. I forgot to do that when I made the HQ buildings the commanders.I would make level 1 engineer able to build anti-tank obstacles
Same goes as the level 1 looking strange - the model is going to be replaced. Although currently they have a different colored cap.Make the level 2 engineers more distinguishable from level 1 engineers.
Buildtimes are still carry overs from the OTA mod. You're likely right though.Possibly want to have Command Flags build a bit slower.
Whoops. I must have screwed something up when I chucked the new ones into the build. My bad.The close quarters unit wont build from the barracks.
They blow with the wind =)Might want to change the command flags position to hang to the right, in its default position its hard to see.
Crouched yes, prone no. Prone firing places the firing point of the unit too close to the ground, and so all their fire just hits the ground in front of them. Infantry portable machine guns (M1919 .30 cal, MG42) will deploy a tripod before firing (similar to SWTA's E-Web). Snipers will likely crouch, and perhaps a few others.Also do you have plans to have the support soldier lie down to shoot (as soldier using that weapon would do) and the close quarters soldier fire while crouched?
Yeah, balance is still a work in progress - flag output is currently at 5% (!) of what it was when AATA was first ported. Most likely flags will produce 2/3 or less of what an AA mex does. Buildtimes are also just carryovers atm. I'm probably going to scrap the old system entirely and work from the ground up, rather than try to tweak everything into balance.I see that you want to have a focus on infantry since tanks take so long to build, but for that system to be effective you really need to tone down the amount of metal those command flags accumulate.
Thanks for the input so far, every bit brings us closer to a release.
ok after a little match with Flint i think before u release a demo of any sort u should give the germans a light tank akin to the M8 as right now they have a little trouble dealin with them
Last edited by j5mello on 04 Apr 2006, 04:54, edited 1 time in total.
-
- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25