Epic Annihilation Development - Page 3

Epic Annihilation Development

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

Moderator: Moderators

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Complicated
Posts: 369
Joined: 06 Jun 2007, 18:51

Post by Complicated »

DemO wrote:
Complicated wrote:
DemO wrote: 100% truth and win.

Even then, once you learn how BA works in terms of the gameplay dynamics and have tonnes of experience with the mod, there is still a plethora of improvements to be gained from a player by optimizing general RTS skills which often become overwhelmingly complex when applied to TA forks, especially BA.
Did you know BA is a mod for a GAME?
Did you know it's an actual GAME?
So why are you bitching and moaning about it?
Is it your life? Do you depend on it?
If so, just don't post here again until you have gotten a life. :]
WTF??? Lets just say my next few words would be composed of EPIC INSULTS/FLAME if not for moderators who would edit it anyway. Learn how to read and give a response that has a remotely coherent line of thought instead of making random comments that make no sense in context of what is being said, perhaps?

To answer your questions for the sake of it:

1. Yes, I directly stated that BA is a mod/fork of a GAME
2. Way to contradict yourself? Now it IS a game in itself and not a mod anymore?
3. I wasn't, you twatwaffle. THIS is bitching.
4. Debatable depending on who you ask, but I'd say no. Regardless, this has no relation to anything you or I have said before in this topic...
5. It would make sense that someone who dedicates their life to one particular thing will be vastly knowledgeable and experienced in that area. I guess that means you want the opinions from people who are the opposite of this?
Mind not spamming my thread with your constant bitching? Scram.
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[XIII]Roxas
Posts: 182
Joined: 20 Jun 2007, 23:44

Post by [XIII]Roxas »

*Fire hose*

I'd like to ask you a question...If the Annihilator has more range, than does that simply allow it to be built outside of the Doomsday's range, and nullify it's short range weapons?

Another thing: Modding is 99% of the time met with opposition. Not only do you have to withstand it, you have to make headway against it. Keep in mind that it is you and only you who determines where this mod goes.

Good luck. PM me sometime with the results.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Post by Saktoth »

Dont get involved in forum drama. Finish your mod first, make a release announcement, try and get it played. Realize this is an uphill battle as nobody plays anything but BA and XTA.

Dont engage in debate with people over hypotheticals- it doesnt help your mod.
User avatar
TheBigPK
Posts: 235
Joined: 22 Jun 2007, 09:24

Post by TheBigPK »

<<

Neway, try it I'd play
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Honestly, I could care less. Have fun learning... You will miss the important things you learn by starting/making an all original mod, though. Other than that, have fun tweaking shit.

I never could make a "tweak-this-mod-up" mod... I can't stand it, it is even more boring than normal modding. It's not even your own creations destroying each other.

I bid you good night.
User avatar
Sleksa
Posts: 1604
Joined: 04 Feb 2006, 20:58

Post by Sleksa »

Complicated wrote:
DemO wrote:
Mr.Frumious wrote:You're not going to "fix" BA. All the players who understand BA well-enough to "fix" it are too busy playing to mod properly.
100% truth and win.

Even then, once you learn how BA works in terms of the gameplay dynamics and have tonnes of experience with the mod, there is still a plethora of improvements to be gained from a player by optimizing general RTS skills which often become overwhelmingly complex when applied to TA forks, especially BA.
Did you know BA is a mod for a GAME?
Did you know it's an actual GAME?
So why are you bitching and moaning about it?
Is it your life? Do you depend on it?
If so, just don't post here again until you have gotten a life. :]

everyone you win is a noob
everyone you lose to is a no-life 250kg man who sits on his computer 18 hours a day.
User avatar
KingRaptor
Zero-K Developer
Posts: 838
Joined: 14 Mar 2007, 03:44

Post by KingRaptor »

sleksa wins
thread over gg
User avatar
Complicated
Posts: 369
Joined: 06 Jun 2007, 18:51

Post by Complicated »

Saktoth wrote:Dont get involved in forum drama. Finish your mod first, make a release announcement, try and get it played. Realize this is an uphill battle as nobody plays anything but BA and XTA.

Dont engage in debate with people over hypotheticals- it doesnt help your mod.
it made me lol though :[
Masure
Posts: 581
Joined: 30 Jan 2007, 15:23

Post by Masure »

[XIII]Roxas wrote:...

I'd like to ask you a question...If the Annihilator has more range, than does that simply allow it to be built outside of the Doomsday's range, and nullify it's short range weapons?

...
In BA annihilator already overranges doomsday
User avatar
Complicated
Posts: 369
Joined: 06 Jun 2007, 18:51

Post by Complicated »

Masure wrote:
[XIII]Roxas wrote:...

I'd like to ask you a question...If the Annihilator has more range, than does that simply allow it to be built outside of the Doomsday's range, and nullify it's short range weapons?

...
In BA annihilator already overranges doomsday
The reason I'm increasing it again because of the light laser and light laserh1 on the doomsday has increased reload time, so it's fitting to give annihilator an adjustment to counter act this to bring it back into balance
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BrainDamage
Lobby Developer
Posts: 1164
Joined: 25 Sep 2006, 13:56

Post by BrainDamage »

uhmm i think you're getting something wrong there

increased reload time = slower rate of fire, so they take longer time to shoot, so you actually made the doomsday worse
User avatar
Complicated
Posts: 369
Joined: 06 Jun 2007, 18:51

Post by Complicated »

Brain Damage wrote:uhmm i think you're getting something wrong there

increased reload time = slower rate of fire, so they take longer time to shoot, so you actually made the doomsday worse
I mean decreased xD, as it's stated in the draft change log
User avatar
Complicated
Posts: 369
Joined: 06 Jun 2007, 18:51

Post by Complicated »

Would it be a good idea to remove scout weapons altogether and give them radars?
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Mr.Frumious
Posts: 139
Joined: 06 Jul 2006, 17:47

Post by Mr.Frumious »

Well, there's one wierd approach you could take with scouts: give them no weapons but substantial armour so they can still rush through defenses, much like the peeper does.
User avatar
Sleksa
Posts: 1604
Joined: 04 Feb 2006, 20:58

Post by Sleksa »

Mr.Frumious wrote:Well, there's one wierd approach you could take with scouts: give them no weapons but substantial armour so they can still rush through defenses, much like the peeper does.
"JUST TOO DAMN RECKLESS"

;) ;) ;) ;) ;)
User avatar
Complicated
Posts: 369
Joined: 06 Jun 2007, 18:51

Post by Complicated »

thing is, is it workable?
Speed them up, small radar..
[Armour increased can be in it's tech two refit or give the refits stealth which would work brilliantly, essentially mobile uncloakable dragonteeth?]

bare in mind tech two refits of tech one units will be experimental and not definate addition to v1.0
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Complicated
Posts: 369
Joined: 06 Jun 2007, 18:51

Post by Complicated »

When I load the mod for a quick test, it says generating unit list and remains on that for some time, over five minutes has past and it's still not progressed.

I have not removed or added any files as of yet.

Suggestions?
User avatar
Complicated
Posts: 369
Joined: 06 Jun 2007, 18:51

Post by Complicated »

Problem resolved,


Anyone got any ideas of a unit which I can use or import as a core vehicle combat engineer?
RavingManiac
Posts: 81
Joined: 18 Jul 2007, 07:06

Post by RavingManiac »

I predict that in this mod, there will only be three viable strategies:
1. Flashspam
2. Flashspam
3. Flashspam
User avatar
Mr.Frumious
Posts: 139
Joined: 06 Jul 2006, 17:47

Post by Mr.Frumious »

RavingManiac wrote:I predict that in this mod, there will only be three viable strategies:
1. Flashspam
2. Flashspam
3. Flashspam
Well, he could rework the flash and the gator into filling the BA role of the Weasel - that is, probing and attacking undefended targets at high speed, but dieing fast to LLT-fire. Then it would be Raider-spam.
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