Maximum Annihilation V1.1 - Page 3

Maximum Annihilation V1.1

All game release threads should be posted here

Moderator: Moderators

Master-Athmos
Posts: 916
Joined: 27 Jun 2009, 01:32

Re: Maximum Annihilation V1.1

Post by Master-Athmos »

The screenshot of what you see on radar is nothing like what I see. We must be using different LUA scripts. I see yellow question marks over everything, and then when they get close, there is only enemy units, build/construction units, and buildings shown, by a letter or symbol. What I see in the main area, not the mini-map.
Well the radar icons are an engine feature and isn't Lua related. What may happen is that you see a blinking, yellow "T" on enemy units. Try to press F11 and disable the Take Reminder Widget - I'll have a look if there's a version that doesn't blink when you play against an AI...
Anyway to have the atomic bombers set to hold fire while near friendly buildings or even friendly units entirely, but bomb the heck out of everything else? Or perhaps it'd be easier to just have it check if its between two coordinates the player sets, and know that that area is off limits, or even select an area to be its bombing area.
Well it most certainly isn't a unit you put on a patrol route near your defenses. I have to check but it also should have an area attack function sou you can distribute them over an area when having multiple of them. In the end it's a unit you sort of have to manage by yourself and cannot blindly send into combat - it's worth doing so as it's pretty strong...
Hmm.... I'm not much of a beta tester, since I keep finding things wrong which aren't related to this beta. Doh! Sorry about that.
No problem - any feedback is appreciated. It's also uncovering some new player's view on things and I e.g. might have a look at blocking the whole controlling a unit via "C" thing so nobody get's accidentally stuck. It's a fun feature but you aren't going to use it in a serious game...
So, stealth fighters are suppose to be good at taking out anti-air units? Just mobile units, not anti-air buildings? I always just made hordes of gunships, brawlers, and uh... those level three planes that are good at hitting ground and nothing else, to handle the fighting.
Those T3 stealthed fighters that behave like gunships of course are a primary anti-air unit. Those T2 ones always had the disadvantage though that an enemy could send a flakker or two in their partol line and started eating them up easily. That's why they now have some weakish ground attack ability so wiping out a fighter patrol is not that easy anymore at T3...
Most base defenses are quickly wiped out by hovercraft launching rockets from a superior range. The enemy can make a group of them right away, and just target one heavy laser tower or whatnot after another, clearing the way for other troops.
Not just them but in general all of the artillery units. That's actually what they are about so you can't just spam turrets and be safe against everything but actually become active. The good thing is those artillery units suck against mobile units although the T1 artillery K-Bots at least have a limited chance against incoming enemy units...
Listing what units get what attack bonus against what other units, for the ones that have that would be useful.
Well I removed most of the special damages so it's not that complicated to understand the dynamics. It's pretty much about range, damage dealt and if the damage is just dealt to one single unit (like for a laser) or done in an entire area (especially plasma shots with big explosions hitting multiple targets like for the Core Goliath T2 tank)...
Water fighting
There is no advanced kbot water unit. Why is that? The pelican unit existed even in the original.
Yeah I changed a couple of things about K-Bots. The Pelican and Gimp units were removed as K-Bots now are all about All-Terrain combat while tanks have the amphibic specialty. K-Bot in general also have the ability to auto-regenerate at a reasonable rate when not being hit for a while. That's another difference I integrated so you can choose between the often fast and heavily armored tanks and the not so fast K-Bots which are good at walking up steep hills and have that regeneration feature which can make them more handy than using tanks. That makes them a lot more attractive than in e.g. BA where especially at T1 K-Bots often aren't a good choice...
The advanced hovercraft platform produces depth charge hovercraft, which I assume are great for getting rid of underwater stationary targets such as buildings. They can not hit moving ships with it though.
Yeah I also noticed that the depthcharges fired by ships don't track the enemy very long. Maybe something got changed there - will have a look at it and might increase the time the projectiles actually steer themselves to hit the enemy...
Need a unit to make on land which can fight a horde of ocean units. Aircraft get shot down too easily.
Well it's intended that it's hard to fight an advanced ocean player once he sort of did get a solid position as ships in general are the best naval units and it's not that easy to actually get to that point as you have to fight air, ships, subs and hovercrafts which all possibly can come at the same time. Playing a team match and starting as the sea player most certainly is the most difficult and demanding position you can have because as you might have seen: If a sea player manages to start an offense it has quite a punch against land players...
The advanced hovercraft plant's super tank doesn't seem to do much damage at all. Shouldn't it be a bit stronger?
Will have a look at it but it should have the same weapon as the Core Sumo T2 K-Bot while also having a short-ranged paralyzer which really can be very nasty because if your enemy doesn't pay attention and rushed his units into their paralyzer range it's quite devastating...
Is the anti-air structure produced by the level 3 flying builder effective? How does it compare to the level one and two anti-air units? Takes more resources and time to build, and doesn't seem to be able to shoot anything down.
Do you mean the T3 flak or the long range EMP-Tower? The T3 flak more or less should be an improved T2 flak with better stats while that long range rocket tower fire paralyzing missiles at a very slow rate dealing no or only very little damage. They're great against a incoming heavy gunship groups or even bomber squadrons flying close together...
Commander morph evolve
I love how the Commander can evolve to different levels. I went to the second level and was able to then produce level two items. But you loose the ability to produce things you could previously. Sometimes there is a need for cheaper units. Be great to keep what you know, and gain new things as well.
I'll think about that. I just don't want to have extremely long buildlists and the recent ones actually already are pretty long...
Nuclear question
My nuclear missiles won't fire sometimes. Got to have a unit over there spotting, and it must hit land. That makes it rather difficult to use, since are any targets worth nuking, someplace you can actually send spotter units and keep them alive long enough for the thing to fire? And I really want to hit groups of ships at times. Hmm.. I can hit some land without a spotter though, and other land not. Rather strange. A nuclear missile comes up ready for launch, then goes back down again.
I'll have a look at that. Didn't notice any problems there yet...
Does the Vulcan weapon actual work? I built one, and tried targeting it on different things, but it doesn't seem to ever fire. Just noticed it says I need 40,000 power. Once you have enough metal and power being produced to build one advanced fusion reactor, you can just keep making them, until you have enough to power it I suppose.
You need to build energy storages until you can store 40,000 energy (and of course have them stored to be used). The Vulcan then will fire a burst for those 40,000. Making it fire continiously then takes multiple Advanced Fusions but even with short times with not enough energy it's still devastating...
Air pads won't repair aircraft
I have an air pad with three Blade stealth gunships on it and one Liberty heavy fighter, and none of them heal one bit. Plenty of energy, it just not happening.
Ah ok - just as for the resurrectors they also might have numbers that don't really fit anymore with Spring's newest version in their stats. I'll have a look at that...

Thanks for your comments! :-)
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Maximum Annihilation V1.1

Post by Forboding Angel »

Any release timeframe? I'm looking forward to this rather muchly.
Master-Athmos
Posts: 916
Joined: 27 Jun 2009, 01:32

Re: Maximum Annihilation V1.1

Post by Master-Athmos »

With my previous promises being so utterly wrong I'm hesitating in giving a new one. When delaying the two new planned T2 sea units I might be able to finish it this month bit with exams around that might not work out as well. But I'll try... :wink:

EDIT:
Also don't expect lots of self- or remade s3o units. I guess you mistook me for someone else when saying I was doing a lot of TA remakes. It's true though that the Core Windgen as shown in the Art WIP topic is meant to be in V1.2... :-)
Dream Focus
Posts: 44
Joined: 27 Nov 2009, 03:22

Re: Maximum Annihilation V1.2 Beta

Post by Dream Focus »

I played again and the nukes worked fine, I even hitting ships on the water. I didn't have a shield over it this time, but that shouldn't matter. Previously, when I had problems, it didn't work even when I turned the shield off, and sometimes I fired a nuke through the shield.

I played a game and made a Vulcan and plenty of energy storage units this time around, and it worked fine.

Lancet torpedo bombers can now see the underwater units, and lock in on them, but don't always fire if a sonar plane isn't spotting for them.

If your level one builders and factories all get knocked out, you can't build down again. If each build unit could build at least one level down also, that'd be useful. The commander, fully upgraded, hopefully could make at least one factory(kbot, vehicle, airplant) to produce level 1 builders of some sort, they able to take it from there.

And I found in my last game, that taking out a horde of ships is rather easy, if you have a larger horde of rocket hovercraft with some hover tanks thrown in as well, mostly to have more hit points and draw fire. It also helps if you nuke them, of course. :twisted:
Master-Athmos
Posts: 916
Joined: 27 Jun 2009, 01:32

Re: Maximum Annihilation V1.1

Post by Master-Athmos »

Previously, when I had problems, it didn't work even when I turned the shield off, and sometimes I fired a nuke through the shield.
Well the shields just protect against plasma projectiles anyway... :wink:
Lasers and rockets just go through...
If your level one builders and factories all get knocked out, you can't build down again. If each build unit could build at least one level down also, that'd be useful. The commander, fully upgraded, hopefully could make at least one factory(kbot, vehicle, airplant) to produce level 1 builders of some sort, they able to take it from there.
Yeah the T2 builders lack the ability to build the T1 versions. I'll fix that and think about what the Commanders should get...
And I found in my last game, that taking out a horde of ships is rather easy, if you have a larger horde of rocket hovercraft with some hover tanks thrown in as well, mostly to have more hit points and draw fire. It also helps if you nuke them, of course. :twisted:
Sure but a human player would move his ships around so the hovercraft missiles won't hit anything... :mrgreen:
Dream Focus
Posts: 44
Joined: 27 Nov 2009, 03:22

Re: Maximum Annihilation V1.1

Post by Dream Focus »

Master-Athmos wrote:
Sure but a human player would move his ships around so the hovercraft missiles won't hit anything... :mrgreen:
Those devious humans! Is there no way to stop them?

What if I just sent hovertanks then? How would that compare with a naval swarms?
Master-Athmos
Posts: 916
Joined: 27 Jun 2009, 01:32

Re: Maximum Annihilation V1.1

Post by Master-Athmos »

Well a sea player pretty much has a counter to everything. Against hovercrafts those laser corvettes work just as Core's new heavy destroyer which deals nice areal damage...

That doesn't make a sea player overpowered though because as I said he doesn't have an easy position. He can be attacked with air, hovers, ships and submarines. He also doesn't have too high numbers of units and as most maps don't provide small water passages he can be attacked from pretty much any direction except for maybe his back if he managed to start at a coast or the corner of the map. That's why he actually needs good counters to whatever the enemy might throw at him while of course not having units that are good against next to everything...

Depending on the map / the situation he also might have problems with wiping out a land player. Ships of course provide great power in cleaning the coasts which in team games is totally sufficent to open up your teammates path into the enemie's heart things get a bit more difficult when the ship weapon range doesn't really reach far enough to actually hit the valuable base structures as they simply are too far away. In such a situation the map usually doesn't really make starting at the sea a valuable choice so that's not that bad...

Of course and I said previously it of course also is very hard for a land player to fight a sea player which has fortified and doesn't really have to fear enemy subs etc. anymore as he then can focus on whatever you might throw at him. It then actually depends on the players' skills and that's what the fun actually all is about... :wink:
Dream Focus
Posts: 44
Joined: 27 Nov 2009, 03:22

Re: Maximum Annihilation V1.2 Beta

Post by Dream Focus »

My last two games have crashed, but only after I defeated one AI, and had another almost entirely wiped out, searching for their last hidden unit, wherever it was at.

I have units that land on the airpads, and then once healed, refuse to leave it. I select them and try to move them, but they won't budge. A level 3 flying builder can be made to heal anything nearby, but still won't budge from its spot.

I've been playing on the two continents map. Lot of water for the enemy to get around on. If I start on the right continent, I can win, but on the left one, there isn't as much land to build on, and the enemy gets its ships along the coast, and tears into me.

I find the best way to eliminate ships is with the nuclear option. Everything else, just takes too long, they building those things just as quickly as I destroy them it seems.

The Vulcan works well also. Once you have a certain amount of metal and energy coming in, you can use that to build additional advanced fusion power plants, and some energy storage of course, and then make a Vulcan and it'll have enough power to keep on shooting. And the most advanced metal makers are great, if there is no safe metal to build a mine at.
Master-Athmos
Posts: 916
Joined: 27 Jun 2009, 01:32

Re: Maximum Annihilation V1.1

Post by Master-Athmos »

My last two games have crashed, but only after I defeated one AI, and had another almost entirely wiped out, searching for their last hidden unit, wherever it was at.
After the game crashed go into your Spring folder and look for the infolog.txt - there should be some cryptic information as to why it crashed at the very end. I suggest it's about the AI - which one are you using?

I can recommend using RAI for bots with quite some bonus on Tabula V2. For some reasons it seems to like that map and plays rather good on it. Three to four of them with a bonus of 100% and it's a tough fight - actually too tough for me as I never won against three of em (without exploiting the first minutes of the game where the AIs still are very vulnerable)... :mrgreen:
I have units that land on the airpads, and then once healed, refuse to leave it. I select them and try to move them, but they won't budge. A level 3 flying builder can be made to heal anything nearby, but still won't budge from its spot.
Yes it's an engine bug about gunships. I guess it will be fixed soon...
I find the best way to eliminate ships is with the nuclear option. Everything else, just takes too long, they building those things just as quickly as I destroy them it seems.
The best counter of course are ships of your own... :wink:

Nukes (especially the light T2 tac nukes) and a Vulcan do the job too but nukes can be countered (AIs of course lack some abilities on that area) and the Vulcan is a game ender weapon you'll only see if you're facing an enemy of your skill for quite some time as it costs you a lot to build...

The general idea is not letting your enemy get to comfortable though. Even with T1 and T2 hovercrafts you should be able to keep him more than busy (especially vs an AI which still also will keep building subs)...
Dream Focus
Posts: 44
Joined: 27 Nov 2009, 03:22

Re: Maximum Annihilation V1.2 Beta

Post by Dream Focus »

The crash happened again, when I destroyed the last unit my enemy had.

I'm using RAI\0.601

Code: Select all

[ 194027] Team1 (invalid) has been discontinued
[ 194027] Spring 0.81.1.3 (0.81.1.3-0-g725801c{@}-cmake-mingw32) has crashed.
[ 194027] Exception: Access violation (0xc0000005)
[ 194027] Exception Address: 0x00000003
Can you make the depth charge shooting hovercraft have a higher angle of firing? They get to their target by moving across land, and then fire at it while still on land, their shots blowing up on land before hitting the water.

Why does Arm have a resurrection submarine? In fact, why are there any resurrection abilities whatsoever? Bringing dead blown apart machines back to life is silly enough, but from a balancing view, this means you'll have to kill the same units again. And if you loss a costly unit, be it a flagship or a Krogoth, your enemy can send it back at you.

Decoy commanders can be upgraded to be exactly like real commanders. Since both respond to Ctrl C, you able to switch between them, how do you know which one is the real one anyway? If an enemy killed your real commander, and you were playing where the game would end when that happened, would having a backup commander keep the game going?

I had a large bunch of level one construction aircraft, dozens of them, set to guard a level 3 flying builder, and all of them were instantly killed in one hit! I think it was an enemy ship that got them. I was watching them, and then poof! All gone. Maybe because they were all bunched together... seems rather odd.

I like how the commander can jump, thus no problems getting stuck between buildings going up.

Great game. Lot of fun. Better than the other mods.
Dream Focus
Posts: 44
Joined: 27 Nov 2009, 03:22

Re: Maximum Annihilation V1.2 Beta

Post by Dream Focus »

The level 3 vehicle plant produces an artillery unit which has a button to change it into another stage... I think it said deploy or siege... anyway, it freezes up the unit but doesn't do anything at all.

Played another game, and all was fine, finally found the last hidden enemy about, and then it crashed.
Master-Athmos
Posts: 916
Joined: 27 Jun 2009, 01:32

Re: Maximum Annihilation V1.1

Post by Master-Athmos »

The crash happened again, when I destroyed the last unit my enemy had.

I'm using RAI\0.601
Probably an AI bug - there had been something like that although this ought to be fixed a while ago...
Can you make the depth charge shooting hovercraft have a higher angle of firing?
Well in my opinion there's enough space until it hits the water. Doing higher angles might flaw things when using it off-shore...
Why does Arm have a resurrection submarine? In fact, why are there any resurrection abilities whatsoever?
It's supposed to be time consuming and use some resources while not really being possible at the frontline (as resurrectors die like flies). It's a nice option that opens up some possibilities although not being an allround tactic one should use in every game. It sort of punishes rushing too heavy units singlehandedly far into the enemy territory. It also gives you the possibility to recover from certain losses (e.g. a lost Commander can be restored if you don't play a Com-End game) while not supposed to be an option to throw back the enemie's units which died in a matter of minutes...

BTW: Just as for the K-Bots: Core also has one resurrection ship...
Decoy commanders can be upgraded to be exactly like real commanders. Since both respond to Ctrl C, you able to switch between them, how do you know which one is the real one anyway?
Yes I noticed that too and will try to just have the Commander being Ctrl+C selectable. I actually might have done a fix leading to that already but I have to try it again...
would having a backup commander keep the game going?
No, Decoys are supposed to be pure eyecandy for the enemies but losing your Com should end the game...
I had a large bunch of level one construction aircraft, dozens of them, set to guard a level 3 flying builder, and all of them were instantly killed in one hit! I think it was an enemy ship that got them. I was watching them, and then poof! All gone. Maybe because they were all bunched together... seems rather odd.
Well either they were hit by a flak which deals areal damage or you really made many of them and so they chain exploded as every dying plane leads to a small explosion and with many planes dying at once this may be enough to start a chain reaction...
The level 3 vehicle plant produces an artillery unit which has a button to change it into another stage... I think it said deploy or siege... anyway, it freezes up the unit but doesn't do anything at all.
In siege mode they need a little bit of energy to fire so maybe you were lacking here. Core's version just as when being mobile also cannot fire "backwards" and only in a limited angle to the sides so maybe the unit faced in the wrong direction for firing...
Dream Focus
Posts: 44
Joined: 27 Nov 2009, 03:22

Re: Maximum Annihilation V1.2 Beta

Post by Dream Focus »

I had massive amounts of energy. So many advanced fusion reactors I lost count. Had my Vulcan made 34 minutes into the game, and it blasting away at everything in range, which most of the map was. Once you have enough energy and metal coming in to make one reactor, no sense not continuously making more.

The siege thing just didn't work. No enemies around to bother it or anything. Do you have to have a target within range?

After wiping out an enemy fleet, stopping one advance or another, I can go in with a resurrection sub and gain all of it, significantly cheaper than it'd be to make it, and perhaps faster too. Before the enemy has another fleet to send my way, I'll have all my ships and his previously sunk ships back again, and overwhelm him. Never tried this before, but it seems like something that'd work.

Are you sure Arm has a resurrection kbot?

Is there a maximum limit to how many builders can contribute to something? A maximum speed something can be made, if you have no shortage of resources?
Master-Athmos
Posts: 916
Joined: 27 Jun 2009, 01:32

Re: Maximum Annihilation V1.1

Post by Master-Athmos »

The siege thing just didn't work. No enemies around to bother it or anything. Do you have to have a target within range?
Just tested it - works fine for me...
After wiping out an enemy fleet, stopping one advance or another, I can go in with a resurrection sub and gain all of it, significantly cheaper than it'd be to make it, and perhaps faster too. Before the enemy has another fleet to send my way, I'll have all my ships and his previously sunk ships back again, and overwhelm him. Never tried this before, but it seems like something that'd work.
Yeah I have to adjust some values for the rez-sub too. In the end you of course will be able to resurrect things but it'll take quite some time and use some energy. You also have to consider that when building a couple of rez-subs you have less resources invested into your army. Usually resurrecting at the frontline also will be extremely hard to do against a human player...
Are you sure Arm has a resurrection kbot?
Yes, the Rector. You can find it in Arm's Advanced K-Bot lab - should be the last unit before combat units are enlisted...
Is there a maximum limit to how many builders can contribute to something? A maximum speed something can be made, if you have no shortage of resources?
No - every builder has a certain work-power and adds that to whatever is being built leading to a respective amount of resources being used. More builders -> faster completion which is done when the required resource amount has been invested. Higher level builders of course have higher work-powers than the lower level versions just as for the Commanders which get some increases with each upgrade...
Dream Focus
Posts: 44
Joined: 27 Nov 2009, 03:22

Re: Maximum Annihilation V1.1

Post by Dream Focus »

When you are placing a Vulcan, it shows a much larger range area, then it has once it is built. The red ring of ranging is farther out when placing it.

--
I was trying to res with the Farker combat engineers. Doh! The unit next to it is the one that resurrects.

---
Sometimes the artillery thing works, and sometimes it freezes up and flashes blue light. After seeing this happen, I selected all of the ones I made, and had them all "deploy". I got some error messages about LUA scripts.

function 'FinishMorph'
[string "LuaRules/Gadgets/unit_morph.lua"]:478:in
function 'UpdateMorph'
etc...

Does it only work once?
Master-Athmos
Posts: 916
Joined: 27 Jun 2009, 01:32

Re: Maximum Annihilation V1.1

Post by Master-Athmos »

When you are placing a Vulcan, it shows a much larger range area, then it has once it is built. The red ring of ranging is farther out when placing it.
Hmm - which map are you playing on? I tested it and the shown range before construction and after construction were the same for me...
Sometimes the artillery thing works, and sometimes it freezes up and flashes blue light. After seeing this happen, I selected all of the ones I made, and had them all "deploy". I got some error messages about LUA scripts.
I couldn't reproduce that. You're supposed to do so as often as you want. The very short blue blinking is normal as that's the standard effect when morphing - here the time it takes is about zero but you still can see that very short blue blink for a moment. I tried it for both 15 Arm and 15 Core T3 artilleries but for both it worked like a charm for numerous times without any error...

So unless you cannot manage to figure out the exact situation when this happens there's nothing I can really do about it as it works fine here...
Dream Focus
Posts: 44
Joined: 27 Nov 2009, 03:22

Re: Maximum Annihilation V1.2 Beta

Post by Dream Focus »

2B4-Core-Proto-Planet is the map I was playing on.

I have LUA scripts that show the range of things. Perhaps one of them is messing things up then.

The hovercraft depth charger launcher units have trouble with this map, unable to get into the water, or shoot over the side into it, they just damaging each other as their depth charges exploding on land.

--
As for the artillery thing, it happens every single time. It locking up do to one the Lua scripts I have perhaps.
---

When I click to download Lua scripts, it takes a moment to load, and then I get a delay every time I click on something listed before it loads up. Does that happen for everyone? Makes reading the information on them, and downloading new ones, take a rather long time.

----
Is there any way to make it where the "kill everything" setting, is "kill everything that can shoot back or build"? That way whenever there was just some underwater mine somewhere, it wouldn't require a lot of effort to find it. Sometimes land units are a problem to. With radar jammers about, you can have planes flying nearby without actually seeing it.

Maybe someone will come up with a LUA script to make selected units go back and forth automatically, scanning every single bit of territory there is, so nothing is left out.

Or can you make a unit that automatically finds everything after a set time? Perhaps after an hour into the game, or if no one has fought for a time, or the enemy commander is already dead, you can then cancel out the effects of any radar jamming.

When the commander dies, could you make it where something is run, if the game is "kill everything", so that all radar jammers stop working on that side?
Master-Athmos
Posts: 916
Joined: 27 Jun 2009, 01:32

Re: Maximum Annihilation V1.1

Post by Master-Athmos »

2B4-Core-Proto-Planet is the map I was playing on.
Ok I'll see if I have the same issues as you on that map...
As for the artillery thing, it happens every single time. It locking up do to one the Lua scripts I have perhaps.
Hmm well what happens when getting mobile again is that move orders are ignored until the unit stops unpacking. So e.g. try using Arm's T3 artillery, wait for the animations to stop and then give orders. Arm's version also can fire in any directions so you don't have restrictions like for Core's...
Is there any way to make it where the "kill everything" setting, is "kill everything that can shoot back or build"?
Additional winning conditions probably are possible...
When the commander dies, could you make it where something is run, if the game is "kill everything", so that all radar jammers stop working on that side?
Well "kill everything" is meant to handle the Commander like a normal unit so there shouldn't be any disadvantages. The problem of finding a couple of remaining enemy units also only is a "problem" in matches against an AI and it's not that hard to look for whatever is left via e.g. T2 Scout Planes. You also could use the Juno (T1 building) to paralyze enemy radars & jammers...
Dream Focus
Posts: 44
Joined: 27 Nov 2009, 03:22

Re: Maximum Annihilation V1.2 Beta

Post by Dream Focus »

Water nano unit's repair rate
The water nano unit seems to repair floating attack towers are an insane rate, faster than a horde of aircraft can damage it.

I'm concerned that if a group of nano units were made within healing range of each other, they and the floating plasma cannons and missile towers they protected, would be indestructible.

Depth charge launcher hovercraft
The depth charge launcher hovercraft are great at destroying the hordes of enemy submarines the AI usually makes. Since they aren't a ship unit, but a hovercraft, can the submarines even shoot back at them? They didn't seem to in my last game, by my depth charger launcher hovercraft took them all out rather quickly so hard to tell.

Lua scripts for mine placement
I downloaded a Lua script that doesn't work on this mod, it suppose to automatically send out build units to every empty mining spot and build on it. That'd be something helpful to have. Anyway to make it work with this mod? Another Lua script I got which does work, allows me to upgrade any existing mines to a mano mine, I just clicking a button on the level 3 flying builder, and it flying around to all the places where a level one mine is build at, and building a level 3 mine on the spot after first reclaiming it. Odd it can find an existing mine, but not an empty spot.

If there is an object out there it can detect, can it be changed? Build on empty spots as well as upgrading things.

Also, could it be made to sense enemy underwater units and absorb them? Help handle final clean up once the real fighting is done.
Master-Athmos
Posts: 916
Joined: 27 Jun 2009, 01:32

Re: Maximum Annihilation V1.1

Post by Master-Athmos »

Water nano unit's repair rate
I checked it but their stats are correct. You have to see the relation:
From the costs for building that floating plasma plus three nano towers you can build about 24 T1 bombers. With about 18-20 of them already killing that floating plasma with the first bombing run you even could lose some of your bombers to enemy fire while still being able to kill that plasma tower...
Depth charge launcher hovercraft
No - subs can only fire at underwater stuff. Things that hover over fly can't be shot. So yeah the depthcharge hovercrafts are pretty powerful while you still have to consider that they're T2, not really cheap and also rather fragile...
I downloaded a Lua script that doesn't work on this mod, it suppose to automatically send out build units to every empty mining spot and build on it.
I might give it a shoot at some point later but I know that script and it never really worked out that well when actually using it and afaik it also was pretty CPU intensive and lead to quite a framerate drop...
Another Lua script I got which does work, allows me to upgrade any existing mines to a mano mine
That one actually ships with MA...
Also, could it be made to sense enemy underwater units and absorb them? Help handle final clean up once the real fighting is done.
Well I guess you wouldn't want that as your enemy could lure your units by giving them a happy "Reclaim Me!" sub and then drives to some e.g. AA units which eat up the planes following that submarine...

When talking about a "clean up" you can set builders on patrol and they'll repair and/or reclaim everything in their path...
Post Reply

Return to “Game Releases”