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				Posted: 26 Nov 2005, 10:43
				by SwiftSpear
				Big fucking deal bug:
- One of the weapons (left arm gun I think...) on the TLL big Kbot (not the mech)  that comes out of the advanced facility consistantly produces a spring blue screen of death computer crash.  It normally just won't shoot the thing, so I went into first person mode to force the weapon to fire (since I wanted to see what it did) and after 2 tests I can verify that it always causes the game to crash my computer.  As far as I know there was no way to reproduce the BSOD bug until now.  Please look into this noize, and I'm going to repost in the TAS bugs forum.
			 
			
					
				
				Posted: 26 Nov 2005, 13:55
				by NOiZE
				Well it seems in OTA it also only fires 2 weapons... so i don't really know what to give him them
maybe a flamethrower would be nice :D
EDIT:
it looks to weird maybe something different
			 
			
					
				
				Posted: 26 Nov 2005, 18:31
				by NOiZE
				Work so far....
Todo:
- fix all bugs
- Make nice looking Loadscreens
- Balance the damn thing
Known bugs:
- TLL Sleeper weapon is still buggy
- TLL Ghost (Advanced bomber) is still buggy
v1.02
- Fixed spelling error
- Given TLL Light Flametower a constant stream of fire and increased damage
- Removed CorCut
- Fixed a lot of buildtree issues for CORE and ARM (enables more units)
- Made Arm Speed tracks wider
- Flash makes sounds again
- Fixed error message when the ARM minelayer is killed
- Removed third weapon of the TLL Dreadnought
- Brought back old sniper model
- Fixed Advanced Air Plant Texture
- Made Kbots able to climb steeper hills
- Changed several descriptions
- Gave punisher/Guardian/Sling weapon higher velocity
- Removed Core Herison, Arm Bnuk
- Made Invaders trackstrenght less
- Increased Armadillo speed to 1.4
			 
			
					
				
				Posted: 26 Nov 2005, 18:49
				by Min3mat
				i liekd teh speeling eror!
			 
			
					
				
				Posted: 27 Nov 2005, 04:14
				by FoeOfTheBee
				What is the TLL license?
			 
			
					
				
				Posted: 27 Nov 2005, 13:29
				by SwiftSpear
				NOiZE wrote:Well it seems in OTA it also only fires 2 weapons... so i don't really know what to give him them
maybe a flamethrower would be nice :D
EDIT:
it looks to weird maybe something different
He has a third weapon.  At least in FPS mode 3 weapons are listed as ready... I think they just never got his third weapon working or something, so it still has a call but no data...  Can you check the script anyways?
 
			
					
				
				Posted: 27 Nov 2005, 21:40
				by j5mello
				the TLL's BLOD weapon give an error if u make it attack something and it is closed up (whether it closed on its own or u did it) 
also that k-bot everyone is talkting about should have either a flamthrower or "plasma" gun (like flashes in OTA) cause thats what the "real" unit it is based on has
			 
			
					
				
				Posted: 27 Nov 2005, 22:07
				by PauloMorfeo
				I would like to see the flamethrowers changed to the XTA style. The ones now are not very pretty while the XTA ones look awesome.
			 
			
					
				
				Posted: 28 Nov 2005, 07:53
				by SwiftSpear
				PauloMorfeo wrote:I would like to see the flamethrowers changed to the XTA style. The ones now are not very pretty while the XTA ones look awesome.
I'd like to see flame throwers reworked so they acctually have a damage model similar to normal flame throwers.  IOW they spray out flame and the flame sticks to the ground and damages anything that walks in the flamed area.  Flamethrowers should be swarm control and close range fastdamage, not just one or the other.
 
			
					
				
				Posted: 29 Nov 2005, 17:12
				by PauloMorfeo
				SwiftSpear wrote:... Flamethrowers should be swarm control and close range fastdamage, not just one or the other.
The cool XTA flamers work just like that. Since the fire spreads, not all flames will hit one target making them good at fighting swarms where the missing plames will hit neighbour units. Or at close combat where all the flames will hit.
 
			
					
				
				Posted: 29 Nov 2005, 23:54
				by Mars Keeper
				Okay. I just came from a game of TLL. I played Core. I was very happy that my Ultimate nuke had been armed so I fired it away in the center of the enemies base. But of course they had Anti-nuke, which was expected. But what I didn´t expect was when the nuke was detonated, as high up as possible before starting to go down towards against the target. The explosion incinerated my whole base!!! The only things left was a krogoth standing at the outside of the gigantic crater covering my whole screen were my base used to be! It was a nasty surprise...
			 
			
					
				
				Posted: 30 Nov 2005, 00:17
				by SwiftSpear
				PauloMorfeo wrote:SwiftSpear wrote:... Flamethrowers should be swarm control and close range fastdamage, not just one or the other.
The cool XTA flamers work just like that. Since the fire spreads, not all flames will hit one target making them good at fighting swarms where the missing plames will hit neighbour units. Or at close combat where all the flames will hit.
 
Ya but the flames really should have bounced off and around units they hit.  Currently they get instantly eaten.
 
			
					
				
				Posted: 30 Nov 2005, 00:43
				by mongus
				Mars Keeper wrote:Okay. I just came from a game of TLL. I played Core. I was very happy that my Ultimate nuke had been armed so I fired it away in the center of the enemies base. But of course they had Anti-nuke, which was expected. But what I didn´t expect was when the nuke was detonated, as high up as possible before starting to go down towards against the target. The explosion incinerated my whole base!!! The only things left was a krogoth standing at the outside of the gigantic crater covering my whole screen were my base used to be! It was a nasty surprise...
roflmao!
replay!!
btw, NOiZE get us the v1.02!
 
			
					
				
				Posted: 30 Nov 2005, 01:59
				by IMSabbel
				Haha!
Well, actually i LOVE that detonating nukes can damage stuff even if intercepted (although in that case it seems a BIT much :D).
One hint: KEEP THOSE AIRCRAFT AWAY FROM THE ANTINUKES :)
(I had two demos where nukes came through  and i noticed in the replay that a launched antinuke his a construction airplane (and another time a brawler). ...
But even worse, once i had a launching nuke hit my construction aircraft swarm... talk about emberassing :D
			 
			
					
				
				Posted: 30 Nov 2005, 08:19
				by NOiZE
				yeay that ultimate nuke does quite some damage...
v1.02 soon..
			 
			
					
				
				Posted: 30 Nov 2005, 21:33
				by NOiZE
				Todo:
- fix all bugs
- Make nice looking Loadscreens
- Balance the damn thing
Known bugs:
- TLL Sleeper weapon is still buggy
- TLL Ghost (Advanced bomber) is still buggy
v1.02
- Fixed spelling error
- Given TLL Light Flametower a constant stream of fire and increased damage
- Removed CorCut
- Fixed a lot of buildtree issues for CORE and ARM (enables more units)
- Made Speed killers tracks wider
- Flash makes sounds again
- Fixed error message when the ARM minelayer is killed
- Removed third weapon of the TLL Dreadnought
- Brought back old sniper model
- Fixed Advanced Air Plant Texture
- Made Kbots able to climb steeper hills
- Changed several descriptions
- Gave punisher/Guardian/Sling weapon higher velocity
- Fixed TLL obliterator crash by setting onoffable=0;
- Hopefully added up all missing textures
DOWNLOAD 
			
					
				
				Posted: 01 Dec 2005, 17:27
				by Min3mat
				sweet ^-^
			 
			
					
				
				Posted: 01 Dec 2005, 20:33
				by IMSabbel
				hm.
Dont know if its a known bug, but is it intentional that you cant give waypoints to the kbot factory of the TTL?
Whereever i set the rallypoint resulted only in "cannot reach it" and units bunching around the factory..
			 
			
					
				
				Posted: 01 Dec 2005, 20:43
				by AF
				That's an engine bug. Like the bgu that lets con untis repair themselves, or untis that guard themselves.
			 
			
					
				
				Posted: 03 Dec 2005, 10:09
				by NOiZE
				Should i waste my time on making new Buildpics (aka AA) for them?
And how about i strip autoheal off each unit, except the commander?