Gundam Annihilation beta 0.98 - Page 3

Gundam Annihilation beta 0.98

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.

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Masse
Damned Developer
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Joined: 15 Sep 2004, 18:56

Post by Masse »

smoth wrote:Multiplayer impressions.
I also hate how slow the game plays it feels like the game is a -2 speed
as far as OTA game speed. OH! Even when the host placed the game a
2X which should have made it arounf 5-7 OTA speed it was PLAYING at
one
i dont like the slowness of spring anymore... but u mod makers can make everything move faster :wink:
TigerVX
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Joined: 01 Jan 2006, 00:18

Post by TigerVX »

I was wondering if you could release the units list for the mod so we could use this with the random enemies script, I'd love to blow away waves of feddy cannon fodder =D
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Has nobody tested it out with the NTAI Test Build yet? I think it's worthwhile seeing how ti works currently, my exams are finishign soon and I'm ready for a huge push forward, the sort that brings out very big leaps in progress.
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smoth
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Post by smoth »

I tried the current ntai.. but nothing happened with it.. can you link me to the newer one?

-Smoth
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AF
AI Developer
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Post by AF »

look at the NTAI Dev build thread in the AI forum, Test Build 4.

There is a problem in that it wont build/use aircraft that arent cosntruction units, but it's fixed in build 5.
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smoth
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Post by smoth »

Hmm.. It didn't build anything... do I have to do something special?
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AF
AI Developer
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Post by AF »

try taking control and pressing stop and it might unstall, otherwise is the starting unit an aircraft? I'll download what I can of this and see what i can muster up.
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smoth
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Post by smoth »

yeah, it is stalling... No idea why. It seems to build fine.. if I babysit it by watching over it and hitting stop every-so-often. Outside of that it seemed to run well.
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smoth
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Post by smoth »

I need feedback guys..

So far:
the resource structures needed to be reduced is strength
The ez-8 is cheap
Not enough difference between the mechs

I would really like to hear some unbiased opions about balance and or things the mod needs so I can get them in the next version.
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smoth
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Resource models...

Post by smoth »

I have been thinking about the way Gundam annihilation utilizes resources. These are some of the ones I am thinking about. What do you guys think?

--------------------------------------------------------------------
model#1:

OTA management, I will simply stay to the OTA
resource management style and balance for that.

The weapons will all cost energy and metal to fire.

--------------------------------------------------------------------

model#2:

OTA management, I will simply stay to the OTA
resource management style and balance for that.

However, each side will have units that are
entirely energy cost and others that are
entirely metal cost for their ammo usage.


--------------------------------------------------------------------
Model#3:

All construction is a matter of having enough metal.
Energy is required to power all buildings outside of
energy production it's self. When one is low on metal,
construction is not possible. If there is not enough
power buildings will shutdown.

--------------------------------------------------------------------

Model#4:

GO back to the drawing board smoth!
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Have you tried NTAI test build 5 with ti yet? And is it working ok now?

Model 3# sounds the best to me, and seems to be more gundam like than OTA like. More realistic too. That and make all units have a base energy cost, afterall a factory is going to exert energy when ti builds, just make sure its always exerting the same amount, and make sure it isnt something anywhere as high as it is currently, otherwise no power == untis still building
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smoth
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Post by smoth »

For those who care about this mod I have been up through the night working on it. I have some bugs to address and I may release a patched version...

For those who think I wanted the metal extractors like that... NO I didn't it was a brain fart typo they are fixed in the version I am working on.
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smoth
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Post by smoth »

Ok.. update time:

I have increased the radar range to all units who have radar...

the aircraft have been added to the armored list

The aquatic units can now move through the water.

Metal has been reduced to a lower rate.

The goufH&B are more damaging

The smudge01 error is fixed

as are the incosistent movement type errors

The arm commanders calves no longer rotate

I have given the arm/cor commander each a powerfull rocket launcher.

The dodai transport is now limited to transporting one unit(it was four)

All artillery mechs have trajectory modes as does the federation missile tower.

That is all for tonight. Tommorrow I will work on getting with someone to test the current version and see if it is ready for release.

as soon as it seems more balanced I will make a new release.
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Flint
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Joined: 17 Jan 2006, 08:57

Post by Flint »

I'm glad you could get all those misc errors fixed, especially the commanders calves spinning that was just weird. With the economy, id just suggest a ladder system that utilizes small mexes + converters -> mohos + moho converters etc. That way the individual unit's cost comes into play, and its not a bum rush of only the higher units. Great progress, keep it up.
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smoth
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Post by smoth »

well, it is 7am. Another night of testing. The new enconmy system is great, it is really hard to amass excess metall. The added metal makers were a much needed boost and I know now where I will need to balance further.

I am sorry but no new release today. However, know that when I do release the next beta of the mod it will be many times better then what you played before. I am going to get some screen shots later today and post them for ya'll to see. Either way I need a short nap because i have 2 databases to design.

Thanks, flint, silverstine and maximillion for the good games.
Doomweaver
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Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

Make sure you don't overpower metalmakers, it's better to have them way too crap than even a little bit too good...

Anyway, how are we supposed to give balance suggestions when your little typo wrecked the whole game? :twisted: When you release the next version, my interest in this mod will come back.

By the way, I think the OTA resource system is good, but some units should cost metal to fire (and make sure it's intuitive! lasers do not cost metal, missiles ALWAYS do!)
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smoth
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Post by smoth »

doomweaver... look in the mod file... the weapons do cost either metal or energy to fire.
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smoth
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Post by smoth »

Image
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SwiftSpear
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Holy WTH!
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

I see you've made a pretty good rendition of Eastside Westside. I can't wait until you get the buildings done too :-)
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