Absolute Annihilation: Spring[old] - Page 26

Absolute Annihilation: Spring[old]

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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Dragon45
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Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Fusion's explosion needs to be a LOT bigger. It currently doesn't do a whole lot.
Dwarden
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Joined: 25 Feb 2005, 03:21

Post by Dwarden »

so ... in other words ...

in future what units will be able help construct or repair except nanolathing towers and normal construction units ?
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Caydr
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Post by Caydr »

Um... In other words, construction kbots, vehicles, planes, subs, seaplanes, hovercraft. Also Consul, FARK, and Freaker. And commander. And nano turrets... hmm..... I think that's all of them. Basically just as it was in OTA.
Dwarden
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Post by Dwarden »

thx that was what i awaited :)
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

ok well arm has a vehicle assist bot called the consul

it would be nice if core got one too

By making techforges non standard for aa you have opened a can of balance problems.

I was kinda looking forward to new version with boosted llt's but it seems as if arm vehicles just got a huge advantage.

BTW something you should think about... when you have more than 3 con vehicles helping build a line of things (like windgens and adv solors) the other vehicles get in the main ones way to the point that the line won't be built.

Mine layers help alleviate this problem because they are small.

Maybe you could increase the nanolathing range on con vehicles?

BTW in answer to your message to me in TASClient

The freaker is not a vehicle

Arm:
Nanotower Lv1
Fark: kbot
Consul: vehicle

Core:
Nanotower Lv1
Freaker: kbot
No lv2 vehicle assist
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Dragon45
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Post by Dragon45 »

Let me say once again: The fusions need to have a lot bigger explosion! They need to go BOOM! :D

Oh, and is there any way to have an off button for the bertha-deflectors (keepers, etc) ? I just lost a game because there was an L3 kbot attacking my base, i went with my comm to dgun it, but my DGun wouldnt fire because the darn bertha shield kept deflecting the L3 kbot's plasma shots (was a krogtaar, IIRC.
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Caydr
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Post by Caydr »

At this time it's impossible to turn off deflectors via script or any other means. So, they're on permanently. If you had a krogtaar attacking your base, and your sole defense was a plasma deflector and your commander, it was game over anyway.

Fusion explosions are exactly as they were in OTA... what's wrong with them?

Forboding: arm gets a consul vehicle and a fark kbot. core just gets the freaker kbot. Unbalanced? No, not when you consider that the consul can't climb anything and therefore can't set up defenses on mountaintops, etc. It's fine. If everything is identical on both sides, we might as well have just arm or just core. If you want a simple build tree where you don't have to go out of your way to get a side's most interesting units, play the forged variant. I realize it's broken now, but with 1.31 it won't be. In meantime, you could play 1.25-f. If you've already deleted it, check the AA page on sourceforge, all the old versions are there for reference.
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Forboding Angel
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Post by Forboding Angel »

I understand not being identical.

but how about balance?

the freaker does not balance out the fact that core has to climb 2 tech trees to get an assist bot (if vehicles were the main priority), wheras arm can stay vehicles and be able to build lv2 structures more quickly than core can, because of the assist vehicle.

Many times people are very idealistic, but being idealistic is not enough. You (meaning everyone) have to think about the fact that a very minute change can have a huge affect on balance.
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Caydr
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Post by Caydr »

Irrelivant. It simply means that one side has a small advantage on certain maps while the other side has a small advantage on certain maps.

On almost any map it's a good plan to have both kbots and vehicles. Vehicles are ideal for base-crushing, while kbots are very suited to sneaky things like over-the-hill attacks, etc.

Final changelog:

Code: Select all

1.3 --> 1.31

 "Shodan", "Blocker", "Radical" removed, bringing
  total unit count down to 393
 Arm and Core HLT damage boosted to 185 (150, 175)
 Arm "Spider" speed reduced to 2.2 (3)
 Arm "Spider" firing rate reduced to 1.75 (1.2)
 Arm "Spider" is now truly all-terrain, with a
  proper spider movementclass
 Arm "Spider" size doubled
 Arm "Spider" costs and HP doubled
 Core "Sumo" movement speed reduced to 0.5 (0.6)
 Core "Sumo" firing rate reduced 15%
 "Bulldog" metal cost increased to 944 (824)
 "Bulldog" armor increased to 5400 (5000)
 "Goliath" metal cost increased to 1207 (967)
 "Goliath" armor reduced to 5800 (6000)
 Core "Bladewing" firing arc fixed
 Increased d-gun cost to 500 energy per shot (400)
 Decreased d-gun firing rate to 1.5 (1.2)
 "CORE_LASERH1" weapon class removed
 Heavy laser turrets now do reduced damage vs
  aircraft, as it should be
 Mercury/Screamer damage doubled to 2000 (1000)
 Mercury/Screamer range increased to 3200 (2200)
 Mobile flak firepower reduced about 40%
 Moho Exploiter now fires all rockets from the
  correct place
 Deflector repulsion force halved
 Transport hovers can now load and unload properly
 Construction ability of rezzers, minelayers reduced
 Anti-air hovers fixed
 Core "Juggernaut" HP increased to 45000 (36000)
 Core "Juggernaut" metal cost decreased to 10795
  (12795)
 "Krogoth", "Orcone" HP both boosted 10000 units
 Amphibious and hovercraft units' climbing abilities
  improved
 Crawling bombs are transportable again
 Crawling bombs do reduced damage to other crawling
  bombs
 Scout hover firepower reduced 10%
 "CORSH_WEAPON" weapon class eliminated
 Nano tower buildtime reduced by 1000
 Nano tower energy cost reduced by 1000
 Nano tower metal cost reduced by 75
 Forged variant missing COB file error fixed
http://files.filefront.com/AASpring131z ... einfo.html
Last edited by Caydr on 28 Dec 2005, 07:00, edited 3 times in total.
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Fanger
Expand & Exterminate Developer
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Post by Fanger »

Why were the radical and blocker removed... they didnt seem that useless to me, or were they overpowered... just seemed sort of random compared to the rest of the balance type changes..
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SinbadEV
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Post by SinbadEV »

I have just thought of a way to make deflectors "off-able", might be the wrong place for it.

you make a factory that costs as much as a deflector tower, call it a deflector station, it can insta-build one stationary deflector within itself for 0 cost, and the deflector tower can be self destructed instantly with no splash damage... could possibly even script the factory to destroy the tower itself when it's turned off, and build it automatically when it's turned on, but that's not something I know can be done.
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

caydr, hats off to you.

it's great, simply great.

HLT change is kick ass.

thanks dude :D
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Caydr
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Post by Caydr »

Can anyone verify for me that moho exploiters fire all their rockets from the right spot? It's not actually important or anything, but I got to thinking and I'm not sure if I included the fixed script.
Andreask
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Joined: 16 Dec 2005, 21:08

Post by Andreask »

You made the Goliath and Bulldog even more even with this version.
Is there any reason for it?
I thought the Golly is supposed to outclass arm´s tanks.


And by God i loved the Radical! Cheap enough to build when time is short and more range then a HLT. Too bad its gone, fitted right between HLT and Guardian.
raikitsune
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Joined: 09 Aug 2005, 15:41

Post by raikitsune »

god bless you for making walking bombs transportabel. god bless you.
Andreask
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Joined: 16 Dec 2005, 21:08

Post by Andreask »

Caydr wrote:Can anyone verify for me that moho exploiters fire all their rockets from the right spot? It's not actually important or anything, but I got to thinking and I'm not sure if I included the fixed script.
They do fire rocktes from all four tubes. Its all good.

What disturbs me, is that their build-pic is labeled "decoy" which makes no sense and actually had me thinking that i somehow could not find the armed moho-mines. Why not just include a Pic of the armed mine, like it is with the armed mexes?
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

caydr didn't you increase the range of the hlt?
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Dragon45
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Post by Dragon45 »

Agreed with the crawling bomb thing, good to see that Atlas-bombing is a viable strat again.

However, I dont think that having heavy lasers do reduced damage versus aircraft is a good idea. They barely hit aircraft as it is, and just makes them even less effective.


And I'm With Stupid in that Golly should have a big advantage over all Arm tanks. Bulldog needs to be toned down; arm is NOT supposed to havea Big Tank counter v gollie.
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SwiftSpear
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Post by SwiftSpear »

Dragon45 wrote:Agreed with the crawling bomb thing, good to see that Atlas-bombing is a viable strat again.

However, I dont think that having heavy lasers do reduced damage versus aircraft is a good idea. They barely hit aircraft as it is, and just makes them even less effective.


And I'm With Stupid in that Golly should have a big advantage over all Arm tanks. Bulldog needs to be toned down; arm is NOT supposed to havea Big Tank counter v gollie.
This isn't XTA where goli's get unmidigated ownage VS all things that move on the ground. The goli is more powerful then the bulldog the last time I checked, just you need a more or less equal ratio to take advantage of that power.
Drexion
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Joined: 15 Dec 2005, 19:11

Post by Drexion »

The Goliath and bulldog needed to be evened up a bit. 10 goliaths versus 12 bulldogs (cost vs cost) fighting resulted in 7-8 goliaths alive and 12 dead bulldogs... Lets see how they do with this change, Goliath should still outclass the bulldog nicely. Goliath also does 15-20% more damage (roughly), remember that =).

-Drexion
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