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Posted: 14 Oct 2006, 21:23
by Caydr
2.22 beta 1. Has everything but the new sound system, fixed corpse metal values, and fixed Halberd script.
http://prdownloads.sourceforge.net/ta-a ... p?download
Size: 143 KB (146,959 bytes)
MD5: 8AF04D9D996BF86FE10AFB35E57466CB
Posted: 14 Oct 2006, 21:28
by Guessmyname
AA 2.21 Bug: NS Radars can be built on land (I was playing against AAI)

Posted: 14 Oct 2006, 21:52
by Kixxe
Guessmyname wrote:AA 2.21 Bug: NS Radars can be built on land (I was playing against AAI)

Now THAT'S how the mobile radar is suposed to look! :D
Posted: 14 Oct 2006, 22:11
by Min3mat
mobile radar...now there is a good idea, constuctable (like combat constuctor) slowish moving (golly?) tier 1 radar at t1 to make up for range? that would kick SO much ass
e: NOTE HOW I DIDN'T SAY T2 >.>
Posted: 14 Oct 2006, 22:37
by Guessmyname
There are mobile vehicular radars called 'Seers' for Arm. Though these are in OTA, I don't know if they're in AA (I think they are)
Posted: 14 Oct 2006, 22:46
by Caydr
...the heck? I thought I fixed that.
~~~
Seems I only half-fixed it. Thanks for reporting.
Posted: 14 Oct 2006, 22:47
by Guessmyname
And before anyone asks, the AI was using hovercrafts. I saw a few constructors around, they must have built it.
EDIT: Can't you give it a water-only yardmap? I'll check the fbi...
Posted: 14 Oct 2006, 22:48
by LordMatt
I agree with those who say that winds/solars should keep their energy costs as is. If someone doesn't protect their energy structures, they should suffer the consequences.
Posted: 14 Oct 2006, 22:51
by Guessmyname
Hmm. You have given it a water-only yardmap. In that case, I have no idea what's causing this. It could be an engine bug
Posted: 14 Oct 2006, 22:54
by Caydr
EDIT: Does anyone have the unitname for the NS radar?
armfrad/corfrad. I had maxwaterdepth=5; instead of minwaterdepth=5;...
Also looks like I borked the core floating radar's range ring. That's fixed too now.
Posted: 14 Oct 2006, 23:44
by Guessmyname
Yays!
Posted: 15 Oct 2006, 00:11
by Drone_Fragger
Theres the shiva bug, Its with the Arm equivilent as well.
Posted: 15 Oct 2006, 00:33
by Caydr
They're strangely-modeled, badly-scripted units, and I'm not going to do anything about either of those... Too much work with the only benefit being when you're taking screenshots.
Posted: 15 Oct 2006, 00:35
by Min3mat
BREAKING NEWS: Caydr Hates T3 as well
^_^ keeeeeell the t3 fac Caddy
Posted: 15 Oct 2006, 01:00
by Drone_Fragger
actually, it makes them fire oddly. They aim as though they were at the normal height, but fire as if they are not.
Posted: 15 Oct 2006, 01:40
by jackalope
Min3mat wrote:BREAKING NEWS: Caydr Hates T3 as well
^_^ keeeeeell the t3 fac Caddy
yes and remove T2 defenses while you are at it
Posted: 15 Oct 2006, 03:05
by MR.D
naw, lets remove everything but pewees.
and we'll call it AA-Blitz
Posted: 15 Oct 2006, 06:34
by Reibuorumai
Ahem, Why were lrpc and rflrpc shots made unblockable now? This is kinda screwy as theres no real defence for lrpc's now other then killing it, and well, rflrpc kills everything anyway.
Posted: 15 Oct 2006, 07:37
by MR.D
Gonna start testing the 2.22 tonight.
Posted: 15 Oct 2006, 08:00
by Dragon45
The amphibious transport tanks, as well as the Hulk, need a good boost in their speed to make them more viable. Armor is fine, it just takes an age for them to get anywhere. They've always needed it though, TBH.