Absolute Annihilation 2.23
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I'd love to see a couple Specialty units with repulsion for special weapons.
Particularly a laser reflective tank, something to show off some eye candy using laser repulsion.
A Laser reflective unit would be great for arm.
A Plasma reflective unit would be great for core.
Something along those lines, maybe its not for AA, but would be sweet either way.
Particularly a laser reflective tank, something to show off some eye candy using laser repulsion.
A Laser reflective unit would be great for arm.
A Plasma reflective unit would be great for core.
Something along those lines, maybe its not for AA, but would be sweet either way.
pls no, we all know that laser shield will own. plasma and laser are way too different, and laser is fast shot.MR.D wrote:A Laser reflective unit would be great for arm.
A Plasma reflective unit would be great for core.
arm annihilator vs core plasma shields
If arm had not laser units at all, then that kind system would be ok.
why you people hate core?
I dodn't mean to make it a huge shield base dude, I mean 1 unit with weak firepower and a shield battery enough to reflect a single (BLOD)penetrator blast or 5-6 Hlt before its shield collapses.
Something along those lines, not an uber unbreakable unit like you're thinking.
There is a fine line between insanity, and ingenuity.
Something along those lines, not an uber unbreakable unit like you're thinking.
There is a fine line between insanity, and ingenuity.
Hmm... Shall I make repulsors only work vs bertha/int/vulc/buzz? This'd be a simple but effective solution.
Maybe they should repulse artillery and guardian-ish shots too? Hmm... tricky decision... I'd have to make battleships and stuff repulsed as well then... and a lot of other long-range stuff... hmm...
Maybe they should repulse artillery and guardian-ish shots too? Hmm... tricky decision... I'd have to make battleships and stuff repulsed as well then... and a lot of other long-range stuff... hmm...
Lasers could be blocked in 72b1 already, though beam lasers were blocked even when the energy ressource was too low to pay for the shield's energy use per shot (shield capacity was used properly, though). Lightning and fire were problematic IIRC but I think it was fixed.TradeMark wrote:I think lasers cant be blocked, because its not programmed in the engine yet?KDR_11k wrote:Yes but you can set any weapon to be blocked by the shield, no matter what its type is (disregarding bugs).
Caydr: People enjoy exploiting enemy shields to put a huge strain on their ressources, I don't think making it LRPC-only would be that good though maybe EMGs should be exempted as they're too effective at it or some equivalent weapon should be made available to the Core.
Nothing wrong with the regular shields.
If anything, Emg rounds shouldn't be repulsed and at least that would be a simple fix.
Just a reclassification of 3 units weapons, pewees, flash, and Brawlers.
Everything else being repulsed as plasma sounds fair.
If Caydr was to reclassify each weapon individually that would add up to alot of work, IMO that is really not needed.
If anything, Emg rounds shouldn't be repulsed and at least that would be a simple fix.
Just a reclassification of 3 units weapons, pewees, flash, and Brawlers.
Everything else being repulsed as plasma sounds fair.
If Caydr was to reclassify each weapon individually that would add up to alot of work, IMO that is really not needed.
Still four things to do:
I'll rewrite the Halberd firing section and hope for the best.
Going to increase the commander's arm movement speed so that the window of oppurtunity you have to attack him and interrupt his building sequence is much shorter.
Need to experiment with corpse types to figure out why suddenly wreck-leaving behaviour is so odd for commanders.
As for the sound system, I've now got weapons seperated into categories, so I can apply the same sound radius and loudness to the majority of them for each category, then do specifics for uniques. Nobody's documented how this new system works yet, so there'll be a lot of trial and error...
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oooooo, custom nano colors look real neat.
Not sure why Archangel of Death hasn't gotten back to me yet, he's usually pretty quick to help me out with scripts. I guess he must be away.Halberd fires properly now (thanks to Archangel)
Implemented improved weapon sound system
Increase commander arm raising speed for building
Commander wreck-leaving behaviour is borky
I'll rewrite the Halberd firing section and hope for the best.
Going to increase the commander's arm movement speed so that the window of oppurtunity you have to attack him and interrupt his building sequence is much shorter.
Need to experiment with corpse types to figure out why suddenly wreck-leaving behaviour is so odd for commanders.
As for the sound system, I've now got weapons seperated into categories, so I can apply the same sound radius and loudness to the majority of them for each category, then do specifics for uniques. Nobody's documented how this new system works yet, so there'll be a lot of trial and error...
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oooooo, custom nano colors look real neat.
Caydr wrote:Have you tested it or just read the log? It should still be blockable by shields and stuff still, it's just that it won't be be blocked by friendly units or terrain objects. (like trees, for instance)Reibuorumai wrote: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.
er...does that include walls/DT? I sure hope not
Even if not, why bother adding this anyways? Doesn't seem like the feature actually helps anything other than to make things behave strangely...I mean, when are you going to be shooting at the enemy 'through' friendlies anyway? Just don't build buildings in front of the gigantic bertha barrel
Last I checked, IIRC, AFAIK, [disclaimer=i am usually wrong], weapons would not shoot through trees. This causes a hella lot of problems for long-range weapons since virtually any target will be obscured by at least one tree on green maps, even on flat land.
However, I noticed that when I told units not to avoid friendly targets, and not to hit friendly targets, this actually takes all the gloves off and the only thing that will block a shot is actual terrain, like a hill for instance.
It's probable that this means the shots will also go through fortifications like DT... but did you expect DT to stop a ball of plasma twice its size? Come on...
However, I noticed that when I told units not to avoid friendly targets, and not to hit friendly targets, this actually takes all the gloves off and the only thing that will block a shot is actual terrain, like a hill for instance.
It's probable that this means the shots will also go through fortifications like DT... but did you expect DT to stop a ball of plasma twice its size? Come on...
yeah but they really should work as ablative armour and take a shot or two before falling (looks better tooCaydr wrote:Last I checked, IIRC, AFAIK, [disclaimer=i am usually wrong], weapons would not shoot through trees. This causes a hella lot of problems for long-range weapons since virtually any target will be obscured by at least one tree on green maps, even on flat land.
However, I noticed that when I told units not to avoid friendly targets, and not to hit friendly targets, this actually takes all the gloves off and the only thing that will block a shot is actual terrain, like a hill for instance.
It's probable that this means the shots will also go through fortifications like DT... but did you expect DT to stop a ball of plasma twice its size? Come on...
tbh what we need is another couple of engine tags in the same style as the current friendly fire ones, except refering to features...
PS: before anyone starts yelling 'PATCH TI YUORSELF, n00bzor!', you should know that I am going to have a look, but that I probably don't *quite* have the necessary skills to make the changes yet (I'm learning

