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Re: Complete Annihilation News
Posted: 02 May 2008, 16:40
by manored
smoth wrote:you do not have to host them, you just upload it to wiki.
Well I would still have to take pictures of ever unit and put then there, and I am by far to lazy to do that :) Beside Its gonna take a while to get all the writen part of the guide done, and I probally should do that first.
Chicken mode must be fun :)
Re: Complete Annihilation News
Posted: 02 May 2008, 16:43
by smoth
*ahem* unit pics. and if they are outdated they need to be updated.
Re: Complete Annihilation News
Posted: 03 May 2008, 06:07
by manored
Hum... maybe :) But not before the whole writen part is done.
Looking forward to see the queen on chicken mode :)
Re: Complete Annihilation News
Posted: 05 May 2008, 23:28
by manored
While writing the guide I found what seens to be a incoerence on the mod: The arm tech 1 jammer costs MORE than his tech 2 version, that has more range...
Re: Complete Annihilation News
Posted: 06 May 2008, 08:00
by Google_Frog
The high tech jammer has worse energy drain per area covered. I think the tech 1 version is better unless you're drowning in E.
Re: Complete Annihilation News
Posted: 06 May 2008, 18:59
by manored
It seens you are right, but this is only true for cloacking fields... maybe use tech 1 for cloacking and tech 2 for jamming... :)
Re: Complete Annihilation News
Posted: 06 May 2008, 21:12
by Saktoth
Honestly i dont think the t2 jammer should be in the game, its not really needed.
Re: Complete Annihilation News
Posted: 13 May 2008, 01:40
by manored
Its the only jammer core has tough. Maybe remove only from arm.
Anyone else is having a huge trouble getting to play this mod online? I hardly ever manage to get to play a big game winhout having to wait at least the duration of one game first, and I find few people whilling to play small games. At what days of the week and times is this mod played the most?
Re: Complete Annihilation News
Posted: 13 May 2008, 11:11
by Neddie
Saktoth wrote:Honestly i dont think the t2 jammer should be in the game, its not really needed.
I use them both.
Re: Complete Annihilation News
Posted: 13 May 2008, 13:05
by Crayfish
It just needs more people. It's hovering around the critical mass at which it could either take off or not. Generally I'd say the player base has increased recently, but I don't have the stats to back it up. Pity you can't just jump into a game like BA though.
Re: Complete Annihilation News
Posted: 13 May 2008, 17:56
by Tribulexrenamed
Give the t2 jammer a gauss cannon or an insta-kill shockwave weapon.
Re: Complete Annihilation News
Posted: 13 May 2008, 19:21
by manored
:)
Maybe we could make it be energy efficient and cover a very large area, but at the cost of being really expensive.
Re: Complete Annihilation News
Posted: 15 May 2008, 19:55
by the-middleman
When I add a chicken bot I see all other human players even if they are hostile. We tried a Man vs Man vs Chicken game today but it was boring because we could see each other all the time.
Re: Complete Annihilation News
Posted: 15 May 2008, 21:41
by quantum
Oops. I used it for debugging and forgot it in. Fixed now. Thanks.
Re: Complete Annihilation News
Posted: 17 May 2008, 19:10
by manored
Just found a very weird bug: If you use cheat to spam a buzzsaw on water, then tell a torpedo launching thing to launch a torpedo near its base, weird things might happen if you clicked in the right place. Examples: A torpedo launcher had its torpedos go twice its range before exploding, the same happened to a submarine but oddly the torpedos would arch down collide with the ground instead of just exploding. A advanced torpedo launcher had the weirdest behavior: torpedos would go through the buzzsaw like it wasnt there, then they would give a downyard loop and come back, in one angle that would launch then to outside of water and make they fly very far upon land before colliding with the ground and exploding.
Photo from the advanced torpedo thing:
Note: the one in water is starting the loop than the other one gave and that you can see in the bubble trail.
And I really liked it that now there is the "chicken faction" to play with if you enable hidden units! :) (type "chicken" on the first 10 seconds of the game to turn your commy into a chicken that morphs into chicken buildings). But instead of nanoblobs style economy. I suggest you make roosts be metal-extracting so it will be viable to have serious games with some players playing as chickens. You should probally make the ability to start as chicken commy split from the "magic factory" then :)
Re: Complete Annihilation News
Posted: 17 May 2008, 23:24
by Neddie
Hitsphere and targetting issue, not relevant because it can't be duplicated in normal play.
Re: Complete Annihilation News
Posted: 18 May 2008, 01:26
by manored
But what if someone decides to waste 2 hours getting the buzzsaw underwater with shots winhout destroying it so they can use it to make a torpedo-catapult instead of winning the game with the buzzsaw? :)
What called my attention in this bug is that torpedos seen that torpedos can be shooted to outside water from underwater and act as normal weapons... underwater arti? :)
Re: Complete Annihilation News
Posted: 18 May 2008, 05:38
by Saktoth
Torpedoes do this sort of thing all the time and not just vs buzzsaws. You can FPS torpedoes to hit land units, hovercraft etc (though not in CA, its disabled).
Its just one of those odd quirks thats rarely useful.
On the chicken faction, tubes act as metal extractors and roosts make energy, so it should be something like a regular OTA style economy....
Re: Complete Annihilation News
Posted: 19 May 2008, 18:56
by manored
Last time I checked roosts made very little metal and energy, but ever drones would produce the same amount even before being roosts... aka nanoblobs like econ :) tubes produced only energy.
Re: Complete Annihilation News
Posted: 20 May 2008, 05:42
by Otherside
CA now has random faction thanks to car ;P