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Posted: 08 Jun 2006, 22:42
by Soulless1
Soulless1 wrote:
Caydr wrote: Regarding anti-nukes acting funny, it's not my doing. No real changes have been made to anti-nukes, only to the nukes themselves. Nukes have only been altered to fly higher (allowing them to avoid mountains), and some other small stuff like higher velocity... but since anti-nukes fire at the same instant nukes fire, none of that should have any effect.
I wonder...could this be another occurance of the 'apparent range' bug you fixed for the tacnuke launchers etc? IE, the range of the antinuke is actually less than indicated on the minimap... I could see how it might have been overlooked for antinukes since they don't fire on their own... :?
no-one thinks this is a possibility then?

Posted: 08 Jun 2006, 22:53
by Min3mat
Nice how you left out the last two lines in your quote there, m3m...
still in context. and its still a retarded idea.

Posted: 09 Jun 2006, 00:51
by 2pacalypse
kirbyssb wrote:
Caydr wrote:1.49 changelog:
1.48 --> 1.49

Demolisher removed
There's gotta be some way to keep it in! I love this unit :(
Me too! I hate to see any unit removed. Maybe you could give it some mild AA capability? Like a lightning gun that can (kind of!) hit air units?

Posted: 09 Jun 2006, 00:56
by Caydr
The inaccurate range on Berthas, Vulcans, tacnukes, etc - that's all just a carryover from OTA code to give them visible range rings on the minimap. They're unnecessary in Spring, and since they had to be (for some reason) about 10% larger than the weapon's actual range in order to simulate the weapon's REAL range on the minimap, in Spring it appears that these weapons cannot hit targets at their maximum range when they, in fact, are. Any sense there? Meh. Well, they're removed in 1.49 so you'll only see these units' real range. It has nothing at all to do with the anti-nuke bug (which I've personally never seen happen).

Posted: 09 Jun 2006, 01:03
by KlavoHunter
Can we also have the Inaccurate Range of the Catalyst Tac Nuke fixed?

And also, I hope, that the range is increased besides. It's too short as it is.

Posted: 09 Jun 2006, 01:39
by MrSpontaneous
Well, as a radom thought, since it is called the "demolisher" perhaps it could be given a "plow" or something and be made to be able to crush lvl 2 walls?

Posted: 09 Jun 2006, 02:10
by Leaderz0rz
who uses level 2 walls :?

Posted: 09 Jun 2006, 02:21
by KlavoHunter
Leaderz0rz wrote:who uses level 2 walls :?
I do when I play Core and have Freakers.

Posted: 09 Jun 2006, 02:32
by MrSpontaneous
I use them all the time to shelter toasters when sieging arm annihilators.

Posted: 09 Jun 2006, 04:19
by Pxtl
MrSpontaneous wrote:Well, as a radom thought, since it is called the "demolisher" perhaps it could be given a "plow" or something and be made to be able to crush lvl 2 walls?
Heheh, I was thinking something similar recently would be cool - a "Juggernaut" unit armed with a tonne of armour, a mediocre very short ranged weapon, and enough crushstrength to plow through absolutely anything. Like a tank-speed Sumo given a Zeus' gun. Because of Arm's dependance on direct-fire weaponry, clearing wreckage and walls quickly is crucial.

Posted: 09 Jun 2006, 10:33
by krogothe
Caydr wrote:The inaccurate range on Berthas, Vulcans, tacnukes, etc - that's all just a carryover from OTA code to give them visible range rings on the minimap. They're unnecessary in Spring, and since they had to be (for some reason) about 10% larger than the weapon's actual range in order to simulate the weapon's REAL range on the minimap, in Spring it appears that these weapons cannot hit targets at their maximum range when they, in fact, are. Any sense there? Meh. Well, they're removed in 1.49 so you'll only see these units' real range. It has nothing at all to do with the anti-nuke bug (which I've personally never seen happen).
Good, could you also remove all the other bogus weapons for crashers, jethros and lots of other units too or are they still needed?

Posted: 09 Jun 2006, 14:23
by Molloy
Just posting to say good job Cadyr. There are still a few niggling issues with the mod, but it feels pretty good. It's come a long way in the last 3 months. The water balance is even pretty good.

I'm still a little concerned about how inneffective planes are in the late game. But the anti air power has been noticeably reduced. At least you can bomb stuff somewhat reliably now.

One concern I would have versus OTA is that the late game is very expensive. You need alot more fusions/MMM's than you did in OTA to meet that critical mass of resources where you can stop worrying about the economy and just concentrate on the battles. In TA once you got to 200metal you were pretty much sorted. In AA you seem to need alot more than that. Perhaps you could make Fusions/MMM's produce more to compensate. It just feels like the late game is a little bit slow to get moving. It'd be fun to see lots of Krogs/Orcones a bit earlier. Rather than the dribs and drabs you usually get.

Superunits are all well and good, but you want the scale of the battles to get bigger as the game progresses. Having little tactical battles with a small number of powerful units seems very un-TA :). That said, maybe having masses and masses of units in the late game can make everything unstable and you get people crashing and lagging.

Posted: 09 Jun 2006, 14:34
by Caydr
Actually that was intentional. I'd like to hold people back to lesser units for as long as possible, to keep real superweapons inaccessible for as long as possible. I've done a few things to keep L1 in the game longer, and keeping L3 economically infeasible keeps L2 in the game longer too, rather than just being a springboard to the real objective, L3.

I'm not sure how high I'd have to put the crushstrength on a unit before it would be able to literally crush anything. I was intending for Krogoths to be able to do that, basically just kill anything then tread down its corpse, smash through walls, etc... but I'm pretty sure they don't walk through fort walls for some reason. For comparison, a Goliath (which can smash through DT) has 250 crushstrength. A Krogoth has ... oh. That'd be the issue right there. It's only got double that, 500, I was thinking it was more like 99999 or something. Well, in next release, count on Krogoths walking through walls (I'll keep it low enough that it won't crush high-value wrecks though).

The idea of making Demolishers able to walk through wreckage is interesting, but I'm not sure this is the unit for it.

Since there aren't any objections, I'll get to work implementing those changes now.

Posted: 09 Jun 2006, 15:40
by NOiZE
Commander cloaking cost when stationary is now 250e, when moving 500e

Please make the stationary cloaking cheaper!

EDIT or @ least give him some more HP then


i want my game ends games back :-)

Posted: 09 Jun 2006, 15:41
by wizard8873
hey cadyr, i know it was stated before that subs are too low in the water to be used. i know you fixed this by raising them some but i have a suggestion to add on to that. i know on certain maps with water and land, there are walkways through the water that subs get stuck on. i don't know how big of an issue it will be with the new release but incase they still get stuck, why not make them so that they can surface to get past these walkways. just a thought

Posted: 09 Jun 2006, 15:44
by Pxtl
wizard8873 wrote:hey cadyr, i know it was stated before that subs are too low in the water to be used. i know you fixed this by raising them some but i have a suggestion to add on to that. i know on certain maps with water and land, there are walkways through the water that subs get stuck on. i don't know how big of an issue it will be with the new release but incase they still get stuck, why not make them so that they can surface to get past these walkways. just a thought
I'm pretty sure that's an engine change and not a gameplay change. While a scriptor might have some really obscure hack that could convert subs into a pelican-like unit with low maxdepth or something, I seriously doubt it.

Posted: 09 Jun 2006, 16:13
by Caydr
I guess... uh... they could have less mindepth... but... sounds funny... they're subs.

Noize, 250 energy isn't such a hardship. It's the output from a geothermal, or a dozen solars or something. If you want the ability to have a walking death machine early in the game, it's going to cost you a little! It's the cost of only a few metal makers... put 3 of them on a hotkey, turn them off when needed, and voila you have a cloaking comm. Low comm cloaking costs still don't sit very well with me...

Posted: 09 Jun 2006, 16:16
by NOiZE
Caydr wrote:I guess... uh... they could have less mindepth... but... sounds funny... they're subs.

Noize, 250 energy isn't such a hardship. It's the output from a geothermal, or a dozen solars or something. If you want the ability to have a walking death machine early in the game, it's going to cost you a little! It's the cost of only a few metal makers... turn 3 of them off, and voila you have a cloaking comm.
walking costs 500, which is fine...

250 could be reduced to 100 - 125 i mean it's standing still then, so it won't be a walking death machine..

And by having such low cloaking cost you can hide it easy..

Posted: 09 Jun 2006, 17:40
by wizard8873
well, i dont mean be able to walk on land. just be able to pass shallow walkways. its a crappy pic but its a decent explanation.

Image

the land is shallow enough for units to walk across and most ships to swim over but subs are so low that they would just get stuck. i never meant for the subs to come out of the water.

Posted: 09 Jun 2006, 18:40
by Molloy
I had a game of that water Speed Metal map yesterday (never played Speed Metal in my life, I didn't inhale I swear!) and the ramp got totally jammed with Orcone, Bantha and Krogoth wreckage. Very annoying. I think those units should be able to crush high value wrecks. If they get crused into powedered wrecks then people can still resurrect them, and they're too high in metal value to be worth reclaiming. You'd need an ridiculous amount of storage for it to be worthwhile.