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Re: Complete Annihilation News
Posted: 22 May 2008, 20:34
by Otherside
Bertha needs around 4000 E in storage to be able to fire, So u were either e estalling or didnt have enuff e storage for it to fire
and the core shields block plasma/rockets
Re: Complete Annihilation News
Posted: 23 May 2008, 04:01
by Saktoth
The Core shield stops all solid weapons (Plasma, rockets), but not lasers/beamweapons/heatrays and energy weapons. ATM it doesnt stop EMG and snipers, which is a small inconsistency id like to correct.
The Arm shield (Keeper) repels plasma projectiles, ballistic ones. It does this by repulsion. It doesnt repel missiles because they are self-propelled and the engine overcomes any deflection (though this is just fluff, the real reason is 'because we dont let it'- perhaps it should at least try). It has the same inconsistency here as to EMG and snipers.
The reason core solid shields block missiles is because the Guardian (now Trebuchet) was changed to a missile launcher, thus the t1 core shield becomes useless against it. Since the core t1 shield replaces a jammer, and jamming is a common enough tactic to buy you time vs a guardian, and there is a lot of missile artillery in the game anyway, it was seen as necessary that the core shields block missiles.
Re: Complete Annihilation News
Posted: 23 May 2008, 04:30
by Otherside
sak always tries to out do me in posts even tho i already answered peoples questions
maybe people dont want a long winded wall of text
Re: Complete Annihilation News
Posted: 23 May 2008, 04:39
by lurker
I would like it if it tried to repel missiles slowly, so that many still make it. Sadly, contrary to popular belief, it is impossible to repel missiles in the spring engine at present. Missiles are instead counter-guided to turn away from the so-called 'repulsor' using their own turnrate. I shall be remedying this shortly, but .77 is a ways off.
Re: Complete Annihilation News
Posted: 24 May 2008, 03:22
by manored
CarRepairer wrote:manored wrote:The problem of the chicken faction is that its economy is nanosheeps style (mosty based on drone chickens that produce small amounts of resources) so it will be hell to balance it right, and thus should be gimmick faction for now.
Manored, that is the third time you posted in here that chickens have no metal extraction, and for the third time I will have to correct you.
Chicken Tube = MEX.
Chicken Tube = MEX.
This is deja vu. You'd post in every thread you can find that CA is unplayable for you because every time you were done downloading it you couldn't join because there was new version, no amount of arguing with you about how the cadownloader works seemed enough and you never acknowledged any responses.
I know tubes extract metal, but drone spam is way more efficient (last time I checked) and I suppose this will be a feature from chicken since there would be no reason to add this if they could have been made just extracting from the start.
The reason I sometimes post the same wrong information at many threads its because I usually check then all in one moment, and I consider people reading each thread to be reading only that one to avoid misurestandings.
smoth wrote:He speaks the truth tough
He speaks opinion.
he is not only speaking how he desires it to be, but how he thinks it will be as well.
He is not in charge of CA so his desire is irrelevant. As far as how it will be, that is not his decision either mannored. He is just a fan of the mod.
With "speaks the truth" I meant "I agree". Probally shouldnt have espected people to interpretate that that way :)
And, like I said, he wasnt telling you how it was going to be (well maybe but the words he used dont indicate this), but how he tough it was going to be... aka, how he tough the overall decision was going to be.
Then I checked the core shield blocking capabilites for the guide, he blocked sniper shots, so someone must have changed it.
I think there is a bug on mex overdriving on the new version (2044): In a game I made just to test some units I gave myself loads of fusion and a mex, especting it to overdrive, but it didnt. Then I tried making loads of energy storage, but didnt worked. Then I tried building another mex and for some reason mex overdriving then kicked in for both. The first mex was from arm, the second and the fusions from core, and the map was castles.
Also, I noticed that constructors from both techs can make the intrusion detection system for arm, but only tech 1 can for core... is this intentional? If yes, why, cause I cant think of a reason for this :)
Re: Complete Annihilation News
Posted: 25 May 2008, 10:51
by YokoZar
Penetrator shots last too long. I understand having the graphic look like it's out there for a second or so, but when the beam causes damage for that long friendly units start moving into it and killing themselves. This problem goes away if the shot is instantaneous (though you can keep the graphic/sound lasting longer to achieve the same prettyness)
Re: Complete Annihilation News
Posted: 25 May 2008, 14:20
by Peet
Collidefriendly=0 would be a better fix for that, I do believe...keeps the longer beamtime but prevents friendly fire.
Re: Complete Annihilation News
Posted: 25 May 2008, 18:08
by 1v0ry_k1ng
it might look weird having units walk through the beam
Re: Complete Annihilation News
Posted: 25 May 2008, 18:40
by manored
Well I dont think the shots last long enough for your own units to get under it and die, unleash you were charging the enemy while the penetrator fire, but if you have a penetrator you will mostly be wanting to force the enemy to come to you :) Unleash you mean like the penetrator starts firing and some unit gets in the way and cuts the flow of the beam getting damaged...
Re: Complete Annihilation News
Posted: 25 May 2008, 19:23
by Crayfish
So you want a hugely powerful tachyon beam that's also perfectly controlled?

Keep your units out of the way, it's called an annihilator for a reason!
Re: Complete Annihilation News
Posted: 25 May 2008, 20:04
by Acidd_UK
+1
Re: Complete Annihilation News
Posted: 25 May 2008, 20:41
by Saktoth
Occupational hazard of giant lasers. Its elevated above the ground enough that it should be able to shoot over most stuff.
Re: Complete Annihilation News
Posted: 25 May 2008, 21:39
by manored
Luckly stuff tall enough to get in the way usually arent fast enough as well :)
So, why the intrusion detector can be built in both techs in arm and only first in core?
Re: Complete Annihilation News
Posted: 26 May 2008, 11:26
by bwansy
How to play CA without the annoying chickens? That is, how exactly should I modify the start script?
Re: Complete Annihilation News
Posted: 26 May 2008, 11:37
by reivanen
Use the tasclient to setup your game rather than launching spring.exe
A thread about jumpjets
Posted: 29 May 2008, 21:02
by Otherside
http://www.youtube.com/watch?v=AVjd1XDxesQ
ill keep this thread up to date with news more videos/pics
about this LUA made of win

Re: Complete Annihilation News
Posted: 29 May 2008, 21:05
by Peet
Mod specific posts go in the mod's thread, etc.
Re: Complete Annihilation News
Posted: 29 May 2008, 21:07
by Otherside
errrs its lua that will help the community
its a general thing imo it should be moved bak i dont think u have the authority to deem this mod or non mod (even as a moderator)
chicken got its own post so jumpjets should get the same
and not everyone reads the CA thread this deserves its own thread
i didnt even mention CA once in my post apart from in the video cos CA is testing it and the only mod with the lua available..
im pretty sure the community would like to keep up to date with this in its own post not in a CA post. Just like Chicken
Re: Complete Annihilation News
Posted: 29 May 2008, 21:10
by Snipawolf
I think it's alright that this was moved back here. Chickens is a new type of gameplay, the jumpjet is just a feature for a mod/game.
Re: Complete Annihilation News
Posted: 29 May 2008, 21:13
by smoth
neat, BT and gundam could use it.