They're called depth charge launchers... they have a longer range than torpedo launchers, decent DPS, and cannot be attacked by subs in any way. Also great for defending against amphibious landings. Plus you have the added option of building guardians for ship defenseNOiZE wrote:I think it would be good if all Tech 1 builders could build torpedo launchers, so that getting back to the water becomes a bit easier.
Absolute Annihilation 2.11
Moderator: Moderators
Last edited by Caydr on 30 Jun 2006, 19:43, edited 1 time in total.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Please tell me you're kidding... THis is the dumbest statement I have ever seen on thee boards.det wrote:I think you need to seriously consider the implications this would have in your average game of SpeedMetal.Caydr wrote:About this "vehicles have no fark" thing... I've been considering for a while having minelayers fill this role. This way, vehicles would get the "fark" earlier in the tech tree, although it would be quite fragile. Cheap though.
Mods should be balanced vs speedmetal??? Are you insane?!
Fair enough.Caydr wrote:They're called depth charge launchers... they have a longer range than torpedo launchers, decent DPS, and cannot be attacked by subs in any way. Also great for defending against amphibious landings. Plus you have the added option of building guardians for ship defenseNOiZE wrote:I think it would be good if all Tech 1 builders could build torpedo launchers, so that getting back to the water becomes a bit easier.
How about a LLT or something on the shipyards, so skeeter rush becomes a bit less dominating?
Torp launchers were changed to be more LLT like, so they can actually hit/kill skeeters now...NOiZE wrote:Fair enough.Caydr wrote:They're called depth charge launchers... they have a longer range than torpedo launchers, decent DPS, and cannot be attacked by subs in any way. Also great for defending against amphibious landings. Plus you have the added option of building guardians for ship defenseNOiZE wrote:I think it would be good if all Tech 1 builders could build torpedo launchers, so that getting back to the water becomes a bit easier.
How about a LLT or something on the shipyards, so skeeter rush becomes a bit less dominating?
That applies only to the croc?
2.1 -> 2.11 Update: http://prdownloads.sourceforge.net/ta-a ... p?download
Full Download: http://prdownloads.sourceforge.net/ta-a ... p?download2.1 --> 2.11
Many weapon tolerance values increased, this should result in better
targeting
Fido now defaults to gauss mode
Maverick jitteryness when firing at close targets fixed or at least
greatly improved
Goliath weapon impact blast (visual) fixed
SMALL_UNITEX, BIG_UNITEX weapon type explosion (visual) fixed; this
bug resulted in an unusually large explosion being common for
many small or medium explosions such as Peewees and AKs
Viper/Pitbull AoE reduced to 16 (24), Damage reduction when closed
reduced to 80% (90%)
HLT AoE reduced to 14 (16)
42 new death messages added, some typos in existing ones fixed
L1 fighter handling reverted, they now perform as they did in early
versions
Nano towers no longer instantly self-destruct, now they have the
normal 5-second timer before doing so
EMP missile explosion looks better
Gantry HP doubled, metal cost reduced 25%
A lone depth charge launcher can no longer instagib virtually any
attempted amphibious landing
Razorback no longer misses constantly
Shield generator now displays its effective range as a turret would,
energy consumption when charging fixed (is now 500, as intended)
All L3 units rebalanced from scratch based on time to completion in
gantry and cost per tick rather than total costs and buildtime;
some units have also been modified in other ways.
Advanced fusion costs and output decreased to be more practical
Morty buffed very slightly (+/-5% on several stats)
Minelayer energy cost doubled, metal cost halved, can now build
Dragon's Teeth and Dragon's Eye, description changed to minelayer/
construction asssist, workertime increased by 10 (30->40), can no
longer build nuke mines, so land-based nuke mines are effectively
removed from the mod
URL line removed from mod descriptor files to prevent possible
obscure bugs
New ground decal textures from Mr.D added
Factory slope tolerance increased
Warrior metal cost reduced, energy cost increased
Jethro, Crasher HP increased 100
(A)-Solars and Tidal Generators removed, Geothermals remain
Total unit count is 377
2.1 -> 2.11 Update: http://prdownloads.sourceforge.net/ta-a ... p?download
Last edited by Caydr on 30 Jun 2006, 21:02, edited 1 time in total.
specifics on the changes to L3? gj making the factory more expensive (and giving more HP to balance it somewhat)
nice changes to morty and warrior too.
day got his adv fusion changes too =)
DT and DE for the minelayer is all good, increase in Buildpower though? m/e changes to the minelayer sound OK too.
all in all sounds like a very nice patch!
nice changes to morty and warrior too.
day got his adv fusion changes too =)
DT and DE for the minelayer is all good, increase in Buildpower though? m/e changes to the minelayer sound OK too.
all in all sounds like a very nice patch!
Gantry is LESS expensive, not more. This is to balance the fact that the units it produces are pricier. I do not want L3 to be as off-limits as it was, I want to make the less powerful L3 units (marauder for instance) a more common sight. The HP boost is because for such an expensive building (7500ish metal, even now) it had a really low HP and could easily be destroyed by a small group of bombers or whatever.
L3 specifics you'll have to see for yourself... I plan on making another update in the near future to fix whatever problems are found, and there are sure to be some when... erm... I guess it was 14 units were completely redone using a method nobody's tried before.
I was planning trying to update the unit guide today, but I don't really think it's going to happen. I'll see if I can update the unit guide for 2.12.
L3 specifics you'll have to see for yourself... I plan on making another update in the near future to fix whatever problems are found, and there are sure to be some when... erm... I guess it was 14 units were completely redone using a method nobody's tried before.
I was planning trying to update the unit guide today, but I don't really think it's going to happen. I'll see if I can update the unit guide for 2.12.
Last edited by Caydr on 30 Jun 2006, 21:10, edited 1 time in total.
- Drone_Fragger
- Posts: 1341
- Joined: 04 Dec 2005, 15:49
-
- Posts: 933
- Joined: 27 Feb 2006, 02:04
Can the combat engineer units build nuke mines? Ideally they'd work great on the Consul and Freaker. I dunno anyone who'd be crazy enough to use a nuke mine at T1 anyway, they seem to be useful for countering swarms of T2 or T1 units, and maybe T3 stuff too, but 500 metal is way more than you'd want to spend on one risky play at T1 when you probably aren't at more than 10-15 metal anyway.
Also, can you upload 2.11's unit stats? The ones on your Sourceforge and PlanetAnnihilation page are still at 1.46 making it sort of hard to make arguments about costs, specific damages, and other things for 2.12 if we've gone through so many versions since then. Especially if balancing the 2.11 level 3 changes is the main point for 2.12. None of us will really be able to talk about what's been done specifically without a guide. I'd generate one myself, but no PHP on this box. Maybe I'll try to go "borrow" my younger brother's laptop I installed PHP on for his WoW guild's DKP stuff.
Also, can you upload 2.11's unit stats? The ones on your Sourceforge and PlanetAnnihilation page are still at 1.46 making it sort of hard to make arguments about costs, specific damages, and other things for 2.12 if we've gone through so many versions since then. Especially if balancing the 2.11 level 3 changes is the main point for 2.12. None of us will really be able to talk about what's been done specifically without a guide. I'd generate one myself, but no PHP on this box. Maybe I'll try to go "borrow" my younger brother's laptop I installed PHP on for his WoW guild's DKP stuff.
Last edited by el_matarife on 01 Jul 2006, 00:36, edited 1 time in total.