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Posted: 30 Jun 2006, 19:42
by Caydr
NOiZE 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.
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 defense

Posted: 30 Jun 2006, 19:42
by Forboding Angel
det wrote:
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.
I think you need to seriously consider the implications this would have in your average game of SpeedMetal.
Please tell me you're kidding... THis is the dumbest statement I have ever seen on thee boards.

Mods should be balanced vs speedmetal??? Are you insane?!

Posted: 30 Jun 2006, 19:45
by NOiZE
Caydr wrote:
NOiZE 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.
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 defense
Fair enough.

How about a LLT or something on the shipyards, so skeeter rush becomes a bit less dominating?

Posted: 30 Jun 2006, 19:49
by Aun
NOiZE wrote:
Caydr wrote:
NOiZE 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.
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 defense
Fair enough.

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...

Posted: 30 Jun 2006, 19:53
by Kixxe
Sure, well... except....


"Cheese helmet!"

Posted: 30 Jun 2006, 20:08
by NOiZE
even on deltasiege which is a pretty big map, skeeters can come be4 your torpedolauncher is up..

and then it's over a LLT for just keeping the shipyard alive vs a few skeeters would prevent this.

Posted: 30 Jun 2006, 20:14
by Pxtl
NOiZE wrote:even on deltasiege which is a pretty big map, skeeters can come be4 your torpedolauncher is up..

and then it's over a LLT for just keeping the shipyard alive vs a few skeeters would prevent this.
The real answer: give the comm torpedoes. :P

Posted: 30 Jun 2006, 20:16
by Soulless1
Pxtl wrote:
NOiZE wrote:even on deltasiege which is a pretty big map, skeeters can come be4 your torpedolauncher is up..

and then it's over a LLT for just keeping the shipyard alive vs a few skeeters would prevent this.
The real answer: give the comm torpedoes. :P
TBH, i was just thinking that 8)

Posted: 30 Jun 2006, 20:29
by NOiZE
When a Croc comes from the Core Amphip plant it almost always get's stuck! the units after that first one come out fine.

Posted: 30 Jun 2006, 20:52
by Caydr
That applies only to the croc?
2.1 --> 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
Full Download: http://prdownloads.sourceforge.net/ta-a ... p?download

2.1 -> 2.11 Update: http://prdownloads.sourceforge.net/ta-a ... p?download

Posted: 30 Jun 2006, 20:59
by Min3mat
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!

Posted: 30 Jun 2006, 21:02
by Egarwaen
Min3mat wrote:specifics on the changes to L3? gj making the factory more expensive (and giving more HP to balance it somewhat)
Seconded.

Sounds like this will finally necessitate a more thorough update of the unit guide!

Posted: 30 Jun 2006, 21:04
by Caydr
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.

Posted: 30 Jun 2006, 21:08
by NOiZE
The Core intruder still leaves splashes when he goes underwater (can be fixed in the script)


Somehow i couldn't reporduce that croc bug :?

Posted: 30 Jun 2006, 21:35
by Caydr
All relevant pages updated, I think, so 2.11 is now live. I recommend the Superb Internet mirror for a fast connection, should be good anywhere in North America and still decent everywhere else.

Posted: 30 Jun 2006, 23:53
by Kixxe
"(A)-Solars and Tidal Generators removed, Geothermals remain "


!!??!?!?!?

Why?

Posted: 01 Jul 2006, 00:04
by Drone_Fragger
Excessive version? Commander makes 1000 energy or something.

Posted: 01 Jul 2006, 00:15
by MR.D
Kixxe wrote:"(A)-Solars and Tidal Generators removed, Geothermals remain "


!!??!?!?!?

Why?

(A) = Action Variant

Posted: 01 Jul 2006, 00:19
by el_matarife
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.

Posted: 01 Jul 2006, 00:22
by Rafal99
When i try to play AA 2.11 i am getting "file gamedata/SOUND.TDF not found" error message. :? I have downloaded full version, not a patch. Have tried redownloading several times but the error still happens. Other mods works with no problems, AA 2.1 worked too.