Page 5 of 59
Posted: 28 Oct 2005, 18:54
by Caydr
BadMan wrote:Well this isn't really a bug, but its more of a complaint.
The Core Karganeth: When MADTA released it, it was 3x more powerful than the krogoth, was bigger, looked cooler, had longer range, and 3 powerful weapons, and can beat 3 krogs in a 3v1 fight. The Arm Orcone, also by MADTA, was a counter unit for the Karganeth, but the karganeth could still beat it 1v1.
In the Spring AA, I was all excited when I saw the Karganeth was in it, only to be very disappointed. The unit is only a small little thing. It still has the great detail that MADTA put in it, but its extremely weak for a lv 4 unit (and tiny to boot). Personally, I think the krogoth and Karganeth roles should be swapped, and give the Karganeth 90k life. It was supposed to be Core's most powerful unit (thats still balanced...not something like the beelzebub)
So basically I guess I am asking, please give the Karganeth back its power and coolness, cuz right now its almost a useless unit in AA when it was originally a show stopper.
Useless? Well, they've won more than one fight for me. They're the only "heavy" unit in the game which can climb almost any terrain. They're also very good against aircraft. (XTA should have this unit.... damn brawlers....) Imagine your opponent's surprise when 3 of these come climbing over a seemingly-impassible mountain, ripping up the tasty innards of his base. They're not useless.
Every unit in AA has a real purpose. This is a new concept to most people, who expect to download a unit pack like any other and get repeats of the same unit over and over again, only half of them don't work and the other half are priced ridiculously.
TA doesn't need another "uber kill mass boom exploder mega-death of doom" unit. It's a nice model though, so I decided it was worth using for something. This isn't TAUCP, where more units = better. AA doesn't have 70 light-medium-heavy-reallyheavy-ultraheavy-superduperheavy variants of things. Units for the sake of units = queer and unfun.
Posted: 28 Oct 2005, 19:22
by NOiZE
LLT's don't always fire well they should, wreckage of a plant suddenly disappeard.
replay:
http://www.fileuniverse.com/?p=showitem&ID=1698
with intern comments.
Posted: 28 Oct 2005, 21:02
by Caydr
There doesn't seem to be any explanation for the things seen in this demo. It is *impossible* for a scripting error to make a building disappear. As for the laser turrets not firing... I don't know. I've never seen them fail to fire like this before. Is it possible this was just an especially laggy game?
I'll switch XTA's LLT scripts for AA's - although I suspect they'll be identical. There's just no accounting for this kind of bizarre behaviour. Buildings disappearing for no reason and not even leaving a wreck can *only* be a result of some kind of cataclysmic packet loss. I'll keep on investigating, but I don't think it's AA causing these problems.
Posted: 28 Oct 2005, 23:47
by Caydr
Keep the bug reports flowing, I'm gearing up for yet another new version tonight.
Posted: 29 Oct 2005, 00:37
by Min3mat
^.^ sweet but its 11:30 here! were do u live? or r u a coffee junkie @_@
Posted: 29 Oct 2005, 00:41
by FolCan
Keep up the good work Caydr
Its nice to have such a goodly supported mod lol
Posted: 29 Oct 2005, 02:54
by Caydr
Min3mat wrote:^.^ sweet but its 11:30 here! were do u live? or r u a coffee junkie @_@
<<<<<Even now it's only 8:55 here.
Posted: 29 Oct 2005, 03:19
by SinbadEV
I was just playing, and I noticed a lack of unique buildings.. the kbot lab/heavy veicle plants etc all fill completely different roles... it would be nice if they looked different too...
Posted: 29 Oct 2005, 04:47
by Doomweaver
Construction KBoT can go up slopes the advanced one can't... make the advanced one able to overcome the same hills.
Banshees in swarms sometimes get stuck on each other. Can't really explain, but if you make one land by hitting S, the other gets free.
I like the way artillery shoot onl;y in high trajectory, but it's TOO high and looks queer. Needs to be a little lower.
Posted: 29 Oct 2005, 06:19
by Caydr
Changelog 0.3 --> 0.31
Improved accuracy of all artillery, especially light artillery
Reduced "Mumbo" firepower by 30% (during porting process, it became
_severely_ overpowered)
Fixed "OnOff0105" missing texture error
Adjusted firing range of units like so:
LLT<STORM/ROCK<HLT<TAWF013/CORWOLV<ARMMEDPC/CORMPGUN<CORMORT
<ARMPB/CORVIPE<ARMMART/CORMART<ARMMERL/CORVROC<ARMGUARD/CORPUN
<ARMAMB/CORTOAST
"Mercury", "Screamer" missiles damage aircraft exclusively
"Mercury", "Screamer" range reduced to 2200 (3500)
Mobile flakkers (and anti-air boats) given standard flakker
turret weapon
Increased "Exploiter" and LLT laser tolerance
"AK", "Gator" no longer require energy to fire
Both "Razorback" weapons now have the same range
"Ranger", "Messenger" model and script replaced with XTA version
Core "Tremor" range increased to 1050 (980)
Artillery weapon AoEs rebalanced
Added some loading screens
Increased "Black Hydra" hit points to 61000 (59800)
Advanced construction kbots can now climbs slopes better
Artillery arcs reduced
BladeWings?
Posted: 29 Oct 2005, 09:13
by Kelson
I was thinking about how wonderful paralyzing weapons are - unit HP don't seem to really matter against them much. And I'd been seeing the bladewings lately so I thought, hey...I should use this unit. It would make for a GREAT support unit for even three or four offensive units.
And then it struck me, what if I rushed with some bladewings? The commander would be stunned instantly, which meant that other units could kill the near-defenseless base. Of course, that's hard to do with aircraft off the bat as Core in AA and a kbot lab is rather prohibatively expensive at the beginning. As my demo shows, that isn't a big problem though...since half a dozen bladewings (costing 300 metal and 10k energy...expensive energy, but that is easy to come by anywhere) can own the enemy base. Even if he had AA, I'd just stun that then return to stunning the construction units.
Also, the paralyzed airport continues building units and producing new ones afterwards. Thought that deserved some looking into.
http://www.fileuniverse.com/?p=showitem&ID=1702
Posted: 29 Oct 2005, 09:34
by Archangel of Death
Also, the paralyzed airport continues building units and producing new ones afterwards. Thought that deserved some looking into.
That would be an engine issue I think.
Isn't the immunetoparalyzer=1; tag supported in Spring? The commanders do have that set.
Posted: 29 Oct 2005, 10:56
by NOiZE
SinbadEV wrote:I was just playing, and I noticed a lack of unique buildings.. the kbot lab/heavy veicle plants etc all fill completely different roles... it would be nice if they looked different too...
Agree on that.
how fast a unit get paralysed should depended on the HP of the unit to be paralysed
Loadscreens are nice but a tad too dark for my taste
BUGS?
Posted: 29 Oct 2005, 12:11
by Puff
The ARM Tactical nuke vehicle can run under water and also fire from very shallow (top of launcher barely visable) water. Trust me, the other guy was totally surprised when he got nuked from the lake in front of his base.
I presume the Krograth is setup like the Orcone, ie not afraid to enter the water like in the original game.
The nuke bomber is way to strong for AA defenses. I though having it drop it's bomb from a higher altitude would be better. That way the defense would have a better angle to fire from and the bomber would not be so prone to blowing up in it's own bomb blast. The blast is a bit strong . One bomb, one target destroyed.
Posted: 29 Oct 2005, 16:45
by Decimator
Kelson, rushing with bladewings wouldn't work well because the comm can still build while paralysed. Hence, unless you followed up very quickly, he'd build a few defenders or use the likely already built kbot plant and kill them.
Re: BladeWings?
Posted: 29 Oct 2005, 17:33
by NOiZE
Kelson wrote:I was thinking about how wonderful paralyzing weapons are - unit HP don't seem to really matter against them much. And I'd been seeing the bladewings lately so I thought, hey...I should use this unit. It would make for a GREAT support unit for even three or four offensive units.
And then it struck me, what if I rushed with some bladewings? The commander would be stunned instantly, which meant that other units could kill the near-defenseless base. Of course, that's hard to do with aircraft off the bat as Core in AA and a kbot lab is rather prohibatively expensive at the beginning. As my demo shows, that isn't a big problem though...since half a dozen bladewings (costing 300 metal and 10k energy...expensive energy, but that is easy to come by anywhere) can own the enemy base. Even if he had AA, I'd just stun that then return to stunning the construction units.
Also, the paralyzed airport continues building units and producing new ones afterwards. Thought that deserved some looking into.
http://www.fileuniverse.com/?p=showitem&ID=1702
This is your worst nightmare replay, something has to be done about this.. maybe movind those paralysers to level 2.
Core will get a instant win almost by the over powered paralyser planes
Posted: 29 Oct 2005, 17:46
by Decimator
Ah, yeah. Now that I've watched the demo, I see that the comm should probably be far more difficult to paralyse. I really like the little things so I'd hate to see them made worse, but that demo was just sad...
Edit: I did some testing with Peace, and the comm will continue building what he was building, but will not build something new. My idea is to raise the commander's laser back up to perfect accuracy, and make it so that only his ability to move will be disabled. That will keep bladewings viable for when the enemy comm is being used offensively, but if he's just in his base, he'll be abe to fight them off without too much trouble.
Posted: 29 Oct 2005, 18:21
by SinbadEV
I think just making the com un paralyzable would do it... he'll still be easier to get at when you can stun all of his defenders, but it gives him a chance to run away or take out a few of them before popping in the middle of his base...
Posted: 29 Oct 2005, 21:09
by Isaactoo
I just checked arm and core's commander fbi file and found immunetoparalyzer=1;...the tag must not yet be supported in Spring...there seems to be allot of bugs related to paralyzers like how non-lazer paralyzers send units flying (like the core-commando's weapon) and that they can still build things. Perhaps we should post paralyzer related bugs in a new thread?
Posted: 30 Oct 2005, 00:56
by Decimator
Well, a temporary fix would be to simply give the bladewings a badtarget for the commanders. That would solve the problem until the tag is fixed.