Page 5 of 27
Posted: 01 Jan 2006, 03:24
by Optimus Prime
@1: eh what do u want? I know that the comships arent as usefull as i want them to be, but thats a mapquestion. We need BIG maps, where u need at least a minute to fly over the map. I dont know what a targeting facility does exactly in Spring, cause in OTA it was so, that units dont fire, if there is a point on the radar, only if u have such a facility they shoot. In spring all units fire automatically at radarpoints. So where is the function of such a facility?
@2: yepp.. i want such a building too. I want to have a lvl 3 conunit which is able to build a BIG Starmine too. Because at the moment, the maineconomy lies in the Mohomakers and is mapindependant... i want to change that mor to a mapcontrolfactor (sure not only)
@3: never mind. I can do that, but my thought about that, was that the fusiongun shouldnt be able so fast. If the commander can build a storage, u can rush with him in a minute.. now u need at least a lot of solarcollectors or a factory with a storage. But if u wish that.. no poin.
Posted: 01 Jan 2006, 06:43
by FolCan
I think the targeting things in Spring increase the accuracy of the radar
because the dots move slightly if you dont have it and so you might not always hit the target by shooting with radar... but with the Targeting Facility it makes the radar blip stay on the unit.. so auto firing at radar targets will more likely to hit the target
Well thats what I understand from things ive heard from other people.. So I maybe wrong
Posted: 01 Jan 2006, 08:14
by DopeFishhh
Optimus, I showed this to Savant and he's impressed but he annoyed that you do not mention all those who put alot of work into TAFF (obviously including himself).
Here's the credits from version 7, I'd just include these in your readme or whatever.
Everyone can thank Reaver for pestering me into doing v7
The covert stations, spy probes, and battlestation upgrades were his idea.
BIG thanks to M. Kenyon for redoing the battlestation script! It's better than ever now.
Can't remember whose idea the fleet support ships were, but they turned out great and that person has my thanks. Also Longbow did the scripts for them, not to mention the missile cruiser too. Legend!
Longbow also did the exploding turrets and told me how to duplicate the effect in all the relevant scripts. The effect is awesome, and just about flawless too
Thanks to Dopefishhh for coming up with the predator concept, and for not killing me when I wouldn't use his model
Also thanks to WKCchampion who did the italian translation, not to mention Krieger and Helldiver for additional German/French translation.
And of course anyone who I missed here, which is practically everyone on the TA:FF forums :)
If anyone wants to know what he's up to now check out his nwn modules:
http://members.optusnet.com.au/brothers2/
Posted: 01 Jan 2006, 13:05
by Optimus Prime
sorry, but i have no idea of the work, someone made before me and fang. I just downloaded the Version 0.13a and worked with it. I never changed the credits in the old changelod, so why didnt they put their names into it?
I will put the names of all TAFF persons into credits, but i need to know all.
Posted: 01 Jan 2006, 22:36
by Fanger
Please inform Savant that we intended no disrespect, but we did not know the names of everyone who worked on FF for OTA, so we very well couldnt have put them in a credits..
Optimus the first point I meant is that the Communications ship is supposed to be the targetting facility.. but this doesnt work on a unit.. so we need a targetting facilty building..
Also its already not to difficult to set up stuff to rush with your command ship.. all you need is a plant and a lvl 1 con to build a energy storage.. and of course anyone will have some mex's and solars.. so really that isnt really delaying it all that much..
Posted: 01 Jan 2006, 23:51
by Optimus Prime
Also its already not to difficult to set up stuff to rush with your command ship.. all you need is a plant and a lvl 1 con to build a energy storage.. and of course anyone will have some mex's and solars.. so really that isnt really delaying it all that much..
thats the point. U need a plant but for that u need mines and solarpanels, so no one will have all that before 5 minutes (+silo).
If we make silos buildable at the commandship u can have the following situation. Player A builds a silo and attacks Player B who tries to build metalextractors, solars and a plant. Before he finishes his plant he will lose against the commander, cause he is not able to fire his fusiongung and he is not able to stop the commander cause there is no counter before lvl 1 Starshipturrets.
Now this situation isnt able cause both need a plant or a lot of solarpanels. And if both have plants they can build lvl 1 antifshipturrets which are usefull against the commander, so u can stop his commander.
I think we need to rebalance something if we make solars able at the commander, else players will flame some days later.
Posted: 01 Jan 2006, 23:58
by Fanger
Make the fusion gun like the dgun... the player must order the ship to fire it... and it has a very short range... thus rushing with it is not feasible... it should be a early defence weapon to prevent rushes from pwning you.. not a main battle cannon
Mostly what im saying is that because this situation can possibly exist to begin with it means the commander is unbalanced not the buildings..
Posted: 02 Jan 2006, 00:44
by Optimus Prime
d gun function? Thats not possible -.-
Think about it a bit more...
1. we are playing with only airunits, so u cant just click on ground to fire the weapon if u want to shot a ship
2. our units are fast. Some are very fast and some are "only" as fast as the fastest unit in xta or so. How will u use the fusiongun on that kind of targets?
3. the fusiongun isnt as strong as the dgun. For a simple destroyer u need about 5-10 shots. Will u stay all the time at the commander and click d? Thats tupid and no fun...
Other Question: WHats so bad in having silos only buildable at lvl 1? No one would build a silo bevore having a good economy and for that u need at least a plant. Its just because the commander has so less buildings to be build.
Compromis: Metalstorage buildable with commander, but energy not?
Posted: 02 Jan 2006, 00:59
by Fanger
Never mind that.. some one needs too look at the emp turrets... for one they both ought to shoot the same sort of stuff (ie not one lightning and one a blue projectile) and secondly they need their emp dmg adjusted majorly... several small emp turrets would be needed to paralyze a fighter in a reasonable amount of time, 1 fighter, 1 lvl 1 fighter that is... and as for the larger emp, well they do a great job of paralyzing fighters, but 6-8 couldnt paralyze a single destroyer.. before it killed them all... I dont think they should be insta paralyze, but there is as of right now no point to building them since a regular turret would be about 800x more effective, ie a single lvl 1 aa turret could kill a single fighter before 4-5 lvl 1 paralyzer turrets could stun it...!!!!
Posted: 02 Jan 2006, 01:05
by Optimus Prime
yepp thats right. But first i need to get the fucking big emp turret to fire correctly. Its still buggish in the actual version and dont shoot.
Second, i m having a fucking hard test at januar the 6th so i dont have the time to make anything big on FF at before the 6th. Sorry, but if u want, u can make it urself. Only let me try the changes before making them public. That would be nice.
And i have to make some balancechanges i will not tell public.
Posted: 02 Jan 2006, 05:26
by Fanger
Alright I will release a hotfix version to repair the broken emp turrets.. I will also set it up so it up so its in a format similiar to AA, as in there is a primary FF data file, and then several versions which will allow us to add in stuff without affecting the primary mod.. ie, there will be a data file, a FF standard (which will be normal) then we can add in later a FF with TLL, or a FF with extra units etc.. so people can choose which they wish to play..
Posted: 02 Jan 2006, 22:55
by FolCan
Does that mean there will be a FF with normal weapons that fire at everything

Posted: 03 Jan 2006, 23:29
by clericvash
This is an interesting mod, by far the one i like the most.
A thing i dont like is that they wont fire when on the ground, i dont see how a rotating turret on top of a shop stops working just because it lands, even when landed they wont take off to engage enemy, they stay put and do...fuck all...tis kinda annoying!
Needs more units, i find myself easily constructing any unit after very short play time.
Posted: 04 Jan 2006, 00:11
by Fanger
That is engine bug.. we cannot fix that... and according to the poll you and you alone want more units in this mod...
Posted: 04 Jan 2006, 00:16
by Optimus Prime
thanks!
@Folcan: I m not sure if Fang will make such a version, but i will not, cause it was stupid, when for example the longbow fires all its 16 rockets after a small fighter when in the near is a battleship. So i prefer the version with notarget classes. If there are a lot of ppl who wants such a version, we can discuss such a version, but if there are only a few, i think its wasted time.
@cleicvash:more units? I think Fang is working on more units, but i like games, where all units have its function and the more units we put in, the more the game becomes just unitspamming. I think at the moment we arent at the unitlimit, so we will see more units in the future for sure but 1000 units for each side dont mean that its a good game

so we need to find a balance.
The point that landed units dont fire is bad thats true, but i dont know why they do that. Perhaps its springengine? On the other hand, units autorepair if they landed, so you can think of transfering all energy in that repairfunction instead of the weapons

.
Hint: at the moment u have to use the patrolfunction for staying in the air.
Posted: 04 Jan 2006, 05:21
by Fanger
OK as far as versions go.. I do not intend to make too many.. I want to do this more so that I can add TLL race onto FF but still allow people to play without it.. Right now My thought is to have 3 versions
S version will be standard FF what weve been releasing and such and will continue down that path...
A version will be Addon this will contain any addon units if we add them etc etc... this could also contain experimental not quite balanced concepts in a sort of beta test enviroment..
TLL version this will contain the TLL race and will not be packaged with the others but will be seperate...
I have no intention of doing away with the class targeting.. Unless the overwhelming majority of people seem to show a horrible distaste for it I doubt either me or optimus will be swayed to remove it..
Posted: 04 Jan 2006, 20:03
by clericvash
What exactly is class targetting?
Is there no way to make it so units take off and return fire if they get attacked?
Posted: 04 Jan 2006, 20:12
by Min3mat
yeah and can u make the big guns priority target big ships? u know the lvl1 ones and things like the 'ravager'. i lost a lot of 'sluggers' in that 2v2 game with you coz they were attacking the fighters

Posted: 04 Jan 2006, 21:06
by Optimus Prime
Min3mat wrote:yeah and can u make the big guns priority target big ships? u know the lvl1 ones and things like the 'ravager'. i lost a lot of 'sluggers' in that 2v2 game with you coz they were attacking the fighters

i explained that some posts above, but i will do it again. The big Battlestation uses 2 ravagers, 4 boltturrets and a siegegun. The Boltturrets and siegegun arent able to target fighters (and thats not discussable), so if i make the ravagerbeam target only big ships too, the big battlestation (only cor version) would be unable to defend against fighters where armversion is.
Perhaps there is a way, to make 2 different ravagerweapons, where one targets fighters and one not, but how will that look? If i dont forget that, i will test it on friday (before friday i m not able to do anything).
Posted: 04 Jan 2006, 21:21
by Min3mat
im more interested in the slugger targetting fighters. it goes for the first thing it sees instead of going for starships (what its supposed to be used against). it should target fighters BUT should go for starships if there are any in its range