Absolute Annihilation: Spring[old]
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Yeah, I post my current changelog and let people comment on it, maybe making my existing changes more fair or giving people a chance to remind me of something I'd missed.
Also, I tested some things recently.
Using multiple units to reclaim has no effect on the reclaiming time. (same as OTA)
Using multiple units to rez reduces rezzing time as if you were repairing (different from OTA)
Something I thought of just now was, I wonder if say team one was rezzing a comm with 3 rez units, but they were destroyed, then team 2 came in with some other rezzers - would they begin where team 1 left off, or start fresh? Or even if team 1 just sent some more rezzers after the first ones were destroyed.
Anyway, you can't use 200 air con planes to reclaim something faster unless I somehow screwed up the testing.
Also, I tested some things recently.
Using multiple units to reclaim has no effect on the reclaiming time. (same as OTA)
Using multiple units to rez reduces rezzing time as if you were repairing (different from OTA)
Something I thought of just now was, I wonder if say team one was rezzing a comm with 3 rez units, but they were destroyed, then team 2 came in with some other rezzers - would they begin where team 1 left off, or start fresh? Or even if team 1 just sent some more rezzers after the first ones were destroyed.
Anyway, you can't use 200 air con planes to reclaim something faster unless I somehow screwed up the testing.
That's true as far as features...but it matters with live units....I just tried reclaiming a krogroth with one commander...and then with 20 or so commanders (using .cheat and .give) and there is certainly a difference.Caydr wrote:Using multiple units to reclaim has no effect on the reclaiming time. (same as OTA)
However it seems that if the enemy can get enough construction aircrafts close enough to reclaim your comm, he's already doomed anyways...it just takes longer than gunships and prevents the huge explosion.
I haven't tried in v 1.41, but in v1.4 the liche doesn't want to fire at stuff close to the ground...and I have to go into first person to use it.
OK let me get this straight, say a quite large battle takes place at a location taht creates a chokepoint/bottleneck.. I can no longer move alot of units in to reclaim the blockage quickly anymore?? I am forced to make crawling bombs or send my commander in to Dgun the mess?
Or am I just mis-understanding how you have recently set this up, and this is a Spring problem in general?
Or am I just mis-understanding how you have recently set this up, and this is a Spring problem in general?
MR. D, I can't control reclaiming behavior at all, I'm just stating the way Spring does things compared with OTA. If you move a bunch of units in to reclaim an area, it'll work the same no matter what I do. That was kind of my point - I could make a unit that has 1 workertime (even a con air has like 60 or something, for reference) and it would reclaim a krogoth wreck at the same speed as 500 farks. This is the same as OTA. However, if I'm not mistaken, Spring adds a little helper into the mix which tells each reclaiming unit to pick a different wreck, so if you're reclaiming a battlefield the extra units aren't pointless.
Yes, reclaiming a live unit is another matter entirely, 500 farks would reclaim much faster than my aforementioned unit. BTW, there's really no advantage to be had, at least metal wise, by reclaiming a comm as opposed to destroying it. The wreck is worth many times the metal as the live unit. Let's apply some Star Trek here and say that the matter-antimatter reaction causes a fusion of the metal particles into a super-purified condensate which improves the reclaiming process so much that it's worth far more. And this will never be mentioned in any epis.... post besides this one.
Rezzing on the other hand is completely different. If you sent 500 necros to a battlefield, it wouldn't matter (besides the max nano range thing) if they all worked ont the same wreck then moved on, because their rezzing power is cumulative.
Yes, reclaiming a live unit is another matter entirely, 500 farks would reclaim much faster than my aforementioned unit. BTW, there's really no advantage to be had, at least metal wise, by reclaiming a comm as opposed to destroying it. The wreck is worth many times the metal as the live unit. Let's apply some Star Trek here and say that the matter-antimatter reaction causes a fusion of the metal particles into a super-purified condensate which improves the reclaiming process so much that it's worth far more. And this will never be mentioned in any epis.... post besides this one.
Rezzing on the other hand is completely different. If you sent 500 necros to a battlefield, it wouldn't matter (besides the max nano range thing) if they all worked ont the same wreck then moved on, because their rezzing power is cumulative.
Hmm... Well, AASpring142 (the data file) would be 21 megabytes in store format (ie, no compression. this would be ideal for load times). It is 10.3 MB in normal compression mode... 10.2 with ultra compression... 9.5 with 7zip fast (ideal), 9 MB even with ultra.
Ok, I just did some more testing... Assuming I went with sdz from now on, here are the options I'd have:
Release as ultra-compressed zip package containing normal-compressed sdz's for good performance - 9.78 MB
Release as 7-Zip self-extracting EXE (could that be used on linux? I'm a total n00b as far as linux goes tbh) - 9.68 MB
Release as I do now, ultra-compressed zip with low compression SD7 mod files - 9.09 MB
Is it worth the extra megabyte? One MB is pretty much inconsequential, I suppose. How many linux-OS Spring users are there, anyway?
~~
NM, I'm going to use SDZ in 1.42 now. Thanks for the idea.
Ok, I just did some more testing... Assuming I went with sdz from now on, here are the options I'd have:
Release as ultra-compressed zip package containing normal-compressed sdz's for good performance - 9.78 MB
Release as 7-Zip self-extracting EXE (could that be used on linux? I'm a total n00b as far as linux goes tbh) - 9.68 MB
Release as I do now, ultra-compressed zip with low compression SD7 mod files - 9.09 MB
Is it worth the extra megabyte? One MB is pretty much inconsequential, I suppose. How many linux-OS Spring users are there, anyway?
~~
NM, I'm going to use SDZ in 1.42 now. Thanks for the idea.
Awesome! I wasnt suggesting you release in sdz only, but perhaps a SDZ version could be released along side, although if it makes sense just to go with sdz, then better yet! Probably not alot of Spring linux users at this point, but that number should grow once networking is going. I've been playing with it and once you get it compiled correctly, it seems more stable and definetly faster than the windows version, although I cant figure out how to turn on shadows for testing purposes yet >:D Awesome stuff, btw!Caydr wrote:Hmm... Well, AASpring142 (the data file) would be 21 megabytes in store format (ie, no compression. this would be ideal for load times). It is 10.3 MB in normal compression mode... 10.2 with ultra compression... 9.5 with 7zip fast (ideal), 9 MB even with ultra.
Ok, I just did some more testing... Assuming I went with sdz from now on, here are the options I'd have:
Release as ultra-compressed zip package containing normal-compressed sdz's for good performance - 9.78 MB
Release as 7-Zip self-extracting EXE (could that be used on linux? I'm a total n00b as far as linux goes tbh) - 9.68 MB
Release as I do now, ultra-compressed zip with low compression SD7 mod files - 9.09 MB
Is it worth the extra megabyte? One MB is pretty much inconsequential, I suppose. How many linux-OS Spring users are there, anyway?
~~
NM, I'm going to use SDZ in 1.42 now. Thanks for the idea.
I know, Chris Han (He did the portable shadow code) seems the only one with a PC where it actually runs on. For windows I just copied back the old windows-only shadow code back in, and that still works.although I cant figure out how to turn on shadows for testing purposes yet >:D
GL_EXT_framebuffer_object doesn't seem to do a lot on my PC either...
Anyway shadows is working on windows - If anyone might think it is not...
Is there any sort of configuration/settings menu for the linux version yet? Or any GUI at all other than the AI/map selector? Are shadows just turned on by default if they are (purportedly) going to work?Zaphod wrote:I know, Chris Han (He did the portable shadow code) seems the only one with a PC where it actually runs on. For windows I just copied back the old windows-only shadow code back in, and that still works.although I cant figure out how to turn on shadows for testing purposes yet >:D
GL_EXT_framebuffer_object doesn't seem to do a lot on my PC either...
Anyway shadows is working on windows - If anyone might think it is not...
Hello
Hi, how about making some small changes to the fatboy to make them more useful?
Maybe a small speed increase or faster turning ability?
poor fatboys are just cannon fodder
Oh the emp spiders are ace btw Caydr, thx I build them again now perfect balance now, :)
yay emp!
Maybe a small speed increase or faster turning ability?
poor fatboys are just cannon fodder

Oh the emp spiders are ace btw Caydr, thx I build them again now perfect balance now, :)
yay emp!
I've seen fatboys used to devastating effect. Maybe you're just not using them right? I mean, they have an exceptional weapon. I guess I could increase their turning speed a bit.
Final changelog:
1.42 should be out within the next few hours.
Final changelog:
Code: Select all
1.41 --> 1.42
Plasma batteries can now fire in two modes; in low traj
mode, they fire at their usual rate but with a small
AoE and less firepower. In high traj mode, they fire
more slowly but with a much larger AoE and a powerful
shockwave with greater firepower
Tremor metal cost increased to 1007 (907), energy cost
increased to 19069 (17069), AoE reduced to 160,
accuracy reduced to 1000 (600)
AI compatibility: all weapons designed only for
shooting at air now have "toairweapon=1; in their
weapon file
AK/Gator weapon damage per second reduced to 87 (105)
Level 1 artilley HP reduced by 150
Level 2 artillery HP reduced by 20
Arm EMP bomber given flares
Merl, Diplomat rockets AoE increased 50%, impulse-
factor increased to 2 (1)
Merl, Diplomat metal cost increased by 200, HP
increased by 500
Peewee aiming animation speed increased by 50%
Hammer aiming animation speed increased by 50%
Flash aiming animation speed increased by 40%
Instigator aiming animation speed increased by 25%
Hammer now fires from the correct barrels
Epoch flak guns now target aircraft only on their
side of ths ship
Transport ships have been replaced with an OTA-style
appearance and functionality
Missing Core Amphibious Complex from "Muskrat" build
menu fixed in S, F, and LT variants
Sumo HP increased to 12500 (12000), movement speed
increased to 0.55 (0.52), LoS increased to 510 (448)
Thud model cleaned up a bit
Liche will no longer attempt to target aicraft
Weapon damage versus aircraft standardized
Depthcharge launcher weaponvelocity increased
EMP bomber can no longer accidentally paralyze nearby
aircraft or itself
Arm sniper will no longer attempt to target aircraft
Burning trees are no longer as horrifyingly deadly
L2 bomber defense turret is now stronger and longer
range
Nuke explosion radius increased to 1024 (960)
Black Hydra anti-air missile damage increased 30%,
reload rate improved 30%, range increased 5%
Mumbo fire rate reduced to 0.2 (0.15), damage per hit
increased to 40 (25)
Flea damage per shot increased to 24 (12)
Jeffy, Weasel damage boosted to 50 (30)
Skuttle is no longer transportable
AK/Peewee won't explode in chain reactions as often
Mines now work properly
Mine buildtime reduced about 33%
Nuclear mine cloaking cost reduced to 50
Blade gunship buildpic fixed
Gunships will no longer attempt to target aircraft
Flash, Instigator acceleration increased 25%
AK movement speed reduced to 2.6 (2.7)
Peewee movement speed increased to 2.15 (2.1)
Liche now fires automatically
Fighter turn rates increased 25-40% where appropriate
Flak damage vs L1 fighters reduced 15%, vs L2 fighters
reduced 25%
Mumbo HP boosted to 1900 (1700)
Reaper acceleration boosted to 0.018 (0.013)
Advanced Shipyard footprint increased by 2; flagships
should no longer go insane trying to exit them
All shipyard side exits are now open
Moho Exploiter metal cost increased 500 to 2219, HP
reduced 150 to 2500
Faboy turning speed increased to 320 (280), speed
increased to 0.85 (0.83), metal cost reduced to 2251
(2351)
SDZ compression is now used for mod files. This allows
for a smaller download but improved ingame performance;
This will also fix Linux compatibility
New variant added: -LT for Low Tech
This version includes all standard units except for
the following exceptions:
Liche
Krow
Orcone
Krogoth
Epoch
Black Hydra
Last edited by Caydr on 24 Jan 2006, 09:32, edited 1 time in total.
They have very short range and are really slow. Are we using them wrong? Probably, but they're not as usefull as it feels like they want to be :)Caydr wrote:I've seen fatboys used to devastating effect. Maybe you're just not using them right? I mean, they have an exceptional weapon. I guess I could increase their turning speed a bit.
Holy pinched loaf batman. I got tired just reading that! Go have a beer.Final changelog:
<snip>
Not really, no... Basically the LT mutator is the same thing, only the people who join the game know what they're getting into when they click on it in the lobby, if you know what I mean. The mutators I include add, at most, 1 kb to the final compressed filesize. I guess I could add some custom restrictions for a future version or something, but I'd need some suggestions as to what people would want.tanelorn wrote:Any thoughts about including custom build restriction files too?
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1.42 direct download:
http://prdownloads.sourceforge.net/ta-a ... p?download