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Fun:TA v15 Released!

Posted: 15 Apr 2007, 10:19
by Forboding Angel
BASE FILE HAS BEEN UPDATED AS OF: 4/17/07

IN ADDITION TO THIS FILE, YOU WILL ALSO NEED THE BASE FILE, LOCATED AT: http://spring.unknown-files.net/file/2746/FunTA_Base/

Fun TA - Put together by Forboding Angel

This mod seeks to bring nothing but amazing fun into TA gameplay. Based mostly on OTA:CC with help from BOTA.

v15 changelog---

Weasel/Jeffy damage reduced.
Gator/Flash damage very slightly increased.

The render that I have been using for Fun:TA was one that was made by a guy named "Ender", a long long time ago. I did not know who made that render until recently, and to avoid any possible future friction, I have removed it.

v14 changelog---

Found a particularly bad mistype in the llt's on both sides, fixed, they now have more sight range and 400 hitpoints.
Found and fixed a few other various things. Thanks to Sleksa for bringing the AK's to my attention. Watching that replay made my balls hurt. Can anyone say "Imba"?

v13 changelog---

AK rebalanced, it is now truly a scout unit. Can be used for small raids, will not be quite as useful in large groups anymore.
Fixed core croc not being able to exit factory.

v12 changelog---

Turned the freaker/zipper into fast attack units (I do mean fast), moderate damage, low hp. These are for raids of undefended territory, if these are run into defenses they will die horribly.
Defenders/pulverizers balanced VS ground
Fixed a bunch of little things

v11 changelog---

Changed the role of Jeffy/Weasel to be a fast attack beam laser vehicle. Slowed it down, has longer range and more health. You can actually include them in your unit groups now to good effect.
Fixed certain units not showing up in core build menus (most notable-Missle defence).
I fixed a LOT of small background things.

v10 changelog---

Added in techforges
Fixed storm/rocko balance, reduced speed very slightly (to the point you probably won't notice).
Fixed a lot of little misc stuff

v9 changelog---

Fixed minor imbalances concerning flash tanks and gators, changed up their weapons a bit, emg fires faster now, will not be as effective alone anymore (this goes for gators and flash tanks).
Slowed lv1 missle trucks slightly so that other units of the same level can actually catch them.
Fixed an accidental mistype in gaat gun/sentinel weapons files.

v8 changelog---

Fixed nuke
Added BA buildpics
Doubled golli reload time, doubled damage (makes it serve as more of a backline unit now)
Added moveerror to llt's and gaat/sentinels
Lowered pyro damage (made a slight mistake before)

Misc odds and ends tweaks

---

No more sluggish units
Sumo/can changed to more fit their original primary goals
Golli is now a specific unit killer, small aoe, nice rate of fire, good damage.
Reaper/bulldog change to fit better with their original intend goals
Penetrator no longer sucks
Mobile arty, long range, decent damage, High Area of effect
Gaat Gun/Sentinel moved to lv2 changed accordingly to fit this role - Rapid Fire
LLT made to fill the LLT shoes and those of the Gaat/sentinel, this is your main line defensive placement - Rapid Fire, low damage. Where one is good, 10 is better.
Diverse unit grouping is now FAR superior to simple 1 unit spamming
Unit costs reduced to what should be their original TA values (tweaks here and there).
Factory costs cut by 2/3rds at lv1 to encourage more diverse unit groups, lv2 factory costs remain the same
Fixed unit and ship movement, they respond much more nicely now than any other TA mod in spring


This mod is a hell of a lot of fun, I strongly encourage you all to try it out. Unlike what the name might suggest this is not a "For Fun" mod, just something I've been meaning to do for a long time and finally got around to it. Anyway, give it a try! Let me know if you come across any bugs/imba (think I've caught them all but you never know).

I could be wrong, but I don't believe there is one unit in this mod that sucks. Let me know if you disagree and we'll confer Razz

Have fun!


Image

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Posted: 15 Apr 2007, 10:35
by Ishach
Just fiinished downloading, Ima try it out sometime today


What is the intended role that Reapers were reverted to?

Posted: 15 Apr 2007, 10:49
by Forboding Angel
Ahh yes, sorry that wasn't super clear. It would be your main line tank, not unlike the bulldog (tho it's a bit better), whereas the Golli is the heavy tank killer. You have something large you need to die in a hurry, send some golli's after it.

Once you've played with it it should be pretty clear. :P

Posted: 15 Apr 2007, 11:13
by Neddie
You do know balance is subjective, right Forb?

Seriously, thank you for this. Now... if only it was free of IP.

Posted: 15 Apr 2007, 11:19
by KingRaptor
Penetrator no longer sucks
Eh? Those were already my favorite T2 vehicles! (Or do you mean compared to BOTA?)

Seems good, I'll pick it up as soon as I get my computer fixed (got fried by a Zeus's lightning :( )

Posted: 15 Apr 2007, 12:22
by Forboding Angel
Golli isn't wporking exactly like I want him to. I'll work on him

Seems pyro is a bit over the top

Nuke launch is fail

core CK can't build anti nuke

Fixing this stuff as we speak

Posted: 15 Apr 2007, 13:29
by Comp1337
If this mod reflects your other views of that defence is too strong in other mods i bet it will rock.

Gonna try it out in an 1v1 in a bit. Ill give you some feedback after that/those :)

EDIT: Kingraptor, YOUVE BEEN THUNDERSTRUCK!

Posted: 15 Apr 2007, 14:02
by Day
good stuff people, play it

Posted: 15 Apr 2007, 14:32
by Forboding Angel
New update, fixed some minor stuff.

BTW day, you led me to find some oddities with the flash weapon, and now I understand why it is so effective vs everything now.

So I changed the way that flashes and gators work a little to encourage use with other units.

Raiders and stumpies are the bread and butter tanks, so why do flashes and gators have a bad habit of outdoing them in almost every facet? The changes I made should make it so that grouping them with each other is more effective than either of them alone.

Posted: 15 Apr 2007, 14:39
by Forboding Angel
BTW had another thought.

I think I'll go with techforge style plants for vehicles and kbots. I have always preferred that. Paying for tech 2 twice is annoying and imo hinders easy and smooth gameplay.

Thoughts?

Posted: 15 Apr 2007, 15:00
by Comp1337
Ive had great fun in this mod. LLTs seemed really OP till i checked out their damage :)

Also, it seems Storm spam is the way to go. their damage is really high and it seems they can fire through eachother. Core has riottanks and immolators to counter swarms, it seems Arm has nothing (I didn't play arm, I played 1v1 arm vs core)

t1 Core Kbots seem to get stuck in their lab after a small circle of KBots have formed around the lab.

On techforges i dont know really, it does enforce varied armies, but at the same time it removes some of the dilemma of should i use kbots or tanks.
Without techforges i can choose to either have brute force but run the risk of being outmanuevered. I prefer to have choice and to have that layer of gameplay.

/rant

All in all, great mod.

Posted: 15 Apr 2007, 15:06
by NOiZE
pretty good stuff FA, love how good gators are compared to flashes... I always disliked flashes.

Posted: 15 Apr 2007, 15:10
by Ishach
This mod was pretty fun, having OTA units and OTA build pics made it a bit harder cause it wasn't familiar.

A 4v4 on Altored Divide took a fair bit longer to finish than BA but I imagine this mod would play really well in 1v1s or open maps.



I also like the idea of Kbots and Vechs having the same T1 lab

Posted: 15 Apr 2007, 15:31
by Sleksa
I Am Sleksa And i Approve Of This

5 stars! ***** \o7

Posted: 15 Apr 2007, 21:04
by CautionToTheWind
Forboding Angel wrote:plants for vehicles and kbots.
Yes, dammit, i tought i was the only one!

Posted: 15 Apr 2007, 22:01
by Neddie
I like Forges, in general.

Posted: 15 Apr 2007, 22:04
by Forboding Angel
I think I'mma go with techforges, here's the reasoning and something that might help you out as to whether to go vehicles or kbots.

Speed breakdown (they are not all this speed, it's simply what I used for a base)

lv1 vehivles 2.5
lv1 kbots 2.0
lv2 vehicles 2.0
lv1 kbots 1.5

lv1 ships 3.0
lv2 ships 2.5


I was wondering if rockos/storms would be an issue

Has anyonw tried crashers/jethros? I does that work as well?

Anyway, jethros/crashers will be the happy recipients of a .1 speed decrease.
Storms/Rockos will recieve a .3 decrease (maybe only .2 not too sure yet), reason for this is that if you are going to try to use only swarms of these, it's gonna cost you. In this case it's the fact that you won't be able to run away very easily.

Techforges it is, I happened to think of a few more reasons why this is a good idea.

In this mod it's particularly punishing to not have easy access to both when you need both.

Also, I think I may turn the jeffy/weasel into beamlaser vehicles (not very strong, but somthing that can suppliment your forces) <- not sure about that yet, but I'm working on a formula.


As an added note, I do not plan to spend the rest of my life balancing this thing. I am working towards a final balance that will no longer need tweaking and will work on it until I feel that balance has been achieved. This is really a pretty specific mod for the most part. It doesn't have the extra units from here there and everywhere, which makes you think a bit more about your game strategy.

At any rate, what do you guys think? Changes seem good, or is there something you'd like to try? I'm all about wierd crazy ideas (that work :-)) :P

Posted: 15 Apr 2007, 22:41
by Comp1337
To counter the KEKEKKE rush of Storm, rockos etc, add a small death splash damage explosion. If you micro your storms well (Line move and all that jazz) you wont notice it. However if you just KEKEKE you will be decimated in no time.

EDIT: Small as in really small. Only hitting units that are pushing against the deathee.

Posted: 15 Apr 2007, 23:35
by Forboding Angel
Thanks compl337. No offense but I didn't care for your idea cause I hate chain explosions. Seems like a bandaid on a problem that just sits and festers.

But I thank you for causing me to have a look at the individual weapons.

Unfortunately I can't check everything at once, but If I had seen this I woulda been like "Wha_??"

Core storm was doing twice the damage it should have been, plus rock and storm had aoe. Maybe aoe from a common sense standpoint is a good idea, but from a gameplay standpoint, it's retarded.

Changes I decided on

Little to no aoe for rock storm. They now do slightly more damage than the hammer or thud (making them into midline support units), speed reduced very slightly so that other kbots can actually catch them.

Added Techforges! Yay! There was much rejoicing! The setup might be a little confusing, and I'm sure there is something I forgot (you have no idea how much work that was), but they are there!

New Version Being uploaded.

Posted: 16 Apr 2007, 01:37
by Comp1337
Forboding Angel wrote:Thanks compl337. No offense but I didn't care for your idea cause I hate chain explosions. Seems like a bandaid on a problem that just sits and festers.
Np, just giving my input. It's yours to use if you see fit.