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Epic Annihilation v0.4 Released

Posted: 30 Sep 2007, 10:55
by Complicated
http://www.unknown-files.net/3576/Epic_ ... ation_v04/

Epic Annihilation v0.3 -> 0.4

Dawn Star's DPS on both weapons increased
all tech2 hovers damage increased
added anti matter facilities to Super Commander's Build list
added core eliminator to Super Commander's Build list
added advanced wind generators to tech 1 con build lists
added Airpad NS to tech 2 naval cons
added naval silos
added naval plasma batteries
added naval bertha/intimidator
added naval buzz/vulcan
added seadocks
added naval pop-up batteries
added naval llt (arm one has scripting errors so make do with it's torpedo)
added arm cloakable ns silo to super commander's build list
tech 1 commanders given light anti air (Napping needs to be strategic)


Epic Annihilation v0.2 -> 0.3

AK commando added to tech 1 core kbotlab
cricket added to tech 1 core kbotlab
flea radar fixed
arm/core tech two hovercraft lab (land and sea) and hovers added
added tech 2 ARM General
Added tech 2 CORE General
Added tech 3 Commanders (ARM/CORE)
armmark coding fixed in sidedata. (arm adv kbot labs can produce these)


Epic Annihlation v0.11 -> 0.2

Jeffy/Weasel weapons removed, now have short radar
flash/gator dps decreased, speed increased, acceleration increased, damage decreased, los increased, maxslop increased, brakerate increased
flea has been given stealth, weapons removed, short radar
stock llt, HLT, HLLT, beamer settings returned, Annihilator range decreased to stock
arm and core t1 construction vehicle/kbot speed and acceleration increased


Epic Annihilation V0.1 -> v0.11

Light Fusion's footprints decreased to orginal
Adv mex production reduced to half
adv mex metal costs reduced
leveler bug fixed (Stock leveler reinstated)


BA 5.71 -> Epic Annihilation V0.1

All T1 unit costs decreased to allow more spam
Introduced New Tech One Advanced Metal Extractors and Tech One Fusion Reactors (t1 construction units are only ones able to produce)
HLT, LLT, HLLT, Beamer reload times decreased
Leveler's damage range increased to deal with huge spam
Flea, weasel, jeffy's dps decreased more to scout class
Discriptions now include Unit Class's
Dragonteeth and fortidude defence hitpoints increased
Non-mobile anti nuke payload costs decreased to mobile anti nuke's payload
Dgun damage increased due to it being called a 'Disintergrator Gun' thus being juggarnaut's are no longer partically immune
Silo payload cruise speed increased a bit

Posted: 30 Sep 2007, 15:24
by Caydr
You skipped "D", that comes with a lifetime ban.

Anyways you should post a general mod description, like what your aim is, why you did things, what makes it different from other mods, your home address, times when you're most defenseless, etc.

Posted: 30 Sep 2007, 16:08
by KDR_11k
D is Drolito Annihilation, didn't you get the memo?

Posted: 30 Sep 2007, 17:32
by 1v0ry_k1ng
nobody is going to play this. there is enough damn crappy AA balance mods around as it is. if you have modding talent, make a cool new mod or somthing, TA is done to death.

Posted: 30 Sep 2007, 18:00
by clericvash
Ivory if you don't have something good to post, don't bother.

This mods sounds interesting as he is having a slightly different approach than others, and the new units sound interesting too.

Posted: 30 Sep 2007, 19:40
by Saktoth
AA mods are a good way to learn how to mod and introduce yourself to basic mod concepts. Even if its never played, he will probably learn a thing or two in his experimentation.

Nothing wrong with that, really, is there?

Posted: 30 Sep 2007, 21:42
by clericvash
You hit the nail on the head. It is how i will most likely get into some kind of modding too.

Posted: 01 Oct 2007, 03:18
by Mr.Frumious
Umm, you keep adding units, but there are no descriptions for what these new units are. Also, I'm sitting here wondering about the windmills - iirc, the wind tag in Spring doesn't support multipliers, does it? Do those advanced windmills actually put out more energy?

Posted: 01 Oct 2007, 04:01
by FLOZi
Mr.Frumious wrote:Umm, you keep adding units, but there are no descriptions for what these new units are. Also, I'm sitting here wondering about the windmills - iirc, the wind tag in Spring doesn't support multipliers, does it? Do those advanced windmills actually put out more energy?
If it's implemented the same way as in OTA then it certainly should.

Posted: 05 Oct 2007, 16:06
by Complicated
I'm planning to remove the seadocks are they are extremely buggy in 0.5 and I'll be working on air, adding, removing possible adding actual tech 3 air like NOTA's Centurion but more units in that area so we can have some airship feuds which would be rather sweet. But that is only a thought so it may not be implimented.
Keep checking back for more updates

Posted: 13 Oct 2007, 07:12
by Complicated
Epic Annihilation 0.5 is exspected to be released during the October Break

With the much Anticipated Nuclear Submarine (As requested by a number of players)
Also a new weapon is going to be introduced into spring.

Posted: 13 Oct 2007, 15:33
by SpikedHelmet
AA, CA, BA, and now EA... am I missing any?

Posted: 13 Oct 2007, 15:56
by rattle
Yes, DA - Drolito Annihilation.

AA, BA, CA, DA, EA, F(un T)A, ... more to come?

Posted: 13 Oct 2007, 15:59
by RavingManiac
Galactic Annihilation (GA), perhaps?

Posted: 13 Oct 2007, 21:52
by Complicated
This isn't EA :S
EA is EMP annihilation

Posted: 14 Oct 2007, 19:44
by Public Enemy
I downloaded lastnight and really liked this. I found a little secreate that actually kills things. I'm not really sure as to how, but it does, so now i rape... lol

Posted: 15 Oct 2007, 01:53
by Complicated
RavingManiac wrote:Galactic Annihilation (GA), perhaps?
That's Final Frontier xD

GA however is Gundam Annihilation