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Epic Annihilation Development Forum [0.71]

Posted: 15 Oct 2007, 12:19
by Complicated
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About
This mod is an OTA based mod introducing experimental mixes of units and balances. It also provides more tactics and strategies aswell as more use of other units than relying on one single unit. Also a new upgradable commander system has been introduced with three tech levels of CORE and ARM commanders.

Latest Version
Version 0.71
http://www.unknown-files.net/spring/370 ... lation_71/#

Latest Changes

Brief,
Epic Annihilation v0.61 -> 0.71
Arm Praetor can no longer be transported
Core light fusion now can morph
Minor changes to the xp required for morphing on turrets and commanders
arm jeffy and core weasel armour's moved to scouts
arm flash, skimmer and core gator, scrubber armour's moved to lightanks
arm stumpy anaconda, janus, gremlin, pantha and core leveler, raider, snapper armour's moved to medium tank
arm bulldog, lugar, hovertransport and core reaper, pillager, banisher, hovertransport armour's moved to heavy tank
arm penetrator and cor goliath armour's moved to very heavy tank
arm shellshocker and core wolverine and tremor armour's moved to hitrajtanks
arm merl and core diplomat armour's moved to Missiletanks
arm and core experimental labs moved to supercommander's Buildlists
arm adv fusion now also available in arm supercommander's buildlist
Core Behemoth hovertank removed due to missfiring
Core venom renamed to Core Siege and armed with plasmas to replace the Behemoth hovertank
Tech2 and tech3 commanders armours added into commander class
Obfuscate added to Arm and Core tech 2 construction unit buildlists
Core and Arm Advanced commanders retextured (Thanks to Mr.D)
new death messages added
Fusions no longer morph, building times take too long
t2 commanders now have wreckages

Previous Changes

Morphing was originally solely for the Three Commander Techs but it was decided to use this LUA for a better advantage, as common in any other morphing included mod, Metal Extractors, Solars have been included.
Also light fusions can also be upgraded into normal fusions and the same with advance fusions which helps you if you decide to go kbot, however fusion and adv fusion morphing takes alot of time. Light Laser Towers now morph into Heavy Light Laser Towers Or Beamers, bare in mind that it opens it up fully to be attacked where it cannot return fire. Heavy Laser Towers now have morphings to their respective pop-ups like the viper and Pitbull, this will require tech 2.
The Commander upgrades takes time to formulate and also will require tech two. This also makes commanders a much bigger hunted target.
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The Vulcans and Buzzsaws require huge ammounts of energy storage to fire, so 10k storage was added to ease the problems caused.

The anti matter facilities are massive energy generators much like the energy produced by commanders but on a larger scale and so they have their huge buildings for the generation, however it being a huge building, cloaking abilities have been provided. We gave them plenty of storage for just over 5 seconds to fill. These can only be built by Tech 3 commanders.
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The Eliminator is a quad missile silo which fires four rounds in one payload, the damage is slightly weaker than standard nukes but they tend to break through and cause serious damage, due to four being fired and one anti can only fire three antis per time. These can only be built by Tech 3 commanders. It's costs have been increased by 10%
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Considering the fear of massive ammounts of bombers, streamer/mecury reload has been decreased to 12.75, the costs are still as high as they were.

We believed the loading screens were dull and lacked enough, so we added new ones into the mod and some present some of the new units. Here are a few examples;
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We improved the maxdamage of the Praetor so it would last longer than five seconds against a krogoth, also refitting it's arm weapons with new lasers which should be interesting to see.

Considering the release of the brandnew advanced windmills, light fusions were moved up to tech two to be a smaller energy source instead of mass producing so many standard fusions. Beaware, these tend to explode violently.
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Advanced metal extractors were removed as it was creating problems with mex upgraders which could still be used if people do not want to morph.

In enlightment of the new morphing capabilities, All Advanced commanders have been removed from labs. This also eliminates mass producing them.

Hawks and Vamps were originally suppose to be stealthed, but unfortunately that wasn't carried on, but now it's been reimplimented.

Cloaker and Stealth settings were accidently added into the mod but it's been decided to keep them to make the game more... interesting? :]


AK Commandos have been added in to help defend against ARM warriors, their weapons are still being fitted, but at the moment they have experimental light weaponary.
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Crickets are also introduced as the CORE's Flea, Flea and Crickets have no weapons, fast scouting kbots which have Radar and Stealth, allowing them to remain hidden and watch around them, be aware that these are easily destroyed and can also cause alot of problems, ideal note is that they can be easily be mistaken for flash or instagators if somehow noticed on radar through intrusion or sonar.
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Advanced Hovercraft, we lacked these in spring but they are finally implimented, some of the units are not working to plan as of the now, but most of them are operational and provide a wide spread of uses. The hovers mostly resemble to tech two vehicles in armourment.


Naval Light Laser Towers have been introduced aswell, due to problems caused by hover craft as HLTs in the sea are the only vilable means to defending against them however are quite exspensive early in the game, the light laser tower does as the same on land also able to fire a torpedo which maybe removed if complaints spring up.

Floating Punishers/Guardians have been added for deep water outposts to slow or possible take out far away units without being damaged. Also a good way to attack inland if your sea. High-Trajectory is still be to be added.

Most water maps have not much land, sometimes barely little, so new Bertha, Silos, Tachyons and tech 2 artillergy has been added.

Credits
Many thanks to Trepan and Aegis for giving help and pointers in the LUA script, and Soul_Stealer for helping with screenshots and to Smoth of encouragement. Special thanks to Mr.D for allowing use of XTA Content.

Final note, the current releases are not a full release, these are evaluation tests and textures and heavily focused balance will not be implimented until the first full version

Posted: 15 Oct 2007, 20:24
by Neddie
How are you going to ensure that Tier II Vehicles do not become redundant? Are you balancing via role or via calculation - or both?

Posted: 15 Oct 2007, 20:32
by Complicated
The balances will consist of four major categories, and four sub categories, to each tree

For example, costs would be low for a scout, tech 2 scout will have a similar cost with an added %
AK will have a similar upgrades, for example

Peewee= ## metal , then
Warrior = Peewee + ##%, then
maverick = Warrior + ##%

Instagator = ## metal , then
raider = Instagator + ##% then
reaper = Raider + ## etc

The precentages will vary on the differences to each level of class
Peewee, Warrior, mavick being Infantry
Instagator, raider Reaper, goliath being tanks
Same with buildings

Posted: 15 Oct 2007, 20:40
by Complicated
Primary thread updated... New info regarding new units

Posted: 16 Oct 2007, 21:02
by Complicated
Current plans are to denerf the tech 2 hovers and probably remove the AK commando and find a suitable replacement as it does not move and fire.

wow

Posted: 16 Oct 2007, 21:52
by rcdraco
There's a little button on your posts in the top left called EDIT, it makes it so you don't need a new thread everytime you want to do a major change. You have 4 threads about your mod on this page already. Can I at least see some screenshots of this "mod"?
Neediedrow wrote: 1. Posting numerous new threads for the same or very similar content is unacceptable. You may have a new thread when your previous release thread is no longer relevant, has left the first page and you have a significant release to make.
Simply put.
Complicated wrote:Current plans are to denerf the tech 2 hovers and probably remove the AK commando and find a suitable replacement as it does not move and fire.
And this? You have to edit the script, any modder can do it, so fix it yourself. Should be in AimWeapon1(), or FireWeapon1().

Re: wow

Posted: 16 Oct 2007, 22:01
by Complicated
rcdraco wrote:There's a little button on your posts in the top left called EDIT, it makes it so you don't need a new thread everytime you want to do a major change. You have 4 threads about your mod on this page already. Can I at least see some screenshots of this "mod"?
I was told to make this thread you moron, noticing I had requested the other threads to be locked cause the senseless spam. Only discuss something helpful and refrain from bitching from here on. Any inappropiate messages to provock flaming or profanity will be immediately removed and delt with.

Posted: 17 Oct 2007, 00:36
by rattle
Can I correct your awful spelling?

who?

Posted: 17 Oct 2007, 00:57
by rcdraco
Complicated wrote:Any inappropiate messages to provock flaming or profanity will be immediately removed and delt with.
You aren't an admin first off, and what useless spam. I have had all of my mod wikis ad-destroyed at one point or another, and even to the extent of helping other people keep there's up. You think harsh criticism is spam, and yet you still haven't posted any screenshots. Screenshots sell mods, almost as much as cheap words like "tactics" and "strategies" Every screenshot in the mod link shows spamming, and very little of these so called tactics. Show some flanking, pinching, artillery assaults, amphibious raids, those are tactics.

Re: who?

Posted: 17 Oct 2007, 01:49
by Complicated
rcdraco wrote:
Complicated wrote:Any inappropiate messages to provock flaming or profanity will be immediately removed and delt with.
You aren't an admin first off, and what useless spam. I have had all of my mod wikis ad-destroyed at one point or another, and even to the extent of helping other people keep there's up. You think harsh criticism is spam, and yet you still haven't posted any screenshots. Screenshots sell mods, almost as much as cheap words like "tactics" and "strategies" Every screenshot in the mod link shows spamming, and very little of these so called tactics. Show some flanking, pinching, artillery assaults, amphibious raids, those are tactics.
If you failed to notice, screenshots as stated are available through that link. But since you keep whining, and complaining, then oh well, maybe I should, but consider putting it into simple less whining request like
"Hi, you mod would be better if you uploaded some screenshots into the thread, it'll sell your mod much better"

Posted: 17 Oct 2007, 01:54
by Public Enemy
why dont you just make a forum?

Posted: 17 Oct 2007, 02:14
by Complicated
Public Enemy wrote:why dont you just make a forum?
cause I've not got a team xD

It's me doing this mod alone, until I can sister this mod with Aboksee and Sefidel's

Posted: 17 Oct 2007, 04:00
by Complicated
New screenshots added.

Posted: 17 Oct 2007, 04:02
by Public Enemy
Complicated wrote:
Public Enemy wrote:why dont you just make a forum?
cause I've not got a team xD

It's me doing this mod alone, until I can sister this mod with Aboksee and Sefidel's
But at least we can all get updates/chat about it/ask questions/give input in an organized manner.

Posted: 17 Oct 2007, 04:15
by Complicated
Nobody would go on it? :/

Posted: 17 Oct 2007, 13:43
by smoth
Complicated wrote:
Public Enemy wrote:why dont you just make a forum?
cause I've not got a team xD
You don't need a team, I am working on 2 projects and am running a phpbb which I actually patch from time to time(actually patching it right now lol)

Posted: 17 Oct 2007, 14:27
by SinbadEV
smoth wrote:
Complicated wrote:
Public Enemy wrote:why dont you just make a forum?
cause I've not got a team xD
You don't need a team, I am working on 2 projects and am running a phpbb which I actually patch from time to time(actually patching it right now lol)
Yeah but you have like superhuman motivation or something.

Posted: 17 Oct 2007, 14:54
by smoth
SinbadEV wrote:Yeah but you have like superhuman motivation or something.
excuses do no good, I think I have average levels of motivation.

Posted: 17 Oct 2007, 17:30
by SinbadEV
smoth wrote:
SinbadEV wrote:Yeah but you have like superhuman motivation or something.
excuses do no good, I think I have average levels of motivation.
Ah, then the problem is that I have sub-human motivation levels?

also @rcdraco: It's not for you to decide how many times someone can post a new thread for there mod... in my opinion a new thread is nice because it doesn't have all the discussion that no-longer applies to the current version. If you feel someone is posting too many new topics please contact a Moderator.

Posted: 17 Oct 2007, 19:21
by Complicated
Well I'm going to sister my mod with Sefidel and Aboskee's Mod. I'll host them a forum to work on, and also announcements to follow onto my mod, the tech two tree for kbots, vehicles and air will be heavily worked on and slight changes to their stats will. Aswell as transporting issues with ARM's Praetor, also akcommando's moving firing problem will be resolved and refitted with Duo Lasers much like the arm.
Tweaks on tech 2 hovers will also commence.

It is also decided to create a brand new cloaker tower, but it isn't promised at all. These will be quite exspensive and maybe a lil bit strong. No weapons, sole purpose to cloak a base with a very high cost at a certain radius