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Supreme Annihilation U V1.0

Posted: 26 Dec 2008, 02:52
by Gota
I have released a redone Version of SA 1.0 with small balance changes.

http://spring.jobjol.nl/show_file.php?id=1334

description:


Supreme Annihilation V1.0:

Supreme Annihilation is the latest in a series of modifications to the RTS classic Total Annihilation as modified to fit the Spring engine.
This mod is based on an Absolute Annihilation / Balanced Annihilation / Tired Annihilation for unit options and basic gameplay.

List of significant changes from its predecessors:

Supreme Annihilations unit balance is based on a refined costing formula established for a proof of concept in Tired Annihilation. Many unit options and bugfixes have been integrated back in from Balanced Annihilation.
Several notable gameplay factors include functional artillery, effective ground-based anti-air, standardized Build Times, functional mobile anti nukes, radar units that dont attack, and a variety of functional, effective starting options that dont force competitive players down narrow build paths.

Supreme Annihilation U V1.0:

This is an updated version of Supreme Annihilation V1.0.
I have fixed many scripts,models and all sorts of broken Stats and weapons.
The widget and gadget sets have been updated to work with the new version of Spring.
The technical changes are vast both because SA 1.0 had many glitches on its own and also because of the multiple spring updates.

In terms of Balance this is almost identical to SA except the following changes that i thought would enhance and correct the balance and gameplay.

Slashers and samsons now shoot both air and land and were balanced to fit their new found powers :).
Scouts can shoot.
The Intrusion Countermeasure System was removed from the game.
The commando unit was removed.
I have made all units cheaper by 5% and all buildings,turrets and constructions units more expensive by 5%.
Nano towers now build at a speed of 300 instead of 250.
fixed the overshot of the Rocko and storm(missiles flying longer than should as it happens in BA and SA 1.0).
T1 artillery range was increased slightly and its DPS decreased slightly so that IT can freely shoot at HLTs and not automatically get into their range and be killed.
The Junos missiles now reveals los in the missiles area of effect for 10 seconds and also sweeps mines and kills radars and jammers.
The missile price was increased a bit and the are of effect decreased.
T1 Amphibious construction vehicles can no longer climb on hills like construction kbots can.
The commanders Hp was reduced to 3200 instead of 4200.
The lighter core Crawling bomb was moved from t2 to the t1 core kbot lab.
added sonar capabilities to torpedo launchers,torpedo planes and torpedo gunships(so your entire fleet of torp bombers wont be rendered useless cause you dont have a sonar plane near by or it gets killed by AA).
Torpedo launchers got an increase in cost cause sonar was added to them.
I didn't add any cost to the torpedo bombers or gunships because they were balanced just like the regular bombers and should have similar capabilities at sea like regular bombers have on dry land.
Furthermore,sea economy already has a clear advantage since only torpedo planes can get it while land eco can be gunned down with sea artillery and LRPC ships..
Removed special damages to t3 units by all sorts of turrets and units(except the sniper).
Balanced the t1 pop ups correctly.

Edit:
forgot to mention i removed morphing completely.

Re: Supreme Annihilation U V1.0

Posted: 26 Dec 2008, 12:12
by Guessmyname
Gota wrote:Several notable gameplay factors include functional artillery, effective ground-based anti-air, standardized Build Times, functional mobile anti nukes, radar units that dont attack, and a variety of functional, effective starting options that dont force competitive players down narrow build paths.
These are present in practically every TA clone...

Re: Supreme Annihilation U V1.0

Posted: 26 Dec 2008, 13:19
by BaNa
See i may just play with this, the changes seem okay and i liked SA.

Re: Supreme Annihilation U V1.0

Posted: 26 Dec 2008, 13:35
by Pressure Line
Gota wrote:The Junos missiles now reveals los in the missiles area of effect for 10 seconds and also sweeps mines and kills radars and jammers.The missile price was increased a bit and the are of effect decreased.
interesting idea. seems like it could be used as an "instant scout" to determine enemy force composition. love to see how that actually gets used though.
Gota wrote:T1 Amphibious construction vehicles can no longer climb on hills like construction kbots can.
be careful with that, it was done for a reason (most maps have very steep shorelines and/or underwater contours) and what about the t2 amphi tanks?
Gota wrote:Removed special damages to t3 units by all sorts of turrets and units(except the sniper)
If I may ask, why not the sniper? Or is it intended to have more of a dedicated anti-T3/heavyT2 role?

Re: Supreme Annihilation U V1.0

Posted: 26 Dec 2008, 13:52
by BaNa
be careful with that, it was done for a reason (most maps have very steep shorelines and/or underwater contours) and what about the t2 amphi tanks?
truth, alltho i think CA did away with the go-everywhere amphib con and they manage ok...

Re: Supreme Annihilation U V1.0

Posted: 26 Dec 2008, 15:26
by Pressure Line
*nods* just something to look out for

Re: Supreme Annihilation U V1.0

Posted: 26 Dec 2008, 16:07
by Gota
Well i tested it on a few popular maps,seems fine and I intentionally nerfed it so that on bigger maps that have hills and mexes on hills kbots will still be useful.
In BA for example Kbots are not good on big maps because they are slow and amphibious tanks can still climb hills and move fast.
I also don't see why an amphibious unit needs to be able to climb hills.
In BA it was done because BA is centered around the T1 vehicle lab.

Re: Supreme Annihilation U V1.0

Posted: 26 Dec 2008, 16:08
by Gota
Guessmyname wrote:
Gota wrote:Several notable gameplay factors include functional artillery, effective ground-based anti-air, standardized Build Times, functional mobile anti nukes, radar units that dont attack, and a variety of functional, effective starting options that dont force competitive players down narrow build paths.
These are present in practically every TA clone...
Eh no.
BA's T1 artillery is unusable for example.
Which means a lot since BA is played the most.

Re: Supreme Annihilation U V1.0

Posted: 26 Dec 2008, 16:12
by Gota
Pressure Line wrote:
Gota wrote:The Junos missiles now reveals los in the missiles area of effect for 10 seconds and also sweeps mines and kills radars and jammers.The missile price was increased a bit and the are of effect decreased.
interesting idea. seems like it could be used as an "instant scout" to determine enemy force composition. love to see how that actually gets used though.
Gota wrote:T1 Amphibious construction vehicles can no longer climb on hills like construction kbots can.
be careful with that, it was done for a reason (most maps have very steep shorelines and/or underwater contours) and what about the t2 amphi tanks?
Gota wrote:Removed special damages to t3 units by all sorts of turrets and units(except the sniper)
If I may ask, why not the sniper? Or is it intended to have more of a dedicated anti-T3/heavyT2 role?
Well this is a tribute to BA.The sniper was always considered to be a sort of a counter to t3 so i decided to leave it like that.

Re: Supreme Annihilation U V1.0

Posted: 26 Dec 2008, 18:01
by Guessmyname
Gota wrote:
Guessmyname wrote:
Gota wrote:Several notable gameplay factors include functional artillery, effective ground-based anti-air, standardized Build Times, functional mobile anti nukes, radar units that dont attack, and a variety of functional, effective starting options that dont force competitive players down narrow build paths.
These are present in practically every TA clone...
Eh no.
BA's T1 artillery is unusable for example.
Which means a lot since BA is played the most.
Eh, I think it was just your wording. Saying 'functional' is different from 'unusable', as 'functional' implies that all the artillery in the other mods aren't working (as in, from a technical standpoint). Hence the confusion. The "radar units that dont attack" thing still gets me confused though; pretty much all dedicated radar/jamming units are unarmed...

Re: Supreme Annihilation U V1.0

Posted: 26 Dec 2008, 18:55
by Gota
I just copied Tired's description for the SA thread that's all..

Re: Supreme Annihilation U V1.0

Posted: 26 Dec 2008, 22:02
by Evil4Zerggin
BaNa wrote:
be careful with that, it was done for a reason (most maps have very steep shorelines and/or underwater contours) and what about the t2 amphi tanks?
truth, alltho i think CA did away with the go-everywhere amphib con and they manage ok...
We put it back. SSB for example has pretty steep beaches. Although you can use slopeMod to reduce units' performance on slopes without blocking them entirely.

Re: Supreme Annihilation U V1.0

Posted: 26 Dec 2008, 23:00
by Gota
they can still go down to the water easily.
Its already a big advantage for a land lab to be able to use underwater mexes.

Re: Supreme Annihilation U V1.0

Posted: 26 Dec 2008, 23:27
by Gota
Oh i forgot to mention i re calibrated some of the ships so that their shooting distance takes into account their size and turret position since some ships are very long and have their barrels set at the back while in most other units the differences are extremely small.

Re: Supreme Annihilation U V1.0

Posted: 27 Dec 2008, 01:12
by Saktoth
BaNa wrote:
be careful with that, it was done for a reason (most maps have very steep shorelines and/or underwater contours) and what about the t2 amphi tanks?
truth, alltho i think CA did away with the go-everywhere amphib con and they manage ok...
In CA, you dont get amphs cons from the vehicle lab. You get them from the amph lab only. But they do have kbot slope, yes (one is actually a kbot! I plan to make them all kbots).

Re: Supreme Annihilation U V1.0

Posted: 27 Dec 2008, 02:44
by Pxtl
Just move the amph-con to L2. L1 amphs were an AA tack-on that seems to be causing more trouble than good.

Re: Supreme Annihilation U V1.0

Posted: 27 Dec 2008, 14:26
by REVENGE
A few really good ideas here.

Re: Supreme Annihilation U V1.0

Posted: 28 Dec 2008, 16:03
by Gota
Come play than :-)

Re: Supreme Annihilation U V1.0

Posted: 28 Dec 2008, 23:38
by BaNa
I said it in pm ill write it here, the new role for juno seems nice. You may want to make junos kill other junos tho.

Re: Supreme Annihilation U V1.0

Posted: 29 Dec 2008, 00:38
by Gota
Thing is Juno costs more than 1k...it will be a cat and mouse game..can you send a missile at the enemy juno faster than he.
Juno missile don't cost enough to inflict such damage.
Plus,what for?what good will it do?I have reduced the Juno's area of effect substantially as it is...