Supreme Annihilation U V1.0
Posted: 26 Dec 2008, 02:52
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.
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.