Supreme Annihilation U75 V1.0 discussion - Page 10

Supreme Annihilation U75 V1.0 discussion

A supreme offshoot of a mighty bloodline...

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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Supreme Annihilation U58 V1.0 discussion

Post by Gota »

Noruas wrote:Reasoning?
Had no role...
No place for it.
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Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Re: Supreme Annihilation U58 V1.0 discussion

Post by Noruas »

It was a great unit for early dropping off with atlas, if you remove warrior, remove flea too, peewee does it just as good.
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SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: Supreme Annihilation U58 V1.0 discussion

Post by SirArtturi »

We want behes core t1 models now!
Last edited by SirArtturi on 04 Oct 2010, 19:15, edited 1 time in total.
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Gota
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Re: Supreme Annihilation U58 V1.0 discussion

Post by Gota »

Do they have scripts?
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SirArtturi
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Joined: 23 Jan 2008, 18:29

Re: Supreme Annihilation U58 V1.0 discussion

Post by SirArtturi »

yes they have. They are for example used in nixa's ba fork
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Gota
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Re: Supreme Annihilation U58 V1.0 discussion

Post by Gota »

ok i will
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Gota
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Re: Supreme Annihilation U58 V1.0 discussion

Post by Gota »

Supreme Annihilation U60

fixed some vales of turrets and buildings that broke as a result of adding Behe's ao plates.

Link: http://www.springfiles.com/show_file.php?id=2565

This file requires Supreme annihilation U36.
Link: http://www.springfiles.com/show_file.php?id=1677
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Supreme Annihilation U60 V1.0 discussion

Post by Gota »

Supreme Annihilation U61:

Slightly decreased the Mavricks DPS.
Slightly increased the cost of the Zeus and Can.
Slightly Increased rock oand storm weapon ranges.
Slightly Sped up T1 AA kbots and vehicles
Slightly increase HP of all bombers.
Reduces line os fight of missile boats even more.
removed amphibious units from the T1 sea lab.
Increased the HP of T1 con ships.
Increased the velocity of scout boat missiles.
Made destroyers deal less damage with their depthcharges and more with their plasma cannons.
Remove the blade gunship.
Nerfed water missile towers a bit.
Removed the stilleto bomber.

Link: http://www.springfiles.com/show_file.php?id=2565

This file requires Supreme annihilation U36.
Link: http://www.springfiles.com/show_file.php?id=1677
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Supreme Annihilation U63 V1.0 discussion

Post by Gota »

Supreme annihilation U62/63/64/65/66/67:

*Reduced costs of kbot cons.
*Reverted the roach explosion damage to its default higher value.
*Repaired Wind generator cob erros.
*Slightly nerfed hover scouts.
*Reduced fighter damage to ground units somewhat.
*Slightly buffed t1 aa bots and vehicles.
*Made ships move in a more natural way.
*Added a widget that stops selection boxes from selecting builders or clocked units when regular combat units are in the box as well unless alt is also pressed when selecting.


Link: http://www.springfiles.com/show_file.php?id=2565

This file requires Supreme annihilation U36.
Link: http://www.springfiles.com/show_file.php?id=1677
Chamrin
Posts: 33
Joined: 05 Mar 2010, 12:31

Re: Supreme Annihilation U63 V1.0 discussion

Post by Chamrin »

Ah, not the Stilleto! Awesome bomber.
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Wombat
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Joined: 15 Dec 2008, 15:53

Re: Supreme Annihilation U67 V1.0 discussion

Post by Wombat »

stilleto ;_;
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Gota
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Re: Supreme Annihilation U75 V1.0 discussion

Post by Gota »

Supreme annihilation U69/70/71/72/73/74/75:

Many changes were made to balance to make the balance tighter and make the game more tactical.

U72:improved fighter abilities and added back the Arm T2 flak vehicle.

U73:
made sumo take a bit less e to fire and slightly increased hp.
Added back DD, removed armed t2 mex.
Removed plates under mines.
Increased mine decloack radius.

U74:
Slightly increased T2 lab costs and slightly decreased the t1 mex income.
fixed air formation widget.

U75:
Slightly reduced t1 mex income.
Reduced T1 kbot lab costs.

Link: http://www.springfiles.com/show_file.php?id=2565

This file requires Supreme annihilation U36.
Link: http://www.springfiles.com/show_file.php?id=1677
gilboa
Posts: 41
Joined: 29 Apr 2010, 01:20

Re: Supreme Annihilation U75 V1.0 discussion

Post by gilboa »

Two questions:
1. What happened to the Advanced Moho maker? It seemed to have disappeared from the T2 engineer's menu?
2. What happened to most of the T3 kbots? Were they intentionally removed?

- Gilboa
gilboa
Posts: 41
Joined: 29 Apr 2010, 01:20

Re: Supreme Annihilation U75 V1.0 discussion

Post by gilboa »

FYI,

Previous questions aside, I see that U77 has been released.
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scifi
Posts: 848
Joined: 10 May 2009, 12:27

Re: Supreme Annihilation U75 V1.0 discussion

Post by scifi »

Gota ,he released some fixes to the last version.
Mainly the arm constructor build radius, and some stuff.
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Sgt Doom
Posts: 144
Joined: 19 Jun 2006, 10:52

Re: Supreme Annihilation U75 V1.0 discussion

Post by Sgt Doom »

In u77 on Spring .91, my commander isn't spawning, but the AI's spawns fine. Getting this error:

Code: Select all

[f=0000000] Error: LuaRules::RunCallIn: error = 2, GameStart, [string "LuaRules/Gadgets/init_game_spawn.lua"]:73: attempt to call field 'SetUnitLineage' (a nil value)
stack traceback:
	[string "LuaRules/Gadgets/init_game_spawn.lua"]:73: in function 'SpawnStartUnit'
	[string "LuaRules/Gadgets/init_game_spawn.lua"]:130: in function 'GameStart'
	[string "LuaRules/gadgets.lua"]:916: in function <[string "LuaRules/gadgets.lua"]:914>
	(tail call): ?
[f=0000015] false
[f=0000015] Error in Update(): [string "LuaUI/Widgets/gui_center_n_select.lua"]:27: Bad unitID parameter in GetUnitPosition()
Full log:
Attachments
_script.txt
(1.34 KiB) Downloaded 34 times
infolog.txt
(15.83 KiB) Downloaded 35 times
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PepeAmpere
Posts: 589
Joined: 03 Jun 2010, 01:28

Re: Supreme Annihilation U75 V1.0 discussion

Post by PepeAmpere »

Sgt Doom wrote:In u77 on Spring .91, my commander isn't spawning, but the AI's spawns fine. Getting this error:

Code: Select all

[f=0000000] Error: LuaRules::RunCallIn: error = 2, GameStart, [string "LuaRules/Gadgets/init_game_spawn.lua"]:73: attempt to call field 'SetUnitLineage' (a nil value)
stack traceback:
	[string "LuaRules/Gadgets/init_game_spawn.lua"]:73: in function 'SpawnStartUnit'
	[string "LuaRules/Gadgets/init_game_spawn.lua"]:130: in function 'GameStart'
	[string "LuaRules/gadgets.lua"]:916: in function <[string "LuaRules/gadgets.lua"]:914>
	(tail call): ?
[f=0000015] false
[f=0000015] Error in Update(): [string "LuaUI/Widgets/gui_center_n_select.lua"]:27: Bad unitID parameter in GetUnitPosition()
Full log:
1) Unpack (unzip) the mod/game file in some clean folder
2) go in "LuaRules/Gadgets/" and open file "init_game_spawn.lua" and there in line 73 write "------" at the beginning (you comment the problem line with old code - it wont be executed)
3) save the file
4) go in "LuaUI/Widgets/" and there delete files "gui_center_n_select.lua", "gui_attack_aoe.lua" and "unit_healthbars.lua"
5) Pack (zip) the folder with all mod files and rename the result fiel in some "<name>.sdz" ... then put it back into games/mods folders.
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Rumpelstiltskin
Posts: 292
Joined: 26 Jun 2012, 18:52

Re: Supreme Annihilation U75 V1.0 discussion

Post by Rumpelstiltskin »

if you perform the above listed actions, please upload the working version and post a link here.
I'd be happy to play SA again.
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Sgt Doom
Posts: 144
Joined: 19 Jun 2006, 10:52

Re: Supreme Annihilation U75 V1.0 discussion

Post by Sgt Doom »

Slight problem; where on earth does the Rapid system hide the files it downloads?
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Rumpelstiltskin
Posts: 292
Joined: 26 Jun 2012, 18:52

Re: Supreme Annihilation U75 V1.0 discussion

Post by Rumpelstiltskin »

Ask in the zero k channel or the user Licho specifically.
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