Absolute Annihilation for TASpring version repacked ...

Absolute Annihilation for TASpring version repacked ...

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Absolute Annihilation for TASpring version repacked ...

Post by genblood »

I've spent some time on repacking the AA mod for Spring to
conform to the new mod format. I've tested it and it looks like
almost all the units are working. My question do you want
me to get this uploaded so others can use it? Post your
comments on this subject ....
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

I'm very interested in this mod.
But some modifications will be needed to keep the balance intacte.

What do you thing about the future of this mod?
Make a fork of AA and then make our own balances thingy, or keep work in paralelle with the ota version?

The sad thing with AA, is that it is even more difficult to add a new race wich fit with new arm and core units :(
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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Post by genblood »

It looks like the people that made AA aren't going to re-pack
the AA version for TASpring. So, I spent some time and re-packed
it. I plan on getting it uploaded so others can try it out.

I plan on taking some time and see what I can do to improve
it and other things. Only time will tell ...
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

Why do you even ask?

If it DOES work (and not crash, as other converted mods here), then _of course_ load it up on fileuniverse so others can play, too :D
10053r
Posts: 297
Joined: 28 Feb 2005, 19:19

Post by 10053r »

Yes definately upload it. It is unfortunately horribly broken though. The core nuke silo detonates nukes upon launch in the silo. EMG weapons are WAY overpowered, etc.

I've been pleading with Cadyr on the AA site to fix it, but he seems to actually prefer the old engine, based on his silence to my requests. I don't understand why anyone would prefer the old engine, but there you have it. He said he would convert it as soon as we had paralyze, ressurect, and unit-specific damage support, but that has been around for a month, and he has stated that he dropped support for spring in that time. It sucks, because if we can't integrate the AA community in general, that will hinder growth of spring, and will also cause us to be stuck with XTA, which has its charms, but is not the wonder of balance that AA is.

If you want to fork AA and fix the bugs and unbalancing that result in moving it to the new engine, maybe we can steal the majority of AA players and drag the rest kicking and screaming into the new millenium.
Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

Can't you just copy the nuke launcher from XTA, then change the stats on it so it is an exact clone of the AA one? Or are the two different?
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

The main question is: Did you make a proper Armor.txt for it? I know AA makes heavy use of unit-specific weapon damages...
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[K.B.] Napalm Cobra
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Joined: 16 Aug 2004, 06:15

Post by [K.B.] Napalm Cobra »

The main question is: Did you make a proper Armor.txt for it? I know AA makes heavy use of unit-specific weapon damages...
The ammount of work that would take is caydrs current excuse for not doing it,
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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Post by genblood »

I haven't done anything for the armor.txt file. I did fix the Core
Nuke silo ... It fires nukes now ... :lol:


Its going to take time for the armor.txt to be done properly.


Should I wait till I complete the armor.txt before releasing?

Comments ...?
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

I guess yes.
Would be bad when several versions with totally different balanceing would be flying around...
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

[K.B.] Napalm Cobra wrote:
The main question is: Did you make a proper Armor.txt for it? I know AA makes heavy use of unit-specific weapon damages...
The ammount of work that would take is caydrs current excuse for not doing it,
http://www.fileuniverse.com/?p=showitem&ID=1215

Tra la la la la.
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Kuroneko
Posts: 483
Joined: 03 Jan 2005, 05:32

Post by Kuroneko »

Gnome wrote:
[K.B.] Napalm Cobra wrote:
The main question is: Did you make a proper Armor.txt for it? I know AA makes heavy use of unit-specific weapon damages...
The ammount of work that would take is caydrs current excuse for not doing it,
http://www.fileuniverse.com/?p=showitem&ID=1215

Tra la la la la.
*Huggles the armor generator*
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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Post by genblood »

The mod is packed and ready for others to play around with ... 8)
The mod is on the FU site. You can get it with this link:
http://www.fileuniverse.com/?p=showitem&ID=1469



Have fun ... hopefully no major problems ... :-)
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Re: Absolute Annihilation for TASpring version repacked ...

Post by PauloMorfeo »

genblood wrote:... My question do you want
me to get this uploaded so others can use it? Post your
comments on this subject ....
Whatever you choose, i for myself prefer to not have installers. I hate running executables that i don't know what they do.

I prefer just downloading the file and placing it in the right folder (like we've been doing with the maps).

Of course, many other people will want the other way. So, if you upload it, i'll accept either way. Still, my personal request has been made.

[Edit]
Well, you've already uploaded it. And it's not an installer.
[/Edit]
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

two points:
a) try replacing "faked" beamlasers with real one. (for example with the beamer l1 tower. Would make sense..

b) spring crashed when i used a liche and bombed nanotowers...
10053r
Posts: 297
Joined: 28 Feb 2005, 19:19

Post by 10053r »

Genblood, you rule. I just thought I'd express my appreciation. Now we just need to work out the kinks on AA and get the whole community playing it. It'll probably need some tweaks to make up for not firing through units and emg being stronger.
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

yeah spring is a lot different from oTA so give samsons a bit of a boost and storms and crashers etc. also if unit specific damage isn't in AA atm all its groovy balancing goes to waste!
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

Hum, balance is kinda broken now...
I think it could be better to remake the armor.txt in a more generic way.

But as I will not do it, make as you want ;)
Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

So Gnomes program makes a specific armour class for each unit automatically? Thats cool.

I think you guys might want to hold off on actually changing it to rebalance it. Caydr has shown interest in making an updated one, which would have many balance and game changes since this spring version was released, and knowing Caydr probably some Spring specific changes.

And you can thank Das Bruce for bringing this project to his attention (albeit in a less than diplomatic way as is normal for him). Also, you might include a note somewhere that this particular version is supported here rather than the AA forums. :wink:
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Yeah, that's what my program does, but I'll be the first to admit it's not the greatest or easiest to use program ever. It's fairly straightforward and doesn't take much effort if you just follow the instructions, though.
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