Absolutely Excessive v0.2 updated for AA20
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Absolutely Excessive v0.2 updated for AA20
Updated for 2.0
You see, Caydr has spent years balancing AA to be the perfect multiparadigm TA mod. I, have spent a few hours hacking his hard work to bits.
Caydr, forgive me.
I give you: Absolutely eXcessive, a mutator for Absolute Annihilation. Now all you Speed Metal freaks can play your twisted form of play on any map.
Requires AA 2.0 to play. Multiplies the metal/energy output (and drain) of all powerplants/mines times 5. This means that effectively every unit in the game is five times cheaper to build.
Also, because the drain had to be multiplied to support solars and similar systems (they use drain to generate power) similar units that have a standing drain (like radars and makers) will also be multiplied. So keep an eye on your power.
But building is dirt cheap, so have fun.
At any rate, the whole mute is built automatically with a C# script - if anybody wants to make an "excessive" edition of another mod, bug me for it.
Oh, and don't play this on Speed Metal. It just seems silly.
Known bugs: Spring does not support changing the output of wind gens, so wind plants now output 50 + wind.
http://fileuniverse.com/?p=showitem&ID=3530
This time I seem to have figured out where to put the file. Yay me![/b]
You see, Caydr has spent years balancing AA to be the perfect multiparadigm TA mod. I, have spent a few hours hacking his hard work to bits.
Caydr, forgive me.
I give you: Absolutely eXcessive, a mutator for Absolute Annihilation. Now all you Speed Metal freaks can play your twisted form of play on any map.
Requires AA 2.0 to play. Multiplies the metal/energy output (and drain) of all powerplants/mines times 5. This means that effectively every unit in the game is five times cheaper to build.
Also, because the drain had to be multiplied to support solars and similar systems (they use drain to generate power) similar units that have a standing drain (like radars and makers) will also be multiplied. So keep an eye on your power.
But building is dirt cheap, so have fun.
At any rate, the whole mute is built automatically with a C# script - if anybody wants to make an "excessive" edition of another mod, bug me for it.
Oh, and don't play this on Speed Metal. It just seems silly.
Known bugs: Spring does not support changing the output of wind gens, so wind plants now output 50 + wind.
http://fileuniverse.com/?p=showitem&ID=3530
This time I seem to have figured out where to put the file. Yay me![/b]
Last edited by Pxtl on 22 Jun 2006, 06:05, edited 2 times in total.
- Deathblane
- Posts: 505
- Joined: 01 Feb 2006, 01:22
Damn. Sorry, I feel bad to rain on your parade - I crapped this thing out in a few hours and you actually put in some real effort.Nemo wrote:/Southpark
You bastard!
/southpark
And I'm just finishing n00berhack with a bunch of stupidly overpowered units ripped from various places <_<
Oh well, there are plenty of speedmetal addicts to go around >_>
Some suggestions for n00berhack (in case you haven't done them): anti-matter mine (biggest-explosion-ev4r!) and a heavily armoured walking nuke (bascially a buildable commbomb for those who can't get enough commbombage).
Re: evil, nasty and wrong: Absolutely Excessive for AA148
Pxtl wrote: At any rate, the whole mute is built automatically with a C# script - if anybody wants to make an "excessive" edition of another mod, bug me for it.
TAFF!

Re: evil, nasty and wrong: Absolutely Excessive for AA148
Already done, in a way: Low Fat FFSoulless1 wrote:Pxtl wrote: At any rate, the whole mute is built automatically with a C# script - if anybody wants to make an "excessive" edition of another mod, bug me for it.
TAFF!
Its set up for 1.15 right now, but I can update it if anyone wants to play with it.
New version
Also, I've beefed up my script. You can now alter or multiply any tag in an fbi file. You can supply a list of files to apply the script to, or just have it run through all the files in the directory. Anybody want a copy of this thing? Or should I not bother putting it onlyine. It's pretty primitive right now.
Re: New version
maelstroms Excel FBI editor can do it aswell....Pxtl wrote:Also, I've beefed up my script. You can now alter or multiply any tag in an fbi file. You can supply a list of files to apply the script to, or just have it run through all the files in the directory. Anybody want a copy of this thing? Or should I not bother putting it onlyine. It's pretty primitive right now.
Re: New version
Ah, just looked at the Excel FBI thing - very neato. Still, my script is a different purpose, although it's much simpler - more intended for being run as a quick macro for making gross automated modifications to all the units. Much clumsier than the sexy Excel thing.NOiZE wrote:maelstroms Excel FBI editor can do it aswell....Pxtl wrote:Also, I've beefed up my script. You can now alter or multiply any tag in an fbi file. You can supply a list of files to apply the script to, or just have it run through all the files in the directory. Anybody want a copy of this thing? Or should I not bother putting it onlyine. It's pretty primitive right now.
Yep. At first I wanted to make the program do "if this attribute, then that" but I got lazy. Instead, you just feed it a list of filenames to apply the modifier to, or "all files in folder". The script to make AX was effectively "apply the multipliers to all units" and then "set energy use to -50 for CORWIN and ARMWIN".Caydr wrote:Still, it would be good when you only want to apply the changes to a certain group of units, rather than all of them.
- PenguinMaster
- Posts: 25
- Joined: 04 Jun 2006, 04:18
PenguinMaster wrote:it rocks on maps that only have like, 4 metal spots on an entire map, and its krog-whoring-in-under-3-minutes for speedmetal(but it was always like that)
Rudirogdt wrote:the mod rocks on speedy waters :D

I should've known that's how it would be used. That's the height of redundancy right there.