Absolutely Excessive v0.2 updated for AA20

Absolutely Excessive v0.2 updated for AA20

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Pxtl
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Absolutely Excessive v0.2 updated for AA20

Post by Pxtl »

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]
Last edited by Pxtl on 22 Jun 2006, 06:05, edited 2 times in total.
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

Oh NOEZ

now we get speedmetal freeks everywhere!
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Deathblane
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Post by Deathblane »

At least they might appreciate the artistry of some of the better maps...
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Zenka
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Post by Zenka »

Yeah, at least they can play Speed games on other maps.
(So I'f I had enough of them, I can kill them all off on Metal Heck)
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Nemo
Spring 1944 Developer
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Post by Nemo »

/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 >_>
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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

Me, Longbow (of TAFF) and Zythe were going to do a mod called n00berhack back in the day. *whistful*
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Pxtl
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Post by Pxtl »

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 >_>
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.

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).
Leaderz0rz
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Post by Leaderz0rz »

make it all terrain too!
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Min3mat
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Post by Min3mat »

owh and give CORE obscene amounts of superunits, screw ARM only non-speedmetal players (NOOBS11!!11) use that lol
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Soulless1
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Re: evil, nasty and wrong: Absolutely Excessive for AA148

Post by Soulless1 »

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! ;)
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Zenka
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Post by Zenka »

Min3mat wrote:owh and give CORE obscene amounts of superunits, screw ARM only non-speedmetal players (NOOBS11!!11) use that lol
You just hate Anni's (and fleas)
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Nemo
Spring 1944 Developer
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Re: evil, nasty and wrong: Absolutely Excessive for AA148

Post by Nemo »

Soulless1 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! ;)
Already done, in a way: Low Fat FF

Its set up for 1.15 right now, but I can update it if anyone wants to play with it.
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Pxtl
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New version

Post by Pxtl »

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.
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NOiZE
Balanced Annihilation Developer
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Re: New version

Post by NOiZE »

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.
maelstroms Excel FBI editor can do it aswell....
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Pxtl
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Re: New version

Post by Pxtl »

NOiZE wrote:
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.
maelstroms Excel FBI editor can do it aswell....
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.
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Caydr
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Post by Caydr »

Still, it would be good when you only want to apply the changes to a certain group of units, rather than all of them.
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Pxtl
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Post by Pxtl »

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.
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".
Rudirogdt
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Post by Rudirogdt »

the mod rocks on speedy waters :D
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PenguinMaster
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Post by PenguinMaster »

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)
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Pxtl
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Post by Pxtl »

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.
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