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Absolute Annihilation Realistic v0.2

Posted: 17 Jul 2006, 19:18
by hawkki
Absolute Annihilation Realistic v0.2

get it here: http://www.bodyshock.fi/hawkki/aar/

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updated 4.8

I am glad to announce that i have started the work on this mod. I was lucky to get a friend of mine to help me with it since especially game testing is now much easier. The concept and idea behind the mod is discussed in this thread: http://taspring.clan-sy.com/phpbb/viewtopic.php?t=6033

We have worked on this project for not that long at this point, but the direction it is going is definately what we wanted it to be.

So i release the current changelog here so you can get a clue of where the project is going.
  • changes compared to AA 2.11
    --------------------------------------------
    v0.1 public beta
  • Hyper Radar Tower armeye & coreye removed
  • Moho Metal Maker armmmkr & cormmkr removed
  • Metal Generator armmg and cormg removed
  • Commander armcom and corcom Health multiplied by 1.5 (3000->4500), MetalMake multiplied by 2 (1,5->3 )
  • Advanced Radar Tower armarad and corarad LOS multiplied by 2.5 (arm 1040->2600, core 975->2438 ), EnergyCost multiplied by 2.5 (arm 1830->4575, core 1920->4800 ), RadarDistance multiplied by 1.5 (arm 4165->6248, core 3825->5738 )
  • Radar Tower armrad and corrad LOS and RadarDistance multiplied by 2 (arm 910->1820 and 2100->4200, core 845->1690 and 2250->4500 ), EnergyCost multiplied by 2 (arm 750->1500, core 800->1600 )
  • Scout planes armpeep and corfink LOS and RadarDistance multiplied by 2 (arm 897->1794 and 1300->2600, core 832->1664 and 1100->2200 ), EnergyCost multiplied by 2 (arm 1475->2950, core 1369->2738 )
  • Arm Radar Vehicle armseer LOS and RadarDistance multiplied by 2 (1000->2000 and 1800->3600), EnergyCost multiplied by 2 (1941->3882 )
  • Core Radar Kbot corvoyr LOS and RadarDistance multiplied by 2 (925->1850 and 1350->2700), EnergyCost multiplied by 2 (1283->2566 )
  • Commander Blast (Matter/AntimatterExplosion ) AoE doubled (720->1440 )
  • Commander armcom and corcom made resistant against Matter/AntimatterExplosions.
  • Moho Geothermal Powerplant amgeo and cmgeo EnergyMake doubled (arm 1500->3000, core 1000->2000 ), Self-D and ExplodeAs set to new values, now called NuclearBlast.
  • Fusion Powerplants armfus and corfus EnergyMake increased (arm 750->950, core 850->1050 ), Self-D and ExplodeAs set to new values, now called NuclearBlast.
  • Commander laser armcomlaser range increased (300->400 )
  • Weapon NuclearMissile AoE doubled (1280->2560 ), impulsefactor halved (2->1 ), Range increased (27500->99999 ), edgeeffectiveness decreased (0,3->0,01 ), MetalCost multiplied by 2 (1000->2000 ), EnergyCost multiplied by 2 (125000->250000 ) ReloadTime increased (120->150 )new explosion GFX
  • Advanced Fusion Reactor EnergyMake multiplied by 2, Self-D and ExplodeAs set to new values. Renamed -> Experimental Fusion Reactor, BuildTime increased by 10k. Experimental Fusion Reactor now produces ~5x more power than ordinary fusion reactor, takes 3x longer to build and has over 6x the health.
  • Deflection Field Emitter corgate and armgate BuildTime halved, ChargeCost reduced (400.11->375), ShieldColor changed.
  • Added Tactical Nuke Launcher to Core
  • Mobile Tactical Nuke Launcher REQ now called Mobile Cruise Missile Launcher, fires CruiseMissiles. Weapon CruiseMissile is interceptable, AoE 200, damage 55000.
  • Stationary Anti-Missile Defence's weapon's EnergyCost and MetalCost doubled.
  • Mobile Anti-Missile Defence's weapon's coverage radius decreased (2000->1500 ), EnergyCost and MetalCost halved.
  • All energy producing building's energy storage ability removed except for Experimental Fusion Reactor's. Makes EnergyStorage buildings NOT useless anymore.

    v0.2ca
  • Commander Blast (Matter/AntimatterExplosion ) AoE halved (1440->720 ), damage increased to 99999
  • Weapon NuclearMissile damage increased (7500->99991 )
  • Experimental Fusion Reactor Self-D and ExplodeAs (ADVFUSION_BLAST ) AoE decreased (720->600 )
  • Fixed Core Cruise Missile Launcher bug that made Spring crash
  • Remade and sorted out the weapons.tdf file (does not affect gameplay in any way)
  • Mod renamed "Absolute Annihilation Realistic" -> "AAR"
  • Made Nuclear Warfare A viable tactic. Made major decreases to weapon cost&build duration figures for nukes, antinukes and cruisemissiles. The units' cost&build duration remains the same.
And to explain what these versions mean: Always when a new "version" is added it means we have played one simulated game to see how the changes affect in real situations. While adding and fiddling with values we only start a game and add specific units and see how they react and so on.

There will be a public beta in not so long since the requests for one have kept coming, but keep in mind it will only demonstrate the direction the game is changed in, so balance cannot even be expected.

Posted: 17 Jul 2006, 19:28
by esteroth12
eh... you ought to remove the DGun if you are going to give the comm so much health

why does Core have more expensive, weaker radars?

Posted: 17 Jul 2006, 20:58
by chlue
Hm instead of increasing LOS by large factors I think it is better to start by scaling the unitsize down. As far as I understand you want something like EE-Epic. If you just increase a lot of ranges (fire, LOS, radar,...), then I fear that mapballance will be serios hurt on most maps.
(My opinion of more realismn is something like half unitsize, LOS [of the units] untouched, firerange *1.5, unitspeed *2, 5times faster plasma,...)

Anyway I am locking forward to playtest this modification.

Posted: 17 Jul 2006, 21:04
by Cheesecan
Go do something else cheesecan -moderator

Posted: 17 Jul 2006, 21:06
by Drone_Fragger
Very constructive there.

Posted: 17 Jul 2006, 21:09
by Cheesecan
Drone_Fragger wrote:Very constructive there.
Yeah well I don't understand why newbies think they can balance the mod better than Caydr. Also, even if he enjoys it himself(which I can understand) no one else is going to want to play it with him. Go ahead and prove me wrong.

Posted: 17 Jul 2006, 21:13
by Pxtl
Really, the idea of doing a realism game based on TA's units is horribly flawed anyways. Realistic weapons in TA units would be Instagib.

Think: high tech machines with computer controlled targetting and heavy cannons. I imagine it would basically be "get line of sight, obliterate enemy with rapidfire cannons" - and that's the basic units. More advanced units would just be lobbing missiles everywhere.

Posted: 17 Jul 2006, 21:25
by hawkki
Cheesecan wrote:Yeah well I don't understand why newbies think they can balance the mod better than Caydr. Also, even if he enjoys it himself(which I can understand) no one else is going to want to play it with him. Go ahead and prove me wrong.
You must be a dumb sillywilly. I do this for my own pleasure, i am not trying to extend the missing 10cm of my dick by playing some kind of mod-god. And i am not trying to rebalance AA. This is going to be something really different from aa. AA is balanced as it is atm but i try to create a mod that plays differently.

That i am sure off that "no one" is ever going to play with me, it is the same with EE and all other great mods out there, nanoblobs and so on. The community is so small that it barely has enough players to have a AA game going on constantly. But according to your intelligence no-one should ever try to do anything because we already have caydr and his mod! Very clever indead.

And because you guys seem to choke on the word realistic i must consider renaming it something totally different. So you could breathe freely. Or NOT.

If i could scale down every unit easily to half size i would do it. But there is no way so i must stick to these easy modifications.

Posted: 17 Jul 2006, 21:38
by Targon
I'm all for a mod that shoots for realism, or at least some new type of gameplay other than the done to death ota core that nearly every mod orbits about

Posted: 17 Jul 2006, 21:39
by Machiosabre
esteroth12 wrote: why does Core have more expensive, weaker radars?
yeah I noticed that to, the hell is up with that?

Posted: 17 Jul 2006, 22:01
by Charlemagne
A realistic mod wouldn't be balanced, at least if we are talking modern day-like warfare.

As for ARM vs CORE well... realistically the core would have won by now. Biological warfare, need I saw more?

Posted: 17 Jul 2006, 22:11
by KDR_11k
Who knows what kind of biological makeup the Arm have by now? Never mind that if their vehicles can take a hit from a plasma shell they sure as hell aren't going to let viruses in. And aren't the Core dependent on off-world communications to keep functioning?

Posted: 17 Jul 2006, 22:18
by hawkki
Machiosabre wrote:
esteroth12 wrote: why does Core have more expensive, weaker radars?
yeah I noticed that to, the hell is up with that?
Dont know, it has been that way since OTA IIRC. Probably has to do something with the different styles the factions have.

Posted: 17 Jul 2006, 22:21
by Min3mat
Idle work doesn't hurt you, keep it constructive or keep out -moderator

Posted: 17 Jul 2006, 22:32
by Guessmyname
Oi. Let him refine it before bashing it.

Posted: 17 Jul 2006, 22:39
by BvDorp
Cheesecan wrote:snip
Pxtl wrote:Really, the idea of doing a realism game based on TA's units is horribly flawed anyways. Realistic weapons in TA units would be Instagib.

Think: high tech machines with computer controlled targetting and heavy cannons. I imagine it would basically be "get line of sight, obliterate enemy with rapidfire cannons" - and that's the basic units. More advanced units would just be lobbing missiles everywhere.
Cheesecan wrote:
Drone_Fragger wrote:Very constructive there.
Yeah well I don't understand why newbies think they can balance the mod better than Caydr. Also, even if he enjoys it himself(which I can understand) no one else is going to want to play it with him. Go ahead and prove me wrong.
Min3mat wrote:since all you've done is remove perfectly balanced units, randomly make radar and LoS (which were already fine) even larger for certain units and give the com more health i don't see wtf you are playing at. its idiocy, not only are you failing to make a good mutator AND releasing it before you've done ANYTHING useful. You also post what you want to end up with and have made changes completely outside the area you outlined as well as doing nothing that you said you would do.
have a nubcaek.
Dudes, wtf is happening here? I vote Cheese for warning, this is completely out of line. As Ice Age 2 stated: Let's not destroy the creativity here.

Posted: 17 Jul 2006, 22:44
by smoth
BvDorp wrote:Dudes, wtf is happening here? I vote Cheese for ban, this is completely out of line. As Ice Age 2 stated: Let's not destroy the creativity here.
BvDorp wrote:......If we all grew some social skills, nothing like this forum would be needed. After all, it just keeps ppl out.

My argument: learning to deal with ppl is better than protecting urselves.
QFT

Posted: 17 Jul 2006, 22:44
by rattle
Why does this forum more and more seem like a talkshow to me...

Anyway I like the basic idea. Are you going to nerf the damage/hitpoints too or introduce something like a paper/rock/scissor system?

Posted: 17 Jul 2006, 22:54
by Snipawolf
Grrr, damnit, give it a chance, I would like to see this, Might suck big ones, might be kinda bad, might be okay, might be amazing!

I preferably think that this will be a good learning experience for me anyhow... I study mods and mutators...

While realism doesn't //--*MAKE*--\\ gameplay, it can change it to be radically different...

I will give this a shot... I hope it's good and good luck hawkki

Posted: 17 Jul 2006, 23:03
by Zoombie
I would like to see a more realistic, different paced mod for AA.

And good god guys, give the man a chance. So what if its bad? Is it better to try and fail then to never try at all?