Absolute Annihilation Realistic v0.2
Posted: 17 Jul 2006, 19:18
Absolute Annihilation Realistic v0.2
get it here: http://www.bodyshock.fi/hawkki/aar/
-------------------------------------------------------------------------------------
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.
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.
get it here: http://www.bodyshock.fi/hawkki/aar/
-------------------------------------------------------------------------------------
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.
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.