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Unit Overload v1.21!

Posted: 04 Aug 2006, 22:06
by Buggi
*v1.21*
Fixed the Arm Dora artillary model. Oddly, the textures got messed up on the 3DO file.

Also attempted to fix an odd "to many textures" bug that crept up only in certain instances. I tested and tested and never saw this bug. Then when trying to play a 4 player game with the mod the error was thrown. So I reduced the size of some of the new textures in hopes to defeat this evil limitation.

http://www.trynot.net/nick/Overload_v121.zip

*v1.2*
Updates include the addition of a L1 shield building. I seem to be taking a lot from TLL designs, man I love that work. The new L1 shield is small, colorful, and onoffable. It's the TLLWeb building, I had to rescript it to allow for the shield.

I also made the "Remover" (that uber nuke) FAR more expensive on your energy. The original release had it in test mode still. I was trying to determine just what determines how long it takes a nuke to build. I still don't know. :-/

I also made it so NanoTurrets can't be transported. I'm sure Caydr has this fixed for the next AA release, consider this a fan fix :)

I slowed Zippers down. If you looked at the walk animation compared to their speed, it was WAY off. Someone, somewhere decided these units would move twice as fast as they were designed to. TSK!

http://www.trynot.net/nick/Overload_v12.zip
Rename the ZIP extension to SDZ when you download. Sorry the webserver limitations didn't allow to download a file with the extension SDZ.

And above all, just have fun!

*old*
Okay so I made my own mod. I made it partially to understand the going's on of a mod file to create management software, but for now, I have a mod.

What does this mod do, you may ask? Well I was never one to tread lightly when it came to units. I love units... more units is a good thing. Sure people spam with PeeWee's, Gremlines, and Zippers... Those people do not want to play a strategy game. Strategy is about balance of forces. Ground forces and air forces all joining forces to poke a hole in the defense of your enemy.

So what I did was add some pretty gnarly defensive buildings. Expensive, yes. But fun to watch. There's Core's Double Barreled Buzzsaw (which I wouldn't say no to a remodel, btw), Arm's gatling bertha... (another one in dire need of a new model). And a handy long range pinpoint bertha that drains the energy bank when it fires...

A couple sweet flaker's to ward off the pesky air-swarm/spammers. 3 tanks in total added. One ship and one aircraft. The ship goes to Arm, the aircraft to both sides. And a long-distance sight tower to see them coming, sooner!

Core gets the MonkeyLord; an overpriced beast that (in 4 shots) can take out the orcon. And the Arm gets the Fat Shrew, a very creepy looking counterpoint to the MonkeyLord which can own a krog in 3 shots (or 4, depending on experience). :D

Shields have been changed to block EVERYTHING. People, these are SHEILDS... So rockets, lasers, and plasma are all stopped. Now the balance of this is simple, it stops more stuff, and doesn't hold it's charge as long in a full-out assault. And plastering your base with shields can have bad results in taking your own stuff out, so plan wisely! (until the new weapon tags can be put to use).

And lastly, for the games that just seem to have no end, there exists a silo so expensive and horribly long to build it must do a signicant amount of damage... Oh yes... for those games who simply cannot find end. Granted it's not immune to anti's!

And Emps? In all my games, I've seen one person use them... so I changed them around a little... Try it out.

Now I'm still refining the big picture here. Finding bugs etc. I'm not to concerned with minute balance, that's not what warfare is about. Knowing your enemy and a possible weakness is what it is about. So now you have the tools to fight an honorable battle!

http://www.trynot.net/nick/Overload_v12.zip

Oh, and speedmetalers... Prepare for chaos!

*edit*
You MUST have AA 2.11 installed! Caydr, you the man, keep up the great work!

Posted: 04 Aug 2006, 22:13
by jackalope
sounds like a porcer's dream

Posted: 04 Aug 2006, 23:33
by AF
*lusts after a screenshot*

Posted: 04 Aug 2006, 23:44
by clericvash
PICS, WE NEED PICS!!!!111one!

Posted: 04 Aug 2006, 23:50
by Buggi
Oh shoot! sorry! Pics to come!

And I found a few major things that need a bit of re-doing. Residual stuff from testing.

Posted: 05 Aug 2006, 00:47
by Min3mat
another thing to keep the noobs from our doorsteps, gj buggi

Posted: 05 Aug 2006, 00:53
by Theotherguy
so in other words,
Total Porc Fest 1.0

Posted: 05 Aug 2006, 01:15
by smoth
+1 ta varient :\

Posted: 05 Aug 2006, 02:58
by TheRegisteredOne
credits please

Posted: 05 Aug 2006, 03:10
by Buggi
You haters are so self rightous. Taking things a little to seriously.

Sometimes people like a little variety. All I wanted to do is have some fun.

Posted: 05 Aug 2006, 03:45
by smoth
not trying to put you down, just tired of seeing TA.

Posted: 05 Aug 2006, 03:50
by Nemo
if the dominant mod and most readily available source of content was SWTA, or gundam, or EE, we'd see endless varients of them too :P

But I still think that n00berhack hardly counted as a TA varient, heh.

On topic: yeah, it does sound a bit porcish, but you gotta start learning somewhere. integrating units and tweaking stats is a good place to begin learning how to set up a balance scheme.

Now Buggi, how about a .bos animation utility >_> <_<

Posted: 05 Aug 2006, 03:55
by smoth
I would object to any varients of gundam and do all I can to stop their existence. AA has mutators. Any varients can be handled there-in. OTA content needs to leave spring. More mods using it does not help.

Servo, works for animations.

Posted: 05 Aug 2006, 04:42
by Buggi
Nemo wrote:Now Buggi, how about a .bos animation utility >_> <_<
Not going to happen. The entire system will eventually be LUA anyway, so any work on BOS is futile.

And Smoth, where's the team of modelers, artists, and animators to create custom content?

Oh wait, there IS no team for Spring. A couple modders keeping things new is near impossible, especially when people keep coming down on work that, in many eyes, is never going to be done.

If you keep adding features to an engine that is never truly stress tested and bug squished, you'll wind up with a string of code longer than Windows XP and just as likely to crash.

Posted: 05 Aug 2006, 04:46
by mongus
where is sharpmap?


:lol:


nah always good to see new approaches, will give it a test run.

Posted: 05 Aug 2006, 05:14
by smoth
Buggi wrote:And Smoth, where's the team of modelers, artists, and animators to create custom content?
Is my work that easy to ignore... if you WAKEUP you will realize that gundam is done ENTIRELY BY ME. ONE FUCKING PERSON!

I suck at art.

I am nowhere near as good as a proffesional but my mod looks a HELL OF A LOT BETTER then that cofused outdated peice of crap that is OTA.

I am signing off.

Posted: 05 Aug 2006, 06:37
by Zoombie
While I disagree with the 'confused, outdated piece of crap' statement (Cuase I have a soft spot of OTA) i have to agree with Smoth.

Gundam does look very professional for a single guy. Also this mod sounds like a porc fest. But sometimes you need to porc. In fact I LOVE Porcing. Will I like this mod? Well I suppose I have to FIIIIIIIND out!

Posted: 05 Aug 2006, 06:43
by Johns_Volition
isn't the monkelord way to large to have a halfway decent pathing? I recall from other mods using it.

Uh and... no screens-no download :P Even if there's not much to see.

Posted: 05 Aug 2006, 07:17
by Buggi
Image

Like I said, the Firestorm and Large marge could use a new model. :/

Posted: 05 Aug 2006, 07:40
by smoth
I will redo the models if you include none of the units from OTA, just custom stuff. I ALSO offer the gundam textures to you(Not that all are applicable but many are usefull) all if you just get rid of OTA stuff and use only fan made stuff :)