Staredit Network > Forums > Modding Projects > Topic: Armageddon Onslaught 2.3 - Development Thread
Armageddon Onslaught 2.3 - Development Thread
Mar 9 2009, 6:07 pm
By: IskatuMesk
Pages: < 1 « 3 4 5 6 78 >
 

Apr 5 2009, 1:54 am IskatuMesk Post #81

Lord of the Locker Room

Okay. I was looking through armor/upgrades before. So SG corrupts them on contact... that explains it.

Well, now I just need to find out why your terrain Ai is desyncing the game and dropping people. That won't be so easy to figure out.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Apr 5 2009, 10:58 am IskatuMesk Post #82

Lord of the Locker Room

I have fixed the desync. I don't know what caused it, other than it having to do with the Terran AI. I've encountered something like this in the past. Just changing random stuff in the AI seems to have fixed it.

AO is currently working very well and builds every single of the new units. Other than it constantly retreating the Fallen Hero/Mal`Ash when they get injured, it's timed good and works well.

I've worked to improve the Protoss and Terran AI's since I am on my own for those. Right now 4 computers can hold a stalemate with AO in late-game if its land units have a hard time reaching them.

My final concept has changed. I am looking at adding the following units;

- A new high-tier air unit. Unsure of specifics or exact number. Maybe even Gahennas ships...
- The Tiamat.
- Finalizing Zeus.
- Doom Knight, if his graphic works - a generic high-tier spammable melee unit.
- Gatekeeper of Chaos.
- Mastermind.
- One or two others.

Then the mod is virtually finished.

A lot of stuff I wanted to do won't be done, including CGI menus and a CGI intro. I quite simply am not talented enough or capable of creating those assets and I probably never will be. So I am just going to work on finishing the mod and closing the book on my starcraft modding for all time.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Apr 5 2009, 3:25 pm Symmetry Post #83

Dungeon Master

Quote from IskatuMesk
I have fixed the desync. I don't know what caused it, other than it having to do with the Terran AI. I've encountered something like this in the past. Just changing random stuff in the AI seems to have fixed it.

AO is currently working very well and builds every single of the new units. Other than it constantly retreating the Fallen Hero/Mal`Ash when they get injured, it's timed good and works well.

Very good to hear. I look forward to the final product (as always) =D



:voy: :jaff: :voy: :jaff:

Apr 5 2009, 3:41 pm FlyingHat Post #84



I also look forward to AO 3.0 =D



None.

Apr 6 2009, 12:09 am IskatuMesk Post #85

Lord of the Locker Room

Here's some screenshots from our game last night.



Typical AO game when Armageddon gets the off position in BGR. Armageddon hits Onslaught state and just shits units out of its base.



Typical Mal`Ash killcount.



Here's an idea of Eclipse's range - it will just catch Brown's base and Teal's base and kill everything besides battlecruisers at that range.



Fallen Hero & Co wasting HKS' cannons. Not shown in picture - entire Armageddon army trapped behind a gateway just spinning around.



My fleet of shuttles I hovered over HKS' nexus to prevent him from clicking on it.



Here is were we (re: the remaining computers) held the line for over an hour.



Typical swarm of land units. The fleet and air units would typically go into Orange's base but fall short of killing him, or true to go to Blue's base and get stasis fielded over and over. AO needs to use clear_combatdata to randomize its targets.



Every single thing on this screen is about to die.



One of the reasons we held out so long was because a large chunk of AO's big units, including two Prince of Pains, were trapped in this giant stack.



This is why I'm removing Mind Control. Over the course of 15 minutes I jacked about 5-6 Mal`Ash's and recalled them in the ravine below his base. 40 Eclipse's later and his base was pretty much vaporized. Then I recalled a few of them up north and mopped it up.



Endgame unit stats.


Overall my conclusions of this game -

- AO is nearly finished. It just needs some more units and a real honest-to-god endgame unit set. Zeus should help.
- late-game Armageddon air power is seriously lacking. In tier 4 the demon fleet is a big threat, but as time goes on it more or less becomes a matter of just zerging the big slow ships and letting the little guys die to AoE. I believe the Tiamat and the Gahennas fleet will bring the fear of airpower back into the hearts of men. I have something else planned as well that I think will help even the odds.
- Armageddon structures need to be airborn or just simply have no collision.
- BGR needs updating, but I freaking hate mapping in SCMdraft. I wonder if there's someone out there who'd be willing to pretty up and finish the map for me, + fix all of the expansions and mineral spots.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Apr 6 2009, 12:27 am Polaris Post #86



Good God this is looking amazing. It's a shame the limit expander occasionally pisses itself and dies on you though, but seeing as how awesome everything else already is, I don't think occasional crashes matter. I also love that helicopter's attack.



If anything cool is ever going on Skype me up under the name "blarghle"

Apr 7 2009, 12:50 pm IskatuMesk Post #87

Lord of the Locker Room

I'm putting together the soundtrack for AO. It won't be complete because I have to wait for mike to make the victory and defeat tracks for the terrans yet.

For this trackset I'll be going back to the roots of my mods that gave my soundtracks a lot of very good feedback. I'll be using a combination of traditional and metal themes. I do believe that SF's playlist is bugged (or functioning intentionally) to play the tracks linearly and not randomly. This is good; I plan to make the music scale in epicness with time. May be wrong... but watevz.

Both the Terrans and Protoss now have 9 tracks each. There is also 3 title themes, and there will be tracks for defeat/victory as well.

So this isn't quite a complete preview but close enough. Of course, the tracks will be reduced to 128kbps so thundergraft doesn't break them. That will also reduce filesize.

http://www.staff.samods.org/iskatumesk/Musuk.7z

I may still change it a bit, especially the protoss tracks. Nothing is final until the mod's released.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Apr 9 2009, 3:45 am thunderaga Post #88



what's with the file attachment?
Is it the file itself, if so how the hell u open it?



None.

Apr 9 2009, 3:48 am Biophysicist Post #89



.7z is an archive file, like a .zip or a .mpq. Get WinRAR and use it to open it.



None.

Apr 9 2009, 11:50 am IskatuMesk Post #90

Lord of the Locker Room

We must push forward. For our future. For our legacy. We must finish the fight.

Internal Version E

- Hands of Corruption are now permanently cloaked.
- Sunken Colony and Spore colony buffed; produced in main base.
- Timings for Gargoyles -> Chariots, and Tier 1 -> Tier 2 reduced by about 20% each. (They occur faster)
- Modifications to Terran and Protoss AI. I attempted to put in Ashara's $ but it didn't want to co-operate (poor late-game performance, no dragoons despite me telling it to get them, ect...) and the script is too complicated for me to break apart into a functional format within a short timespan. I would consider the AI's nearly complete if only they built stuff at their expansions more reliably.

- Doom Chariot base damage raised from 9 to 12.
- Eclipse damage now does max damage at all splash ranges, and range increased from 90 to 120 (Now 1/4 more than Salvation)
- Increased Mal`Ash air cooldown.
- Prince of Pain cooldown 14 -> 30
- Fallen Hero splash now does max damage at all radii and ignores armor.
- Fixed Juggernaut selection circle displacement.
- Fixed Fallen Hero selection circle displacement.
- Altered Prince of Pain's spike wave timings and distancing.
- Fire cast overlay for Pit Lord's Conjure Suffering.
- Test rendition of aerial-pathing Armageddon structures to prevent shit from getting trapped behind them.
- Doom Knight is functional.



- Increased speed of Mal`Ash's Eclipse projectile so the projectile lifespan doesn't kill it before it reaches its full size.


Phase 1 complete.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Apr 9 2009, 7:56 pm Pandut Post #91

I'm just a fish

Hey, are you still going to input that game mode, where you can control the hordes of Armageddon? or is that not doable? Just asking, because you obviously marinated AO with some awesome sauce. (And a lot of it :P)

Nice work :)



None.

Apr 9 2009, 8:08 pm FlyingHat Post #92



Doom Knights sure are saucy.



None.

Apr 10 2009, 12:28 am IskatuMesk Post #93

Lord of the Locker Room

Pandut> At the very least I'll make a sandbox map, but at this time I don't have the will or motivation to do button setups for the entire Armageddon race. Plus I'm sure the buildings are actually training more units than their panels have room for.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Apr 10 2009, 12:59 am Pandut Post #94

I'm just a fish

Quote from IskatuMesk
Pandut> At the very least I'll make a sandbox map, but at this time I don't have the will or motivation to do button setups for the entire Armageddon race. Plus I'm sure the buildings are actually training more units than their panels have room for.

That sounds reasonable :)

Just make sure to leave it edible. I woudnlt mind wanting to toss in an AI, just so I can crush them >:)



None.

Apr 10 2009, 1:05 am IskatuMesk Post #95

Lord of the Locker Room

Any map I produce will be open source. I don't believe in map protection.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Apr 10 2009, 1:44 am thunderaga Post #96



Quote
Any map I produce will be open source. I don't believe in map protection.
I here ya



None.

Apr 10 2009, 9:07 am IskatuMesk Post #97

Lord of the Locker Room

So, Mal`Ash's eclipse actually has quite an impressive range now thanks to my screwing around.

I'm working on getting the Gatekeeper of Chaos functional. His flamethrower weapon currently works; it's horrendously overpowered (kills a purgatory in 2-3 seconds at 10 base damage) but looks like shit. I have all of the graphics for his fireball secondary.

What I really, really need now is a graphic for the Tiamat. Goddamn.

/edit

Phase 2

- Reduced Touch of Anguish DoT script size from 7kb to 2kb. Now has a randomized lifespan.
- Gatekeeper functional.
- Reduced base damage of Fallen Hero's attack to 2 damage. 4 damage with ignore armor was just way too insane.



Post has been edited 3 time(s), last time on Apr 10 2009, 10:44 am by IskatuMesk.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Apr 11 2009, 4:43 am thunderaga Post #98



holy crap! that's pure massive destruction!
but nothing is impossible and i do believe that it's possible to beat the zerg computer... somehow :wtfage:



None.

Apr 11 2009, 8:17 am IskatuMesk Post #99

Lord of the Locker Room

Alright so I have a pretty tough situation right now.

I need a starbase graphic. 500x500. Very highly detailed. Preferably animated.

The catch?

I can't model it. I really can't. I've tried multiple times. The ram limit and my ineptitude is really holding this thing back.

I have something really clever I'm gonna try out in the near future, also for the Tiamat. It involves FumeFX and explosions. Except it'll be useless if it works out because I don't have a unit graphic for it. I might need to use the City of Light and work some dark voodoo magic on it.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Apr 11 2009, 12:26 pm Biophysicist Post #100



For the Starbase: you could try creating a new Space Platform map, filling it entirely with Space terrain, and creating the Starbase out of terrain and buildings.

Alternitivly, I could rip you some graphics from a game called FreeSpace. Google "FreeSpace Wiki" and look at the ship lists (and the list of modded ships) and pick a graphic you like. The Shivan CommNode from FreeSpace 2 might work for you. (Although making the CommNode rotate would be hard, as it has very large rotating parts already and making it rotate based on direction would look stupid.)

EDIT: direct link: http://www.hard-light.net/wiki/index.php/Shivan_Comm_Node

EDIT2: The Sathanas might also be useful for something. http://www.hard-light.net/wiki/index.php/SJ_Sathanas

Post has been edited 1 time(s), last time on Apr 11 2009, 12:33 pm by TassadarZeratul.



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