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The future of All out of War 2 
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Joined: Tue Dec 11, 2012 1:47 pm
Posts: 16
Post The future of All out of War 2
I would like to know if Aow2 's developpment is still alive and in any case,if i can mod something about it.
The 2500 th version is really painfull to play with his games lasting to sd and i would like to cleanup the gameplay.

Is there any not or archive to help me on this way :?:


Tue Apr 01, 2014 4:35 am
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Post Re: The future of All out of War 2
Development is sadly pretty much dead, mostly due to an almost complete disbandment because of excessive hopelessness after the loss of the SVN repository - the utter brokenness of the last SVN version and nobody actually god damn playing the new versions.
The most I can really do is release whatever git stuff I have leftover, because I can't seem to find the repository now.


Sat Apr 05, 2014 1:17 am
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Post Re: The future of All out of War 2
I don't understand your technical problems but can t you contact Dusk about that ?
Did he left really without doing any official announcement and let the things broken ? :( :o :shock:

I am not really very aware about the community's ethic.
I would like to know if i can handle the project and claim myself the official leader or if i shall release it as a special version.
Anyway, without official resignation, the these statements are sticky :geek:

I would like too to have a maximum of documents about this project.
I ve yet deciphered all that i wanted to make basic fix and clean up the gameplay.
But it s just primitivs hax and if anyone could spare me to waste my time, i will be grateful ;)


Sun Apr 06, 2014 8:16 am
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Post Re: The future of All out of War 2
Dusk deleted the github for good about a month or two ago. Before that, it was about the speed of Zdaemon development: pretty much idle.

Dusk has stated in IRC that he doesn't care what happens to it or who tampers with it. Basically, it's been unofficially dead for like 2 years, with it consisting of long breaks of "I don't care" amidst loops of public beta testing, having the players complain about shock rifles being nerfed or some shit, going back to r2539, and Dusk going "why spend this much effort trying to please them".

I'd carry it on, but I don't know anything about the internals of the ACS engine to do more than simple stat changes like weapons. Plus, I'm just not interested enough in working towards making it better because so much of it is so fundamentally broken that changing them to make a cohesive objective-based strategic game mode like Renegade would probably be rejected by the majority of the playerbase, who like to just load up their bases with util shit and TDM with the same few weapons until SD, then TDM more because for most part tickets go down faster than buildings.

It's still somewhat fun to just dick around in for a round or two, but for anything more it's broken.


Wed Apr 09, 2014 2:05 am
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Post Re: The future of All out of War 2
Medicris wrote:
Dusk has stated in IRC that he doesn't care what happens to it or who tampers with it.
.


So welcome to the new challenger :-D

Medicris wrote:
Plus, I'm just not interested enough in working towards making it better because so much of it is so fundamentally broken that changing them to make a cohesive objective-based strategic game mode like Renegade would probably be rejected by the majority of the playerbase, who like to just load up their bases with util shit and TDM with the same few weapons until SD, then TDM more because for most part tickets go down faster than buildings.

It's still somewhat fun to just dick around in for a round or two, but for anything more it's broken.


The playerbase which didn't left are those who liked to play maps based on infantry.
I dont think than the playerbase will be so hard if the games are shortest :geek:

Just a last question, who has the keys of this forum ?


Thu Apr 10, 2014 4:55 am
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Daniel Hero

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Post Re: The future of All out of War 2
need renders please :'(


Fri Apr 11, 2014 3:51 pm
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Post Re: The future of All out of War 2
After some work sessions, i am proud to announce than All out of War 2 : Legacy will be soon released.
I have now to find a way to host a server :)

Here s some of the new changes :

_Nukes/Ion launched by guardian harm buildings ( unless the obby) with 10-30% of damages.
_Guardians can carry 8 Nukes/Ion.
_Missiles from guardians are efficient against infantry.
_Flamers of mechs are efficient against buildings.
_Tiberium rifle is more powerful (9 dmg to 15 dmg).

I think that s enough for the first version.
I need just now some tests.


Fri Apr 18, 2014 10:08 am
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Post Re: The future of All out of War 2
Arghantyl wrote:
Here s some of the new changes :


Arghantyl wrote:
_Nukes/Ion launched by guardian harm buildings ( unless the obby) with 10-30% of damages.


If I wanted to harm buildings I'd spam lrms from a wolv far away, or get some sort of a madcat/titan group and fuck shit up.

Arghantyl wrote:
_Guardians can carry 8 Nukes/Ion.


This along with the way nukes damage buildings isn't the greatest of ideas. Not only is spamming a problem now, but you could have guardians camping outside and just throwing away shit at your base without a single fuck given. Or even worse a player using a guardian crate inside a building and nuking the MCT..

Arghantyl wrote:
_Missiles from guardians are efficient against infantry.


This was not the aim towards the original Juggernaut rework; it was only for proper damage against other mechs.

Arghantyl wrote:
_Flamers of mechs are efficient against buildings.


No. Flamers on titans were only designed to be anti-personnel, not aid in more spam.

Arghantyl wrote:
_Tiberium rifle is more powerful (9 dmg to 15 dmg).


I don't know how I feel about this one.. given how rarely Tib rifle is used maybe it could see more action from that slight damage change.

Take some things into real consideration after some proper testing. Yes games last a while, but an hour max is generally acceptable(Hell SD started at one hour in, then changed to 45 minutes).

You wanna complain about that? Renegade matches can last up to at least three hours if both teams are very good.

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Sun Apr 20, 2014 10:57 pm
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Post Re: The future of All out of War 2
After some nice tests,i m glad to announce than this beta has been a success.
The majority of people kept on playing it and had fun while trying to dodge these terrible nuclear explosions :lol:

Despite that, there s still some work to do and the main problem is still the guardian.
While his ability to destroy buildings is fine,his nukes is too way op to kill infantry and lead to spam.
Other mechs are underpowered beside him and useless.

I m gonna create a special topic to announce futur updates,please use only this post for talking about it.



Espio wrote:
If I wanted to harm buildings I'd spam lrms from a wolv far away, or get some sort of a madcat/titan group and fuck shit up.


Lol, Espio. When i mean harm, i mean " ability to destroy".
How many main buildings has been destroyed with mechs ? 0
And you know it well :roll:

Espio wrote:
Or even worse a player using a guardian crate inside a building and nuking the MCT..

I call that skill.

Espio wrote:
This was not the aim towards the original Juggernaut rework; it was only for proper damage against other mechs.

Espio wrote:
No. Flamers on titans were only designed to be anti-personnel, not aid in more spam.


"It was not originally designed for" is not a valid argument.
Try to admit the sad reality.You made terrible changes to the game and people didnt like it.
Now the whole team left and the player base has been halved.
I have endured this terrible version 2 years and now i m trying to get back the good old Aow 2 than you hate.
Have fun, bro :mrgreen:


Mon Apr 21, 2014 12:47 pm
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Post Re: The future of All out of War 2
Medicris wrote:
Plus, I'm just not interested enough in working towards making it better because so much of it is so fundamentally broken that changing them to make a cohesive objective-based strategic game mode like Renegade would probably be rejected by the majority of the playerbase, who like to just load up their bases with util shit and TDM with the same few weapons until SD, then TDM more because for most part tickets go down faster than buildings.


That s there my morale go down today.
The main difference is than " playerbase" is just an half dozen of people really hostile and aggressive spamming the chat and certainly complaining to admins.
Despite we got nearby a full server,Konar6 disabled my patch after 2 days of testing with daily updates.


I did the fourth version and it s more balanced than ever.
_Guardian's nuke are not anymore op against other mechs and infantry, wich make titan and madcat more useful.
_Guardians have 5 nukes instead of 8.
_Razor wire do twice damages and tib auto rifle has been nerfed to 12 dmgs.


I have a lot of work to do ( i mean in real life) so i will try to host a server for this week end.
It seems than Best-ever is the good opportunity push up my mod.
For a while, i will stay silently and let people medidate on the difference beetween my patch and the vanilla mod.


Tue Apr 22, 2014 12:32 pm
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Post Re: The future of All out of War 2
Hi, everybody. Once such a thing, I would like to offer some feature. May be someone will not be as lazy as me and implement it.
I would offer Health Reparing Limits for buildings - 25%, 50%, 75%. For example, If enemy players decrease building health from 100% to 76% your team can repair it to 100%, but if building has less than 75% - your team can repair it only to 75%. And the same thing for 25% and 50%, for example you can repair 40% health building only to 50%, and 12% health building - only for 25%.
With this feature - most of c4 and mech attacks will not be meaningless, every success c4 plant will bring your team a bit closer to victory.
The only plroblem - how to explain such sing to players to avoid yelling: "omg I can't repair gay bug this patch sucks, revert it god damn". I guess it's be epossible to make some popup text, like
"Buiding state is broken, you can't repait it more than 75%".
"Buiding state is heavily damaged, you can't repait it more than 50%".
"Buiding state is critical, you can't repait it more than 25%".
But that still sucks. It will be better if building state is visualised with some smoke, fire, texturs of cracks and other damage stuff - but in that case it will be necessary to replace building set on all maps.
Also, it can be only limit with 50%, or only 25% and 75%, or 25% and 75% u know.


Sat Apr 26, 2014 3:38 pm
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Post Re: The future of All out of War 2
Awesome voxels
[youtube]https://www.youtube.com/watch?v=XdqjB-6F83A[/youtube]


Mon Apr 28, 2014 8:00 am
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Post Re: The future of All out of War 2
GoatSex wrote:
Hi, everybody. Once such a thing, I would like to offer some feature. May be someone will not be as lazy as me and implement it.
I would offer Health Reparing Limits for buildings - 25%, 50%, 75%. For example, If enemy players decrease building health from 100% to 76% your team can repair it to 100%, but if building has less than 75% - your team can repair it only to 75%. And the same thing for 25% and 50%, for example you can repair 40% health building only to 50%, and 12% health building - only for 25%.
With this feature - most of c4 and mech attacks will not be meaningless, every success c4 plant will bring your team a bit closer to victory.


It s a greate idea to improve this TDM gameplay to something else.
The main problem is now to find a modder who wants to handle that due to the huge aggressivity of the new player base.
I hope i am not right but i think now they dont want than the gameplay change.
Even if it s meaningless,have a 45 minutes of free killings without any consequences is fun because easy.
The buildings stats and money doent have any sense but it provides to you the feeling you are doing it good.

GoatSex wrote:
The only plroblem - how to explain such sing to players to avoid yelling: "omg I can't repair, this patch sucks, revert it god damn".


Hehehe.Fixed :lol:


Tue Apr 29, 2014 12:43 am
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Post Re: The future of All out of War 2
I guess I can make it in near future, it's easy to code such a sing. At least only with 50% limity to make it easier to introduce that change.


Tue Apr 29, 2014 7:35 am
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Post Re: The future of All out of War 2
GoatSex wrote:
But that still sucks. It will be better if building state is visualised with some smoke, fire, texturs of cracks and other damage stuff - but in that case it will be necessary to replace building set on all maps.
.


No need of that. There s a net of invisible actors called "btos". They receive damages from the exterior.
I think you can easily programm them to spawn some smoke or anything else,but to be fair, the building stats are the mostly difficult thing to edit.
Good luck.

My private life suspends my project, i will try to come back in 1 month.
I will judge the situation and then perhaps leave zandronum.
AOW2 was the only reason to play doom online anyway.


Tue Apr 29, 2014 2:55 pm
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Post Re: The future of All out of War 2
You could also use the outer sector that goes red (to my knowledge - havent verified this in code) when building is "dead". Maybe use lighter colours of red for damage or replace dead with black.

I think irreparable buildings is a good idea. 75 to 25 limit would propably be more interesting than 50. But more difficult to explain.

I'm also quite sure that this type of change is impossible to start with. If you want to start changing aow you should start by fixing real bugs and annoyances. To get confidence of players you need to show that you provide value to them. And you can start by changing stuff no one will (should) have opinions about.

So start with listing and what's actually an error or annoyance. That isnt always easy to define. I made some suggestions in an email earlier:
* troll nuke
* turrets damage own team
* resign crate (only boring imho - even bomb is more fun and can be used to your advantage)

Also some work to make the game easier to understand by showing what's actually happening. For example show that you or anorher player just cost your team 5 lives in sd. Show who destroyed a building. Who got 4 c4 or nuke (is planning something)

Then ofc its the lives bug and building stats not updating. As I understand those are more tough challenges, that also have workarounds in place on GV servera. So any more suggestions for a list of bugs and annoyances?


Wed Apr 30, 2014 3:30 am
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Post Re: The future of All out of War 2
[quote="Arghantyl"][color=#00FF00]After some nice tests,i m glad to announce than this beta has been a success.
The majority of people kept on playing it and had fun while trying to dodge these terrible nuclear explosions :lol:

Despite that, there s still some work to do and the main problem is still the guardian.
While his ability to destroy buildings is fine,his nukes is too way op to kill infantry and lead to spam.
Other mechs are underpowered beside him and useless.

lol arghantyl, i can see that success of your new patch. Brb!, lot of people (even me) hate that patch. Guardian are designed only to defend and not for strike bases. Well, while your patch was in the aow's servers, a few players play it. Really, don't make those changes. I know you want a good future of aow, you must ask people if they like that. That's why the new versions failed.


Tue May 13, 2014 2:17 am
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Post Re: The future of All out of War 2
Bryan wrote:
lot of people (even me) hate that patch.

https://www.youtube.com/watch?v=1w21OiLKikQ


Tue May 13, 2014 8:50 pm
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Post Re: The future of All out of War 2
Bryan wrote:
lol arghantyl, i can see that success of your new patch. Brb!, lot of people (even me) hate that patch. Guardian are designed only to defend and not for strike bases. Well, while your patch was in the aow's servers, a few players play it. Really, don't make those changes. I know you want a good future of aow, you must ask people if they like that. That's why the new versions failed.


Well after the time has spent ,one guy who treated my patch as "shit" and useless have been enough fair to tell me than the true reason was he liked TDM.
I know now that will be impossible to roll back to a strategy game, the AOW2 community is "infested" of teenagers.
That makes me sad to remember than i could play aow2 all the night and the day because this mod was running in pole position.
Now 1-2 games of 1 hour (AOW02/09 and then AOW20) and everyone leave.



But i m not here to talk about that.
The 2.1 version is great and i m asking who released that.
It s so obvious than it could be Dusk or someone related to the project.
If this guy could enable the levels of repairing than Goat sex mentionned, it could be a real soft way to enable a bit of dynamism to the gameplay.
Or perhaps make the Titan "dédicated to building destroying" a bit more effective to ... buildings.

Bryan wrote:
Guardian are designed only to defend and not for strike bases.

Guardians were Juggernaut which were designed for strike bases and to lead assault.
Design the supra mech an ultimate defender is a terrible mistake which leaded the game to be long as hell, annoying and boring until sudden death.
Ok , the old jugg was perhaps op but emasculate it leaded to quarter the visits of AOW2 server.
Hmm, oh wait perhaps you like to Tdm during one hour too ?


Thu Jul 03, 2014 4:58 pm
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Post Re: The future of All out of War 2
Like said on an other thread - I really like the idea of buildings being only repairable to the next quarter level.

And at SD I liked the feature of latest Omega, that the buildings have half HP (and with that 4x c4 is enough to kill a building while SD)

Because if not its a bit hard to kill the buildings while SD in time, before lives are running out (This relates to the actual situation where you can repair to 100% - maybe with the levels this feature is even not needed anymore). And I love the fact that 4x c4 is enough for killing a building in SD - but how said - the repairing levels system would be a great help as well.
And I'd like the lives reduction if you lose a building in it as well.


Thu Jul 03, 2014 6:12 pm
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