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All Out War 2 - View topic - The future of All out of War 2
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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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Joined: Wed Apr 21, 2010 3:06 pm
Posts: 415
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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Joined: Tue Dec 11, 2012 1:47 pm
Posts: 16
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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Joined: Sat Jul 03, 2010 11:03 pm
Posts: 1065
Location: British Columbia
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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Joined: Tue Dec 11, 2012 1:47 pm
Posts: 16
Post Re: The future of All out of War 2


Thu Apr 10, 2014 4:55 am
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Joined: Fri Apr 11, 2014 3:45 pm
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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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Joined: Tue Dec 11, 2012 1:47 pm
Posts: 16
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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Joined: Tue Aug 10, 2010 12:32 pm
Posts: 173
Post Re: The future of All out of War 2

_________________
*insert trollface.jpg here*

<Dark-Slayer>CorpseGr1nder, get a job
<Konar6>blow*

Music project back up : Needing a new host.


Sun Apr 20, 2014 10:57 pm
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Joined: Tue Dec 11, 2012 1:47 pm
Posts: 16
Post Re: The future of All out of War 2


Mon Apr 21, 2014 12:47 pm
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Post Re: The future of All out of War 2


Tue Apr 22, 2014 12:32 pm
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Joined: Tue May 22, 2012 11:35 am
Posts: 54
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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Joined: Tue May 22, 2012 11:35 am
Posts: 54
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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Joined: Tue Dec 11, 2012 1:47 pm
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Post Re: The future of All out of War 2


Tue Apr 29, 2014 12:43 am
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Joined: Tue May 22, 2012 11:35 am
Posts: 54
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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Joined: Tue Dec 11, 2012 1:47 pm
Posts: 16
Post Re: The future of All out of War 2


Tue Apr 29, 2014 2:55 pm
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Joined: Fri Feb 17, 2012 4:02 pm
Posts: 178
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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Joined: Tue May 13, 2014 2:11 am
Posts: 1
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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Joined: Tue May 22, 2012 11:35 am
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Post Re: The future of All out of War 2


Tue May 13, 2014 8:50 pm
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Post Re: The future of All out of War 2


Thu Jul 03, 2014 4:58 pm
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Joined: Fri Jun 25, 2010 5:11 pm
Posts: 301
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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