[REL] Galactic Annihilation Titans

Discussion in 'Mod Discussions' started by stuart98, September 23, 2015.

  1. stuart98

    stuart98 Post Master General

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    Last edited: October 29, 2015
    tatsujb and Clopse like this.
  2. stuart98

    stuart98 Post Master General

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    Oh, BTW, @wpmarshall that weird bug with the T1 tank where it wasn't called ant got fixed.
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  3. MrTBSC

    MrTBSC Post Master General

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    cool!
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  4. stuart98

    stuart98 Post Master General

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    No.
  5. joshsparrow96

    joshsparrow96 New Member

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    Does this GA:Titans mod includes all of features from normal GA mod?
  6. ordinarypi

    ordinarypi Member

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    Hey I figured out I wasn't using GA: Titans, I was using GA meant for classic, so I uninstalled the old, got the new, and now I don't have that black screen problem anymore! :D
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  7. epicblaster117

    epicblaster117 Active Member

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    Yay release, Also will you be making this thread a little more presentable like the last one lol.
  8. joshsparrow96

    joshsparrow96 New Member

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    You should reduce the build time because it's too slow to create a massive army.
  9. stuart98

    stuart98 Post Master General

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    Which factory?

    What unit?

    What's your econ percentage?

    How many factories are you using?
  10. epicblaster117

    epicblaster117 Active Member

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    Currently units build very slow, however, if you assist a factory with a single vehicle fabber, this changes significantly. Problem is the AI doesnt know how to do this and generally will ignore assisting factories causing them to actually build rather small armies.
  11. stuart98

    stuart98 Post Master General

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    Yeah, it's best to play vs other players for now until I find the time to do some work on the AI.
  12. joshsparrow96

    joshsparrow96 New Member

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    Sorry, i set my eco % too low. I didn't realize it before.
  13. stuart98

    stuart98 Post Master General

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    Virtually all fabbers have a 100/1 energy/metal rate in this mod, which means you need a lot more power than vanilla. On the upside, T1 power is quite a bit cheaper than in vanilla and T2 is far, far more efficient.
  14. MrTBSC

    MrTBSC Post Master General

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    so played the mod a bit


    general impression .. t1 air is an utter joke .. t2 kestrels are too as they get beaten by annything that can shoot at air
    so air generaly feels boring

    pathfinding becomes a mess with nonpathable wreckage especialy with lot of csg or on ramps or in the middle of the base ..

    between bots and tanks there may aswell be no real difference to what you build with a few rare exceptions


    yea ... conclusion .. the mod has few nice ideas ... but a lot of faults/questionable modifications that need to be changed/fixed

    and a ton of stuff feels (probably is) like placeholders ...
    Last edited: December 5, 2017
  15. epicblaster117

    epicblaster117 Active Member

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    The biggest problem the mod at the moment is the economy. I'm going to be frank here it SUCKS. Metal extractors give so little metal while things cost so much more, really needs to be looked at. Weird how this wasnt a problem in the regular PA version before the update.

    Anyways here's my idea on how to fix the economy

    Move the focus from having lots of metal extractors to less but much more important singular extractors. In other give each t1 extractor 40 metal extracted each, sounds rather extreme but not so much when you consider the rather large cost increase. Also regarding t2 extractors I would take away its metal extraction and instead replace it with increased storage and large amount of health to protect the extractor, maybe even add defenses to it if possible. With this change you would of course play on maps with much fewer extractor points than normal, but as it stands I actually think the current ranked maps would work rather well with this change.

    Secondly, the speed of everything relative to other units is fine, however, everything simply moves WAY too slow. OF course this is more of a personal preference but I believe everything could do for a 1.5x speed increase, it simply takes way too long for anything to go anywhere, also the Turning Speed on a lot of units is very crappy, meaning they cant actually point there guns at anything, not sure if that's intentional.

    Edit: Speed seems fine actually, however the mod seems to cause the Sim speed to slow rather fast considerably making the game run very sloooooooowwww, might need to look into that.

    Thirdly, the t1 missile bots' (the smasher?) animation is broken, it just sorta slides along.

    I would also like to suggest a module independent from the main GA that focuses on the commander. In this secondary mod the commander has the ability to "Activate its weapons" at a hefty slightly higher than titan metal cost. This would then give the commander health slightly greater than most titans. It would also give the commander much greater weapons with its basic laser turning into a extremely fast firing laser that can do splash damage, give it a rather powerful flak cannons, and some decent artillery and a single anti orbital umbrella. This would in turn make the commander slightly more powerful than a titan making it a rather powerful end game weapon however at the risk of it dieing you of course would lose creating a risk reward setting of using this powerful weapon on the front line or simply keeping it back. To balance its power out I would also suggest a large energy consumption required for its new weapons to work meaning that the commander is dependent on proper energy production already existing for it to be powerful. I also suggested this as a separate add-on as many people seem to not like the idea of commanders (the most important unit in the game) actually being powerful, which kinda makes no sense to me why an AI would refuse to actually makes its mainframe the most powerful and armored unit it has.

    Finally, I'd suggest finding someone who can make some basic Ga based maps that are balanced around this mod as I believe that could benefit it.
    Last edited: October 4, 2015
  16. stuart98

    stuart98 Post Master General

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    The first point depends heavily on the map you're playing on, and, more critically, whether or not you're reclaiming. Metal extractors are weak by design to encourage reclamation. It was that way in 1.X and it's that way now. The GA economy is unchanged.

    Your suggestion is impossible.

    I'll look into where the stomper is broken.
  17. MrTBSC

    MrTBSC Post Master General

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    regarding reclaiming .. why is the stitch at t2 then? .. it has no need for energy so obviosly it would be more than ideal for reclaim as its counterpart is extremely demanding in enenergycost
    same goes for any fabber
    Last edited: October 4, 2015
  18. stuart98

    stuart98 Post Master General

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    I really wish that reclaim's energy demand was separate from build energy demand. Mend is generalist, stitch is specialist. Mend has to have a high energy demand because it builds turrets. The whole fabrication system is broken and there's nothing I can do about it.
    epicblaster117 and ace63 like this.
  19. epicblaster117

    epicblaster117 Active Member

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    Another problem I've been having recently is path-finding around large amounts of wrecks, Im not sure if your able to actually do anything about this but units tend to throw themselves at wrecks attempting to push them but failing, kinda odd.

    Also the AI has a problem of only really building t2 units when it gets them and almost refuses to build large armies of T1 units.
  20. MrTBSC

    MrTBSC Post Master General

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    just throwing in some notes:

    brutaliser too expensive or too low health for its price

    colonel too cheap for its health even though with high energy maintainance for buildrate

    manhattan too cheap for its health


    railgunhovercraft suffers from the same issue the earlier vanilla gil-e did in which it canĀ“t fire over the curvature severly limiting its effective range


    t2 gunships too weak in armor to be able to do anything for their late availability

    weird pricing between drifter and machinegunhovercraft the latter feels also fairly slow

    seatitan feels uninspired



    suggesting dedicated factory for hovercrafts that is also buildable on water ...
    simply for unittypefocus ...

    missing information on units such as the skitter



    mod severely slowsdown
    Last edited: October 8, 2015

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