A+ - make it live again.

Discussion / Announcement area for Allegiance Plus Core development.
Paradigm2
Posts: 1594
Joined: Tue Jul 01, 2003 7:00 am
Location: College Station, TX

Post by Paradigm2 »

PM sent to PKK...

He even has PNation, a very little known core made by myself... an impressive archive there pkk.
-Paradigm2
Grimmwolf_GB
Posts: 3709
Joined: Wed Jul 02, 2003 7:00 am
Location: Germany
Contact:

Post by Grimmwolf_GB »

I knew where to get the core. pkk has them all. smile.gif I am just wondering where to get the list with the changes...

I am trying to find those changes, maybe I can get hold of Spunky or Fox. Spunky appears to be online in MSN, Fox has not been to the forums for months. :(
Last edited by Grimmwolf_GB on Sat Aug 05, 2006 8:46 am, edited 1 time in total.
Spunkmeyer
Posts: 2013
Joined: Fri Jun 27, 2003 7:00 am
Location: Contact me regarding: CC, Slayer and AllegWiki.

Post by Spunkmeyer »

Hi! biggrin.gif

Grimm just IM'd me on msn (if anyone wants to get in touch it's carterburke@hotmail.com - MSN, NOT email. I have finally fixed my email as well however anything you may have sent within the last few months is gone) and I thought I'd drop by and say hi.

Let me try to briefly address what I saw so far:

I should be able to provide a complete and accurate changes list but I need to dig some of it from the old forums. The link from the FP doesn't work - any updates on this? It would be sad to see the old forums gone because they are a goldmine of discussions on Alleg gameplay.

As you well know I am out of the loop as far as Alleg is concerned and it's impossible right now to come back in any capacity, but I'd be happy to visit the foruma and talk about any aspect of A+ and the thoughts that led to the decisions. I have no interest in defending anything, but I think more information could help Grimmwolf decide how to proceed. At the very least I might have considered/tried alternatives to various changes and can tell you why I (or later Fox) made a certain choice - you can't find those in a readme.

Regarding the very latest version, the bug in question was the loadout bug regarding the scouts and it stems from Fox's attempt to "fix" the heavy scouts. It wasn't a bad idea, but it introduced a bug, and my attempted fix introduced yet another bug and like Hawkwood said his attempted fix to the bug made me realize how to go about it (are you still reading this? laugh.gif ) but I don't know if I ever put it in a final version or not. Unless you guys are particularly fond of Fox's scout concept, ripping the whole thing out won't really hurt anything.

The very last version had the 4-rocket 1-shot-1-kill corvettes back.

I am gone all day tomorrow but I will have some free time on Sunday so I'l let you know what I can find regarding how I left Plus. It'll be difficult to tidy up everything without the old forums though...

In closing, I miss you bastards! wub.gif
Last edited by Spunkmeyer on Sat Aug 05, 2006 10:44 am, edited 1 time in total.


Want bigger games? Log on to play at the official game time: 9pmET/8pmCT/7pmMT/6pmPT every day of the week. Also Saturdays 8pm UTC.

Spunkmeyer
Posts: 2013
Joined: Fri Jun 27, 2003 7:00 am
Location: Contact me regarding: CC, Slayer and AllegWiki.

Post by Spunkmeyer »

Here's what I have readily available. I'm afraid with my mailbox gone, anything beyond may need recovery from the forums

---

Allegiance Plus Release 10e (10/13/2003)
----------------------------------------

Bug fixes and reversals:

*Belter adv fig second MG slot removed
*Rixian hull restored to 90%.
*BIOS TP1 & TP2 are now regular price (2500)
*Rix Stinger now inflicts AB-like damage on shields and hull
*Gataraan TP2, Harbinger of Doom and Dreg Helium Mine research positions fixeD.
*CTF Bug fixed

Garrison & Misc:

*All gunships can mount EMP Missiles and pulse probes.
*Disruptors, Galvs, Killers, heavy pods and Thunders inflict 11% more damage on
large shields.
*Medium shield 2 & 3 hitpoints have been increased from 350 & 400 to 375 & 468
(Small shield 2 & 3 hitpoints have been increased very slightly as well)
*Cashbox research now costs only 10 and is complete in 50 seconds for BIOS so
that it can be used for partial investment.
*New ship in DM: Heavy scouts. New techs in DM: AC2, Hunter 2, Combat
Pod 2, Sniper 2, Prox 2, Med Shield 2, Small Shield 2. Removed techs:
Nan 1, Probe 1, Minepack 2.

Expansion:

*Minigun damage on light base hulls increased 25%

Supremacy:

*AC turret upgrades give mini AC a 10% boost.

Shipyard:

*Hunter Killer 2 HP has been increased 25% and Hunter Killer 3 HP has
been increased 50%

Ga'taraan:

*Ga'taraan miners no longer offload at tech bases (palisade included)
*GT bases are no longer upgraded by default.
*GT bases are 10% stronger.
*GT ships no longer have a hull penalty.
*GT receives one research-station-tech per tech-path at half price.
These half price techs are enhanced towers, mrm zeus, ion booster, light
cloak and assault carrier upgrade.
*All GT ships except mustang and corvette benefit from the 20% research
bonus.
*LRR Thunder reload time and mass have been doubled.
*Thunders require Corvette research
*Corvette HP has been reduced 20%.
*Corvette scan range has been reduced 10%
*Kinetic bombs are bigger with 20% less damage.
*Lightning range reduced to 1.5K at max speed, 1.3K at standstill. It's
now designated MRR
*MRR Lightning reload time reduced to 1.5 seconds
*MRR Lightning has tighter shot spread and 33% less damage.
*MRR Lightning 2 is researchable with Palisade and Research Lab and
inflicts 25% more damage than MRR Lightning 1.
*Mustang, Corvette and Harbinger of Doom are now cheaper to research.
*Mustang no longer requires starbase
*Mini disruptor is now area damage and has 50% more range. It also
inflicts 28% less damage.
*HTT Anti-Ram Ballast is renamed to HTT Armor Plating and increases HTT
HP by 22% in addition to the anti-ram benefits.
*GT TP1 is now normal price and in starbase.
*Enh towers, rescue drone, Light sig cloak, Solar Inverter and Ion
Booster are now in Std bases.
*Harbinger of Doom now has the 'nervegas' skull and crossbones icon.
*MRM Zeus no longer requires MRM2 research.
*LRM Anti Base max range reduced from 3.3K to 2.8K and is heavier.
*GT fighters are slightly bigger.
*GT capture & research problems fixed
*GT Stealth Bomber now costs 7500 as it should.
*GT DM no longer gives you IC ships.
*Mustangs can mount pulse probes.

Belters:

*All belter figs have 20 to 25% more fuel

Dreghklar:

*Dreg He3 mines now have light base hull and shield, as well as 25% lower signature.

Iron Coalition:

*IC advanced scouts and heavy scouts are 2500 cheaper.
*IC Teleport receivers are now called Reinforced Teleport Receivers and have 33% more hull.

Gigacorp:

*Gigacorp can buy a Reinforced Teleport Probe which is a Teleport Probe 2 with twice the hull at twice the cost
*Luxury SF can no longer mount medium shield.
*Luxury SF has 25% more energy and 33% more missile capacity.
*Special mine income has been reduced 20% (from 1250 to 1000)

BIOS:

*BIOS now has two sets of scouts at each level: one with heavy cloak but no TP2 capability, and one with TP2 capability but no cloak.

Rixian:

*Rix stealth fighters have 20% more energy.
*Combat Pod 2/3 and Station Pod 2 are now lost if tac is destroyed.
*Rix HTT can no longer mount stinger. Rix has to research and mount EW Suppressor emp gun instead.
*Lancer range has been reduced 12.5%


Allegiance Plus Release 9 (5/6/2003)
------------------------------------

Bulk of this release is bug fixes/reversals and Ga'Taraan balancing.

Bug fixes and reversals
-----------------------
Ga'Taraan cruiser no longer has the ammo bonus (oops).
Luxury fighter loads mine pack by default.
Small shield has been moved back to garrison.
IC Super carrier now has the IC ammo bonus.
Dreg missile damage bonus removed.
Dreg station repair rates restored to default.
Dreg miners are 10% more efficient with 10% less capacity.
Dreg turn inertia nerf removed.
Belter adv fig can no longer carry galv and 2 mgs/emp at the same time.
Heavy scout dual missile bug fixed.

Misc
----
All towers activate instantly on deployment (no more 30 second wait)
He3 mine and special mine signature and strength are now equal to op and light op respectively.
He3 mine and special mine scan ranges increased to 3K.

BIOS
----
Heavy cloak mass reduced 60% and is now default on BIOS ships.
BIOS interceptor energies readjusted to be consistent with fighters.
BIOS Light sf signature penalty removed, HP increased to 125.

Shipyard (experimental)
-----------------------
MF heavy cloak duration reduced 10%
Cruisers carry heavy cloak
Cruiser ammo increased.
Tac nuke and cruise sigs doubled.
Large shield sig increased 50% to 150.
Cruise 2 sig increased to 100

Ga'Taraan
---------
TP1 no longer requires research station but costs and takes twice as much/long to research.
Enhanced drones have infinite ammo and 2100 scan range.
Ga'Taraan now has to research enhanced ships.
Tech base prices increased to 20K, starbase and drydock to 25K.
Ship research (except for caps) is now full price.
Missile track penalty increased to 10%, ripcord penalty reduced to 10%, research bonus increased to 20%.
Guardian top speed increased to 10, fuel increased to 8
Rescue drone cost reduced to 500
LRR Thunder spread halved and damage increased 50%
LRR Lightning damage on miners doubled, spread reduced 20%.
Kinetic bomb size reduced, hit points doubled, reload time reduced to 17 seconds.
Gauss energy consumption reduced 40%, signature increased to 400%
Mustang fuel increased 25%
A rocket targeting system is now researchable under Garrison with palisade and research station.
LRM Anti Base is now researchable under sup with research station
Light Cloak is now researchable under tac with research station
Lifepods, bombers and scouts are bigger. Starbase is smaller.


Ga'Taraan Federation (4/16/2003)
--------------------------------
Brief Faction Overview:

Formed by research colonies revolting against IC rule many years ago. Research
oriented faction with lots of new available techology, but horrible econ. First
Allegiance faction with 100% new models and skins. Designed by Orion.

Faction modifiers: 10% base strength bonus, 11% shield bonus, 15% research cost bonus.
18% Ripcord time penalty, 5% missile tracking penalty, 10% hull penalty

Bases:

*No refineries.

*All bases are upgraded by default.

*Miners can dock at any base.

*Tech bases cannot be built from the starbase - have to research Palisade
Station first, which builds on generic rocks.

*All new technology requires the Research Station, which, in conjunction with
the appropriate tech base, enables the new technology. Research Station can be
built on any tech rock.

Ships:

*No gunships.

*No light or std ships.

*Starbase + Research station lets you buy the Mustang. This
is a medium class heavy fighter with a turret position and can mount hunters and
light booster.

*Starbase + Research station also lets you buy Guardians. These are not really
ships but defensive manned skycap turrets with very little mobility.

*Palisade Station lets you buy the medium class missile boat Corvette. Corvette
carries a large load of MRMs as well unguided rockets Lightning and Thunder. With
Research Station and Bomber research, Corvette can also carry a kinetic-launch
bomb.

*Scouts have a dedicated forward Nan slot.

*Harbinger of Doom: Capship that carries the Sector Resonator. Mostly a mobilie reactor to initiate the "doomsday" reaction, slow with no offensive, cloaking or ripcord capabilities.

New Technology:

Enhanced Towers: Towers with more HP, damage and durability.
Rescue Drone: A med-low sig drone that can rescue pods.
LRR Lightning Rockets: Unguided rockets with 1.7K range good against light class ships
LRR Thunder Rockets: Unguided rockets with 1.7k range good against med and large class ships.
Kinetic bomb: Kinetic-launch unguided bomb carried by corvette with the same damage as AB2. Launch at 20 * ship speed.
EW Pulse laser: Gat3 damage long range, high accuracy laser gun for fighters.
MRM Zeus: Hybrid fighter missile with DF1 damage and MRM1 tracking and high CM resistance.
Mini disruptor: Disruptor gun for interceptors for use against capships and shields.
HTT Anti-RAM ballast: Increases HTT mass for higher resistance against ramming.
Ion Booster: Very-Low yield booster with very-low fuel consumption, meant for emergency return-to-base use.
EW Gauss Gun: Extreme damage long range sniper gun with very slow firing rate and very high signature.
Solar Inverter: Energy charger retrofitted to the cloak slot - raises signature.
Assault Carrier Upgrade: Gives carriers limited rip capability.
EW Heavy Nanite repair: Nan for Assault Ship.
EW Skyripper Low Energy: Low energy consumption skyripper.
Sector Resonator: Very costly aleph resonator that destroys entire sectors.
PW Striker: Close range "emergency" gun for destroyers.

Technology Tree:

Research station lets you buy the following techs in conjunction with the
appropriate station:

With Starbase: Mustang, TP1, Guardians, Enhanced Towers, Rescue Drone

With Palisade: Corvette, MRR Thunder, Kinetic Bomb (requires heavy bomber)

With Supremacy Center: EW Pulse Laser (requires gat 2), MRM Zeus (requires dumb
2, mrm2)

With Expansion Complex: PW Mini Disruptor (requires mg 2), HTT Anti-RAM Ballast
(requires HTT), Ion Booster

With Tactical Lab: EW Gauss gun (requires Sniper 1), Solar Inverter

With Drydock: Assault Carrier Upgrade, EW Heavy Nanite Repair (requires Assaut Ship), EW Skyripper Low Energy, PW Striker, Harbinger of Doom (requires Cruiser, Aleph Res)

All techs that require Research station are lost when Research station is destroyed.

ToDo:
*New base sounds will be added
*Entrance red/green colors will be brightened.

Allegiance Plus Release 8 Changes (4/16/2003)
---------------------------------------------

Misc/Gar:
*Remaining scout default ship bugs fixed.
*Heavy scout now requires starbase to research, as it should.
*Heavy scout hull increased to 250.
*Chances of finding Gat 2 halved.

Exp:
*Interceptor signatures reduced 20%
*Interceptor fuel capacities reduced by 20%
*Light booster fuel consumption reduced by 20%
(Expansion changes will be voted on AHQ in 2 weeks.)

SY:
*Super carrier purchase cost increased to 5K
*Skyripper is free for IC, BIOS, GT and Dreg.
*Skyripper damage on light & medium class ships increased 50%
*Assault ship cost and Devastator hull had consistency issues - fixed.

IC:
*IC gets HK 2 and Killer Swarm 1 for free
*IC cruiser is 5K cheaper to research
*IC miners are 25% more expensive
*IC tech bases are 20% more expensive
*Rescue probe scan range and sig are now equal to those of EWS Probe 1

Giga:
Lux Fig missiles per slot increased to 6

BIOS:
*BIOS Light Interceptor energy increased 20%.

Belter:
*Belter Adv fig can mount 2 mg

Rix:
*Rixian hull reduced to 85% (same as Giga)
*2nd and 3rd enh fig rip times are now equal at just under 24.

Dreg:

*Dreg signature penalty increased to 11%
*Dreg station strength penalty removed, however repair rates halved.
*Dreg stations now share the faction scan range penalty
*Dreg missiles have 10% tracking and damage bonus.
*Dreg miners efficiency bonus and capacity/speed penalties removed.
*Dreg payday and starting money bonuses increased to 25%

Allegiance Plus Release 7 (2/7/2003)
------------------------------------
Alleg+ Release 7 changes

* Recon base has been removed.

* Rix station pod 1 HP has been increased from 50 to 60. Rix Station pod 2 and
heavy station pod 2 both have 25% more HP than mark 1. Rix Station pod 2 and
heavy station pod 2 both have 33% tighter spread than mark 1 to help with low
profile targets such as TPs.

* Rix Lancer's 50% firing rate nerf has been eased to a 20% damage nerf. Rix
destroyers have 25% more ammo to provide the same amount of damage per load as
before.

* Rix stingers have been improved. In particular Rix Stinger 2 no longer runs
out of energy on IC starbase (with heavy ballista).

* Heavy scouts are now available for 10K under starbase after adv scout. Mini AC
turret now does half damage on utility hull. Heavy nanite turret repair rate has
been improved to 150% of nan2 and it requires nan2 as prerequisite. If starbase
is destroyed, heavy scout is no longer available.

* Gunships agility has been improved to slightly-better-than-SF rates. Gunship
topspeed has been improved from 80 to 100. Rix gunships now have 25% more ammo,
and other gunships have 25% more missiles to match heavy bombers. Gunship scan
ranges improved 25%, again to match heavy bombers.

* SRM Seismic missile damage improved 87.5%. MRM Seismic missile damage improved
50%, however total damage/slot remains the same. To make seismics more relevant,
anti-ship guns no longer damage rocks, same behavior as in 1.25

* Patrollers have a new icon.


**** Allegiance Plus IC Rookies faction **** (10/31/2002)


The IC Rookies faction is basically IC with the following changes to aid the rookie commnader:

Pilot Perks:
- Ship GAs: Speed, Sensors, Ripcord.

Commander Perks:
- More Starting Money and More money on Paydays.
- Miner GAs: Speed, Yield.
- Research Cost 50% of normal

Other Perks:
- Station GAs: Station Hull, Station Shield


**** Alleg+ Release 6 - Recon **** (10/11/2002)

*IC miners offload at tech bases again.

*Recon has been integrated into Alleg+. Final stats on Recon are as follows:

Heavy scouts researchable in Starbase for 7500 after Recon base is built and advanced scouts are researched. They are
based on Adv scouts except: Scan range is reduced to 1600, twice the mine and probe capacity, 4 missiles/slot, ability
to dual fire missiles, lead indicator, 20% more energy, 20% more thrust, turret position that can carry either Mini AC
(1K range, less than AC1 damage) or Heavy Nan turret (essentially a Nan 3 with 600 range)

Recon base is essentially a mix of an op and a tele. In addition, it requires a tech rock, has 3000 scan range, costs 10K, and is not galvable.

*New cashbox allows players to transfer money in allied multiplayer games.

**** Alleg+ release 5 - Final tweaks, IC, Patrollers and SY **** (9/23/2002)

IC:
*IC miners no longer offload at tech bases.

Sup:
*Minepack 2 radius increased 20%.

SY:
*Devastators are 20% cheaper to research and purchase. Assault ships are 20% more expensive to research and purchase.

+Adjustments to previous changes: Stinger 3 now requires advanced sup as intended. Rix fighters' acceleration boost has been
removed. Tac nuke 2 has 25% more hull (similar to cruise 2). Patrollers are 20% cheaper to research and now have the top speed
and ammo capacity of scouts. They also load mines by default instead of probes. Devastators no longer have extra heavy hull, but
have 4K hp instead. Skyripper damage vs caps tweaked to accommodate the HP change.


**** Alleg+ release 4 - IC, Belter and misc adjustments **** (8/17/2002)


Build 3 fixes the lux int bug and includes a couple of tweaks marked [build 3] below.

Changed from Alleg+ release 3:

Misc:
*Light ints have 20% less ammo.
*Guns that previously didn't hurt asteroids now inflict 0.25x (+) [build 3] damage. Rocks can be nanned as well.
*All miner signatures reduced by 50% (so basic miner is down from 225% to 175% etc)

Garrison:
*Countermeasure strengths reduced 33% to 1.24 levels
*MRM Seeker 2 range increased to 1430.
*Dreg and Giga special mine strengths are increased to that of an op and a light op, respectively.

Tac:
*Utl 1 does 12.5% less damage.
*Killer 2 requires tac lab.
*LRM hunter counter-measure resistance reduced up to 33% to
match MRM seeker levels and better hunters lock faster now, instead of the other way around. (+) [build 3]

Exp:
*HTT hull reduced to 800hp
*Emp cannon damage on minor base shields increased 33%
*Light boosters are no longer default on ints

SY:
*Devastators can mount heavy cloak and have 4K HP (+).

IC:
*IC heavy outpost cost increased 20% to 6K.
*IC teleports no longer have heavy hull (thus are galvable)
*IC bomber/gunship front guns are now tighter.
*IC Cruiser and AS have a 20% purchase bonus but MF and Super Carrier no longer do. (rush control)

Belter:
*Belter caps research costs is now 62.5% of normal, in line with other Belter ships, instead of 50% (rush control)
*Belter carrier drones cost 20% less, in line with other Belter drones.
*Belter int and fig masses reduced from 170% to 150%, with internal thrusters adjusted to keep non-booster acceleration the
same. This matches belter stealth craft and scouts.

+ Adjustments to previous changes: Cruise 2 hull reduced to 125, sig dropped to 0.4; fighters mount minepacks by default; rix
lancer does x3 damage to asteroids (bugfix); all descriptions revised - particularly, missile descriptions now indicate
effective max range; skycap shot spread increased to reduce effectiveness at range; gat, mini, dis, galvs and killers do
slightly more damage on heavy hull (rush control); dis, galvs and killers do slightly less damage on super-heavy hull;
turret damage on super-heavy hull increased to avoid making devs even better vs caps after the new boost; fighter scan ranges set to
800/900/1000; hunter-killer cm resistance restored to 1.25 levels.


**** Alleg+ release 3 - Inter-faction balance **** (7/8/2002)

Changed from Alleg+ release 2:


Dreg:
* Dreg specific changes from Dreg 1.41 incorporated.
** Dreg miners and constructors share the 10% scan range penalty.

IC:
* Enhanced ships have to be researched and cost 3750.

Belters:
* Belter payday has been increased to 500.
* Belter enh fig has more fuel than other enh figs in line with other Belter figs.
* Belter drones and minefields are 20% cheaper in line with other Belter consts.

BIOS:
* BIOS light int has only as much ammo as BIOS int (450), and can carry heavy cloak with 1500 energy.
* BIOS ints and heavy ints have 50% more energy (and thus cloak duration)
* BIOS light sf recharges 25% faster and has 33% more energy.
* BIOS TP1 and TP2 price increased to 5K each.

Giga:

* All special mines nerfed to the lowest common denominator (1250 income, 125 sig, 4000 hull, 6000 cost)
* Giga patroller has 100% more scan range, acceleration and top speed (+) same as scout and tighter gun mounts.
* Lux fig can no longer carry probes, tp or proxy mines, but can mount galvs and has tighter gun mounts.
* Lux SF missile capacity reduced 25%
** Lux int has 20% less signature than heavy ints.

Rix:
* Stinger 2 has been moved to adv sup as Stinger 3.
* Stingers do more damage on shields than hull and Rix HTT has 20% less energy (making it easier to take down starbase shields but more difficult to kill bases with it)
* Rix gets a seismic pod that can also be carried on Ballistas. To prevent Ballista abuse, seismics now damage rocks only. Heavy pods also get a distinct loadout graphic.

Gar:
* Gunships now cost $1 to give commander control over allocation

Sup:
* All enh and adv fighters can carry minepacks.
* Figs have 20 to 25% more fuel.
* Small shield has been moved to sup.

Exp/Ints:
* Light ints have only as many CMs as regular ints (3).
* Int base signature increased to 1.25.

SY:
* Skycap shot spread has been halved to aid accuracy against ints. (+)


**** Alleg+ release 2 - Tech enhancements **** (6/15/2002)

Alleg+ Release 2 boosts underused tech in an attempt to put them into use again. There's also a miner upgrade, Rix sup nerf and treasure set
enhancement included due to popular demand.

Changes from Alleg+ release 1:


* Booster 3 efficiency increased, so that fuel consumption is no greater than Booster 2

* EWS Probe 2 range increased to 650, EWS Probe 3 range increased to 850.

* Figher scan ranges increased to 600 for basic, 800 for enhanced, 1000 for advanced.

* LB1 is now the same as 1.25 LB2. LB2 provides 25% more thrust than
LB1, at the same total consumption. LB1 signature reduced to 50%, LB2 to 25%

* Aleph resonator now goes off in 10 seconds, standoff range increased to 2700.

* Gunships now have the lead indicator for the front guns. One of the two forward turrets on the Rix Gunship removed and replaced by
two gats. All gunships rip in 10 seconds.

* All faction towers now have limited ammo and perfect accuracy. Tower scan range increased 20%, hp increased 25%.

* Rix combat pods now have 25% more range and less spread as well as improved tracking.

* A.Utl 2 and Mg 2 treasures appear half as frequently. Mine Pack 1 and Small Shield 2 added to treasure chest.

* The rate at which Rix scouts and fighters can rip to the scouts has been significantly reduced. To compensate, Rix fighters now have
20% less mass.

* Miner upgrade under starbase (for all factions except IC) gives Heavy Adv Miners with 20% more hull, 25% more scan range, 25% less
signature when combined with Adv miner upgrade under exp.

+ Changes to Alleg+ release 1: Tac nuke hull incresed to 50hp, cruise hull increased to 125hp(+). Super carrier research cost
reduced to 8000, purchase cost reduced to 4000.



**** Alleg+ release 1 - Capships! **** (5/2/2002)

Alleg+ Release 1 aims to boost capships sufficiently to make them viable in games again. Note that boosted capships could be unbalancing
in small games (8-10 per side) so SY off is recommended in those cases.

Changes from Dreg 1.4:


* Capship longevity increased by decreasing damage factor of guns on cap hulls and large shields. Nanites are only 60%
effective on caps to avoid overwhelming nan-trains and emp missile does only 1400 shield damage on caps. See the balance
patch section of readme for details. To give you an idea, cruiser strength vs ints has not changed, and all other capships
can be killed in less time than that (so don't expect ungodly caps). Detailed damage modifier changes will be released on
MA.

* All capships now have negligible inertia around the Z-axis, eliminating the aleph-spin problem.

* Assault ship default loadout has prox mines instead of probes.

* Killer-swarm agility improved to dumbfire 3 levels. All capships except missile-based destroyers and carriers have their
side thruster effectiveness reduced between 25% and 50% to aid killer-swarms.

* Tactical nuke HP increased to 50(+), cruise 1 HP increased to 100(+), cruise 2 HP increased to 125(+) with 40% signature, heavy station pod HP
increased to 300.

* Skycap area damage increased from 50% to 75%(+) of total skycap damage.

* Lancer 2/3 bug is fixed. Lancer fire rate halved and it can hurt asteroids with x3 damage factor.

* Pilotable "Super Carrier" researchable in shipyard for 8K(+) at a cost of 4K(+_ each. They have shields, countermeasures and
one skycap turret. They also carry aleph-res, calthrop and tower drones.

* Carrier drone cost has been reduced to 4K


Want bigger games? Log on to play at the official game time: 9pmET/8pmCT/7pmMT/6pmPT every day of the week. Also Saturdays 8pm UTC.

Paradigm2
Posts: 1594
Joined: Tue Jul 01, 2003 7:00 am
Location: College Station, TX

Post by Paradigm2 »

The changes from R7 to GOD are pretty slight.

Rix Gunship gets two forward AC, Bios Speed Nerf removed.

I chose R7 because it was right beofre what I felt were major changes to the feel of Allegiance in the next few releases:

-The introduction of an imbalanced GT
-The Rixian Hull Nerf, and scout energy nerf.
-IC having non- hvy bases...
-Interceptor fuel nerf.
-Two sets of adv scouts?!

I could compile a full list of changes (cause I don't remember them all) if I could get ahold of the core, but as of yet no one that has it will e-mail it to me, so I'm just waiting.

Now, I'm sure that many of the changes post release 7 were very good and helped balance the game, but I didn't have the time to sort through those changes and the ones that I thought just weren't allegiance (non- hvy IC bases comes to mind). However, my goal with GoD core was to make as FEW changes as possible while keeping the game fun and near what we all remember... the good ole' days.
-Paradigm2
Clay_Pigeon
Posts: 3211
Joined: Tue Mar 29, 2005 8:00 am
Location: my pod

Post by Clay_Pigeon »

As a relative newcomer, I would love to play something that's a little more tweaked than PookCore, and a little less tweaked than DN.
Image
"Therefore I will boast all the more gladly about my weaknesses, so that Christ's power may rest on me." -2 Cor 12:9
"Never know how long I've waited, anticipated your smile pressed against mine." -Running
Duckwarrior
Posts: 1966
Joined: Thu Jul 03, 2003 7:00 am
Location: la Grande-Bretagne

Post by Duckwarrior »

Is there an R7 readme anywhere?
Those who make peaceful revolution impossible, will make violent revolution inevitable. John F. Kennedy.
Paradigm2
Posts: 1594
Joined: Tue Jul 01, 2003 7:00 am
Location: College Station, TX

Post by Paradigm2 »

Duck, spunk just posted it right above in this post.
-Paradigm2
Grimmwolf_GB
Posts: 3709
Joined: Wed Jul 02, 2003 7:00 am
Location: Germany
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Post by Grimmwolf_GB »

I will have a close look at GoD and the A+ revisions following A+7.
I am not sure, where I should pick up the work. I am sure, that I do NOT want to bugfix a core I did not write. That's why the Escort Scout Core A+15 will not be considered.
Spunkmeyer
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Post by Spunkmeyer »

It may help to break the changes into sets of interconnected issues, because the releases don't form clean 'breakpoints' - that is, we didn't get done with a given concept and moved to the next one. There were always further tweaks, reversals etc. Considering related changes as a single set would help, not only in accepting or rejecting them, but also in changing them for a better solution.

I'll see if I can get a bug-fixed version of R15 out there within a week or two. It might help kickstart things. No promises though...still starved for time.


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