Thanks for your input, r34ch. Suggestions are always welcome

QUOTE (r34ch @ Nov 9 2007, 02:25 PM)

The SSM launcher, Rocket launcher and arty often go off to trail fleeing enemies, they are two weak however so i find they would be better if they didn't follow enemy units, i.e. just fire from the same spot until clicked other wise. This way when attacking they don't wind up in front of the main attack force.
I'm not sure whether this problem can be solved... When you play TS normally, especially units that can fire at aircraft have this same issue.
QUOTE (r34ch @ Nov 9 2007, 02:25 PM)

The nuke is very weak even though it has a timer, maybe make it a little more effective?
Yeah, I agree the method I'm using for the Nuke right now isn't the best... However, every other method I tried would make it destroy any building it'd (no matter what damage value I set for the warhead), which takes the fun away even more. The way it works right now seems to be a bit random; sometimes it can damage multiple things, sometimes it just damages/destroys 1 building and leave anything else around it unharmed...
Right now I don't know of a good way to improve the way the nuke deals damage, so I'll have to stuck with my current method.
QUOTE (r34ch @ Nov 9 2007, 02:25 PM)

The sam site rockets are very large, perhaps a little smaller?
Yeah, I agree, though I believe they were just as big in TD... I will make them smaller for version 1.0.4 anyway however.
QUOTE (r34ch @ Nov 9 2007, 02:25 PM)

Also are A10s in the mod to drop napalm? I didn't see them, i don't know if they would work with TS' lack of real air plane logic anyway
No, A10s aren't in... TD didn't have air strike for multiplayer anyway, so it's not a loss.
QUOTE (r34ch @ Nov 9 2007, 02:25 PM)

Arcing projectiles are very high, such as grenades, is there no way to tone down the height of even hand thrown grenades if not arty's as well?
For as far as I know there is not.
QUOTE (r34ch @ Nov 9 2007, 02:25 PM)

Since the maps can be viewed on large monitors now, would you ever consider slightly deviating from TD and increasing the range of artillery units even by one square?
Maybe I will re-balance things a little in the future, but I won't for now.
QUOTE (r34ch @ Nov 9 2007, 02:25 PM)

When a computer team is knocked out you still hear the TS voice overs.
Yeah, I noticed that too. I'm already looking into it.
QUOTE (r34ch @ Nov 9 2007, 02:25 PM)

Will you include more civy houses in future maps?
Right now I'm not focusing on mapping, so that'll be up to anyone who'll offer to make some maps for DTA (though I don't expect many, since I know mapping with DTA's terrain is a pain).
QUOTE (r34ch @ Nov 9 2007, 02:25 PM)

Will future maps have more than one choke point into a base? atm the AI bottle necks its self into its own base on some maps
Same answer as before. There already are maps with more than 1 choke point however (Sand Trap, Lost Arena and Terraces for instance).
QUOTE (r34ch @ Nov 9 2007, 02:25 PM)

Will future maps have bridges?
Sand Trap has bridges.
QUOTE (r34ch @ Nov 9 2007, 02:25 PM)

I take it units only have 8 frames when moving? They don't move as fluently in TD
That's a limitation that comes with the TS engine. Unless anyone would manage to find a hack to allow 32 facings, I'll have to stick to 8 facings.
TSHyper did make a discovery while trying to get it to work last time however... When I tested it appeared that there really were more than 8 facings, but they seemed to be all scrambled. Maybe he'll be able to make it work in the future, but don't get your hopes up.
QUOTE (r34ch @ Nov 9 2007, 02:25 PM)

Will you ever mod the .exe so you don't need a Tib Sun Disk

I might...