View topic - Balanced Annihilation V7.12



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PostPosted: 22 Feb 2010, 01:59 
Balanced Annihilation Maintainer
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Joined: 10 Dec 2006, 18:46
Changelog 7.11 --> 7.12 wrote:
- Added more new load screens.

- Modified the brick texture on arm buildings to look less like 20th century house bricks.

- Fixed Core SAM script issue (maybe).

- Fixed Ghostsite widget, now does not redraw all ghosted buildings.
- Fixed RedUI console bugs.
- Fixed Ally Resource Bars widget in spectator mode showing the wrong teams.
- LUPS should no longer draw effects on fusions under construction.
- LUPS shockwave effect now used a bit less.
- Turning off Lups Manager widget now also turns off the Shockwaves and Napalm Jitter gadget effects.
- FFA mode will now remove commanders from players who drop in the first minute with no comwreck.
- Healthbars widget now disables the engine ressurect bars.
- Healthbars widget modified the EMP effect.

- Improved Arm bomber effects.
- Fixed Arm and Core seaplane bomber effects.
- Arm Thunder bomb damage increased approx 10%.
- Core Shadow bomb damage increased approx 10%.
- T1 air transports may now release damaged units when destroyed provided they're close to the ground (mid-unload only).

- Arm FatBoy weapon given minor impulse effect.

- Arm Bulldog should not try to target air units anymore.
- Core Reaper should not try to target air units anymore.

- Arm Vanguard Range decreased 100, heightboostfactor increased (bonus range from high ground to low ground).
- Core Karganeth shoulder/head weapon activated, a weak slow loading AA only version of their main missile (mainly for looks).


Have fun!

Download Balanced Annihilation V7.12


Last edited by Regret on 12 Jun 2010, 01:37, edited 1 time in total.

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PostPosted: 22 Feb 2010, 02:11 
Supreme Annihilation Maintainer
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gj


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PostPosted: 22 Feb 2010, 03:49 
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08
Updated my BA savegame mutator.


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PostPosted: 22 Feb 2010, 06:39 
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Joined: 07 Dec 2008, 02:35
SAM sites are still buggy (But maybe less often now)


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PostPosted: 22 Feb 2010, 10:02 
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Niobium wrote:
SAM sites are still buggy (But maybe less often now)


Damn, I basically reverted them to an older version before I messed around with them. I'll take another look, must be an engine change that caused it..


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PostPosted: 22 Feb 2010, 22:31 
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Maybe its ok with the new spring version?


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PostPosted: 23 Feb 2010, 08:43 
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Joined: 15 Dec 2008, 15:53
Location: at front, llt pushing
i know its a detail but i dont like most of new load screens, ba is all about unit spam and massive eco (mostly), load screens should represent that... currently its usually 1 ugly zoomed ba model and not that nice background


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PostPosted: 23 Feb 2010, 08:51 
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Joined: 21 Feb 2006, 14:09
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Wombat wrote:
i know its a detail but i dont like most of new load screens, ba is all about unit spam and massive eco (mostly), load screens should represent that... currently its usually 1 ugly zoomed ba model and not that nice background


if you wanted a true reflection of most BA games it would be a pic of BADSD so imo the loadscreens are some sort of an improvement.


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PostPosted: 23 Feb 2010, 08:58 
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Location: at front, llt pushing
play less dsd, no u r not right


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PostPosted: 23 Feb 2010, 09:31 
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Joined: 07 Apr 2009, 11:43
I dont like the new loadscreens either. The batch before that is the best, the ones before that (~1 year ago?) are kinda crappy too due to low quality.

I'd like to have screens of real combat situations, comm flying from a liche hit, janus vs rocko fight, massive spam on comet, vanguard bombardment... but not 1 or 2 units walking alone on a nice looking map, thats boring.

These are nice changes still, especially with bombers, though I still kinda wish for 1 side to get the old dmg back... Now they can 1-hit defenders but not solars and nanos like old bomber.


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PostPosted: 23 Feb 2010, 10:34 
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Take a look at the core metal extractor.. Its arms only go halfway up, and it does not wait untill its arms are completely up, it just starts turning straight away.


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PostPosted: 23 Feb 2010, 10:39 
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JohannesH wrote:
I'd like to have screens of real combat situations, comm flying from a liche hit, janus vs rocko fight, massive spam on comet, vanguard bombardment... but not 1 or 2 units walking alone on a nice looking map, thats boring.


johan is so cool


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PostPosted: 23 Feb 2010, 14:05 

Joined: 13 Jan 2009, 11:20
Quote:
- Healthbars widget now disables the engine ressurect bars.

It would be really nice if healthbars were completely gone when the healthbars widget was turned off - spectating battles would look better this way.


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PostPosted: 23 Feb 2010, 15:12 
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can juggernaut now walk over dragonteeths? ( too lazy to dl new spring / new ba since i know both will get updated in next week anyways )


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PostPosted: 23 Feb 2010, 15:29 
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JohannesH wrote:
I'd like to have screens of real combat situations, comm flying from a liche hit, janus vs rocko fight, massive spam on comet, vanguard bombardment... but not 1 or 2 units walking alone on a nice looking map, thats boring.


Nice ideas, i'd like to see an image of one leveler destroying grouped kbots/flashes. Also, i think having an image of a comdrop in the enemy's base is a must, as this is what most BA games boil down to.


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PostPosted: 23 Feb 2010, 15:53 
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TradeMark wrote:
can juggernaut now walk over dragonteeths? ( too lazy to dl new spring / new ba since i know both will get updated in next week anyways )


There's no way to do this without adding a new moveclass which would increase loadtimes and make everyone repath every map, seems a bit excessive to me for one very rarely used t3 unit.


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PostPosted: 23 Feb 2010, 15:59 
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it would increase loadtimes by 4%

but anyways, cant you use krogoth movement class?

"and make everyone repath every map" dont we already need to do this every spring release..? i dont remember much times when i used old path files... probably because i dont copy my path files to new spring folder >_>


Last edited by TradeMark on 23 Feb 2010, 16:00, edited 1 time in total.

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PostPosted: 23 Feb 2010, 15:59 
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Why not just move it into vkbot5? Would it be horrible if the Jugg got a minor boost to its slope-tolerance and amphibiousness out of the deal? It's not like the damned thing would be _useful_ in the water.


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PostPosted: 23 Feb 2010, 16:01 
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Joined: 22 Aug 2008, 15:29
Rather than it "walking over", it could simply follow suit with the krog and destroy the dteeth?


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PostPosted: 23 Feb 2010, 16:03 
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Sucky_Lord wrote:
Rather than it "walking over", it could simply follow suit with the krog and destroy the dteeth?


... that's kind of what we meant. That is handled by the movement class. Creating more movement classes increases pathing cost. Giving the Jugg the same moveclass as the Krog would also give the jugg amphibiousness and the ability to climb slightly-steeper hills than it used to.


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