Balanced Annihilation V7.20 - Page 4

Balanced Annihilation V7.20

Classic game design, maintained to please you...

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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Balanced Annihilation V7.20

Post by knorke »

Why are newest BA packages in .sdz format instead of .sd7?
rapid only works with .sdz files so i guess it was just less work to make normal dl version .sdz too and not care about 3 mb.
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Balanced Annihilation V7.20

Post by TradeMark »

rapid...? whats that?
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Balanced Annihilation V7.20

Post by knorke »

not sure if troll?
this automatic downloader system thing.
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Balanced Annihilation V7.20

Post by TradeMark »

oh... i havent playd in 2 years so i have missed a lot.

why doesnt it support 7zip? it should... i believe its because of solid archive type: you cant extract one file at a time there, need to dl everything if you want to get one file... (if thats what rapid is supposed to do, idk.)
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Balanced Annihilation V7.20

Post by knorke »

i dont know why its that way. i just found that out few days ago when i put spring tanks on rapid.
basically you have this rapid program and type in "ba" and it updates your ba version without having to redownload the whole mod. But i dont know for sure, that program never worked for me. Though zeroK lobby has a buildin rapid downloader thing and I use that so i guess the other rapid program works similiar. It also autodownloads maps if you join a game.
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ginekolog
Posts: 837
Joined: 27 Feb 2006, 13:49

Re: Balanced Annihilation V7.20

Post by ginekolog »

TFC:

-plz fix subs that can be attacked by all units atm

sidenote: t2 static torpedo launcher is mostly useless, buff HP or reduce cost to make it usefull defence unit.
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Aether_0001
Posts: 228
Joined: 25 Feb 2008, 03:41

Re: Balanced Annihilation V7.20

Post by Aether_0001 »

Also, please fix pelican climbing ability, and why can't hovers be picked up by airtrans?

Also why are recluses so much worse than termites?
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Balanced Annihilation V7.20

Post by Wombat »

ginekolog wrote:TFC:

-plz fix subs that can be attacked by all units atm

sidenote: t2 static torpedo launcher is mostly useless, buff HP or reduce cost to make it usefull defence unit.
ye its about time to fix that crap with subs :'

and i got same opinion about t2 torp as about every porc - make units (tho it outranges every t1 so its not that bad)
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Johannes
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Joined: 17 Sep 2010, 15:49

Re: Balanced Annihilation V7.20

Post by Johannes »

It also outranges t2 subs and cruiser, and is cheaper than them. If you don't like it, whatever, don't use it then and let others figure it out...
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Niobium
Posts: 456
Joined: 07 Dec 2008, 02:35

Re: Balanced Annihilation V7.20

Post by Niobium »

Johannes wrote:It also outranges t2 subs and cruiser, and is cheaper than them. If you don't like it, whatever, don't use it then and let others figure it out...
The HP is pitiful at 1520, and both T2 subs have a hidden +50% damage bonus against torpedo launchers which makes it even worse.

Unrelated suggestion: The buildpic for core seismic detector is that of the arm detector, despite the core buildpic file being in the mod.
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Johannes
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Joined: 17 Sep 2010, 15:49

Re: Balanced Annihilation V7.20

Post by Johannes »

So what, it's still useful. See my previous post.

How would improving torp launchers improve the game, they would be used more yes but what's so awesome about that?
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Aether_0001
Posts: 228
Joined: 25 Feb 2008, 03:41

Re: Balanced Annihilation V7.20

Post by Aether_0001 »

Hey, also seismic detectors are pitiful at costing 150 energy/sec and costing a decent amount to build for detecting objects that are only cloaked and stealthed. It doesn't detect anything if it's outside of vision, or if it's in vision and you don't have radar coverage of that area - only if it's in vision, cloaked, and stealthed.

Please make it cheaper/larger range/detect anything in range that can't be seen? Or allow units to auto shoot at the places being marked... the fact that nothing happens except players seeing the markings is a little discomforting too.
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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: Balanced Annihilation V7.20

Post by TheFatController »

Btw I've been real busy the last week or two but have a release with sub fixes and stuff (nothing major really) just testing and crap and will try and publish at some point in the next few days!
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Wombat
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Joined: 15 Dec 2008, 15:53

Re: Balanced Annihilation V7.20

Post by Wombat »

win

emping subs is not that pro anymore :(
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Balanced Annihilation V7.20

Post by Jazcash »

Did I miss the change about all-terrain units being a lot slower at climbing slopes and stuffs? Vanguards climbing up DSD cliffs is like watching a Jugg crawl along now. Although, perhaps it's just 'cause even Vanguards find DSD boring now.
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Wombat
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Re: Balanced Annihilation V7.20

Post by Wombat »

as if they were any faster than juggs
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Johannes
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Joined: 17 Sep 2010, 15:49

Re: Balanced Annihilation V7.20

Post by Johannes »

They're twice as fast actually :regret:
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Balanced Annihilation V7.20

Post by Wombat »

2x2=still shit, difference is barely visible. so no
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Balanced Annihilation V7.20

Post by Wombat »

TFC, could u take a look at missle ships ? had two games today when i made these and i simply couldnt make them shoot anything :/
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