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 Post subject: BA 7.65 UPDATE
PostPosted: 11 Mar 2012, 18:04 
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Joined: 26 Oct 2007, 15:21
UPDATED

7.64 -> 7.65
3/15/2012
- Units that shouldnt shoot air now dont
- Fixed submerged nanoframe targetting
- Core adv torp now officially underwater unit
- Area reclaim fixed
- Torp launchers dont target hovers at all now
- Sniper and others couldnt be targetted by most units
- Core aircraft plant heights increased



Changelog:

7.63 -> 7.64
2012/03/11:

-fixes for .87
-Tank and Hover turninplacespeedlimit=unitvelocity/2
-Kbot turninplaceanglelimit=91
-Torpedos and depthcharges no longer target hovers
-Per piece collision volumes fixed (viper being immune to beamlaser bug)
-Carriers no longer assist building
-Nanos get restarted automatically
-Nanos are built with passive mode by default
-Added ranks api gadget
-Radar units now emit radar and los from their actual radar dishes (results in greatly improved t2 radar and LOS)
-Many widget fixes, and performance optimizations

Dowload link: http://springfiles.com/spring/games/balanced-annihilation-29

Please report all bugs here, thanks!

Have fun!


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 Post subject: Re: BA 7.64
PostPosted: 11 Mar 2012, 18:19 

Joined: 20 Oct 2009, 12:04
Thanks to all devs!


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 Post subject: Re: BA 7.64
PostPosted: 11 Mar 2012, 19:45 
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Joined: 28 Jul 2010, 15:20
Location: Lyon - FRANCE
+1, thx for your job,

Fabrice


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 Post subject: Re: BA 7.64
PostPosted: 11 Mar 2012, 21:13 

Joined: 17 Mar 2009, 00:20
Thx behe


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 Post subject: Re: BA 7.64
PostPosted: 11 Mar 2012, 21:50 
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Joined: 01 Aug 2011, 18:06
Thanks! :mrgreen:


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 Post subject: Re: BA 7.64
PostPosted: 13 Mar 2012, 02:23 
Spring Developer

Joined: 31 May 2009, 23:08
Bugs:

most units can shoot air, for example:
- sharpshooter
- annihilatior
- t2 mobile artillery

- the BA 7.63 post shouldn't be sticky...

(sharpshooter vs atomic bomber is really imba...)

what are the benefits of showing the rank of units?


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 Post subject: Re: BA 7.64
PostPosted: 13 Mar 2012, 02:27 
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Joined: 26 Oct 2007, 15:21
Ranks: none really, I will put that as default off in next version. I dislike extra visual clutter.

Thanks for reporting the targetting thing too!


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 Post subject: Re: BA 7.64
PostPosted: 13 Mar 2012, 02:45 
Spring Developer

Joined: 31 May 2009, 23:08
a bit more useful list which units can shoot air:
-morty
-Shellshocker
-Wombat
-Fido
-marauder (both weapons can shoot air)
-vanguard

(and much more i guess...)


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 Post subject: Re: BA 7.64
PostPosted: 13 Mar 2012, 02:53 

Joined: 17 Mar 2009, 00:20
Yes because most units were based on toairweapon=1, now its all category based.


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 Post subject: Re: BA 7.64
PostPosted: 13 Mar 2012, 10:34 

Joined: 20 Oct 2009, 12:04
In DSD I build about 4 bantha and send them to enemy north.
Enemy had lot's of sniper kbots on "cloacked" state. Banthas don't shoot at snipers when they are became visible.

My banthas do not shoot at them. Snipers shoot at banthas and become visible near banthas, but banthas don't shoot even if i give atack order on that unit manually (by clicking on unit with "atack" mode cursor).

Maybe this chat logs related to this issue: http://pastebin.com/8gwtpnaM


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 Post subject: Re: BA 7.64
PostPosted: 13 Mar 2012, 13:11 
Lua Coder
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Joined: 20 Feb 2007, 01:10
abma wrote:
what are the benefits of showing the rank of units?

Experienced units have significant more hp so it is quite useful to know which units you want to keep and retreat and/or repair.
Also I think its cool.


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 Post subject: Re: BA 7.64
PostPosted: 13 Mar 2012, 13:20 

Joined: 29 May 2010, 22:40
very_bad_soldier wrote:
* useful to know which units you want to keep and retreat and/or repair.
* Also I think its cool.
+1


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 Post subject: Re: BA 7.64
PostPosted: 13 Mar 2012, 13:29 

Joined: 20 Oct 2009, 12:04
very_bad_soldier wrote:
Also I think its cool.

+1


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 Post subject: Re: BA 7.64
PostPosted: 13 Mar 2012, 18:48 
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Joined: 05 Oct 2010, 17:38
Location: DSD
If you DGun a Hover-Transport with a Com-in -->no explosion...you survive bug or feature? :twisted:


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 Post subject: Re: BA 7.64
PostPosted: 14 Mar 2012, 01:52 

Joined: 31 Oct 2010, 19:09
There are many bugs with assisting and reclaiming. I think it might be an engine thing but it is really annoying. I had 3 engineers assisting a con but all they did was follow it, they did not actually help with the building of stuff. I had a rez bot that would not reclaim somethings and reclaim others that are closer.


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 Post subject: Re: BA 7.64
PostPosted: 14 Mar 2012, 03:10 
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Joined: 17 Sep 2010, 14:49
very_bad_soldier wrote:
abma wrote:
what are the benefits of showing the rank of units?

Experienced units have significant more hp so it is quite useful to know which units you want to keep and retreat and/or repair.
Also I think its cool.

They have more hp but usually it's not practically significant at all, apart from few rare cases (like with rockos fighting januses, getting any amount of xp is a big deal before being hit because then you just barely can survive a single hit).


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 Post subject: Re: BA 7.64
PostPosted: 14 Mar 2012, 11:44 
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Joined: 26 Oct 2007, 15:21
MiNiMi wrote:
If you DGun a Hover-Transport with a Com-in -->no explosion...you survive bug or feature? :twisted:


We can call it a feature for the moment, unless you can outline a good reasoning against it. The way transport hovers work is that they hide the transported units far underwater:
Attachment:
corthoverbug.jpg [71.86 KiB]
Downloaded 2 times


Jamerlan: fixed in svn


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 Post subject: Re: BA 7.64
PostPosted: 14 Mar 2012, 20:03 
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Joined: 26 Oct 2007, 15:21
More issues fixed, ill be back late tonight to fix the rest and release. If any others want to commit, feel free to do so.


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 Post subject: Re: BA 7.64
PostPosted: 14 Mar 2012, 20:03 
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Joined: 06 Sep 2010, 21:59
Thanks beherith for all the work.


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 Post subject: Re: BA 7.64
PostPosted: 15 Mar 2012, 00:16 

Joined: 29 May 2010, 22:40
Today I realized that this version - or specifically the range-bug - does one thing in particular: it does favor the newbies and techers:
The front-pushers are dependent on reclaim/rez-eco, while newb/techers run on mm-eco, thus are not effected.


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