Progressive Annihilation's first build was based on BA v7.42 it has however been heavily modified balance wise and had many animations added.
Credits: PA contains some models from TA:Escalation I'd like to specifically give credit to Archdragon, Boogie, Wotan and TheRegisteredOne. PA also contains units from Unit Universe.
PA also contains many Widgets and Gadgets completely designed developed by Niobium which he deserves credit for.
Many units have also been taken and modified from other mods such as NOTA.
The rest of the work that has been put into this mod, Unit scitps, Unit defs, balancing, ecta. Have mostly been done by me with some aid from Niobium.
My goal for PA is to be constantly progressing, making the mod better, adding new and interesting things and keep it well balanced. To do this well I need players to help me do this with their experience, suggestions and criticism.
So What is PA?
Better Pathing and Better Mirco I've made a lot of modifications to Turret turn speed and removed Turn in Place from every unit. What this does is instead of slowing down and turning when you order a unit to turn it does a quick circle maneuver and retains its speed. These changes are particularly good for T1 microing.
Metal Extraction: There are only one type of metal extractors and they extract more metal. 2 times what BA ones do. This means if a mex gave you 2m per second in BA it would give 4m in PA. This is to make expansion combat The primary goal of the game as opposed to teching.
Metal Makers: Have been removed.
Energy Production: Energy production costs have been re balanced to make teching smoother so there aren't lulls in battle.
Energy producing structures cost: ------------------------------------Metal Cost----Energy Cost---Energy Produced
Arm Wind-----------------------40---------------150-------------Determined by map Arm Solar-----------------------150 -------------0----------------25 Arm Advanced Solar----------375 -------------2000------------80 Arm Fission--------------------1100-------------5000-----------300 NEW Arm Fusion---------------------4500------------15000----------1350
Core Wind----------------------40---------------150-------------Determined by map Core Solar----------------------150 -------------0----------------25 Core Advanced Solar---------375 -------------2000------------80 Core Fission--------------------1100------------5000-----------300 NEW Core Fusion--------------------4500------------15000----------1350
Unit Roles and Balance: Units have been given or are going to be given more defined roles and kept well balanced, there will be no units like BA's Morty with 1:3 metal to energy ratio or underpowered useless units like BA's Fido.
Tech 1 and Tech 2: PA will bridge the gap between T1 and T2 at the moment T2 is simply better, you get more HP and damage for metal from T2 then then T1. What I'd like to see is for T2 to be more specialized and fulfill special roles that T1 doesn't. Some units will be better but T1 will remain the staple of your armies, keeping this in mind T1 is going to made more interesting with more units.
New Units:
Core Blastwing T1 air flying bomb drone
Core Jar T1 armoured assault kbot.
Core Outlaw T1 Medium Infantry Kbot
Arm Whirligig T1 Air suicide EMP drone.
Arm/Core Fission Reactors Bridging T2 Energy production.
Arm Gnat/Core Whasp Mine Bombers.
Arm Bandit Medium Infantry Kbot
Arm Shimmer T1 Cloak bot
Core Zaratan Core Platform Tank, capable of loading other units as its weapons.
Arm Tortoise Light Platform Tank
Core Archdemon Core T3 Experimental Flame Kbot
Razor and Shredder New models for the Razor and Shredder.(Packo & SAM) They are now Anti Gunship AA.
Core Fred T2 Core Fast assistance vech
More to come... I am a bit behind on updating.
Last edited by Lord Juzza on 02 Feb 2012, 14:49, edited 15 times in total.
Even more units? BA's balance problems stem partially from it having too many units, with heavily overlapping roles... Units should be removed if anything.
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