bad, defences dont auto shoot a dodo, if you get 43 chickens and 2 dodo's the might not hit the dodo and it just kills everything, or you hit it, and half of the chickens die, just let them stop packing, like a tower defence wave.
1.15 Changelog - Increased dodo's hitsphere slightly & decreased its hitpoints - Decreased dodo's edgeeffectiveness and raised its explosion damage (better close range, less better long range) - Dodo's death explosion now does small amounts of damage to other dodos (they don't chain but large swarms will suffer)
Hopefully this will be the last small balance / fix release before the next big new feature. We beat this on Normal last night with 5 players on FolsomDamFinal following 2 defeats - it's not impossible but quite tricky as intended :)
I always liked defense style game modes, and this is no exception. I found myself feeling slightly less clever when the chickens tore down my DT's though D:
I have one problem though, dont know if its the mod or something I have set. Whenever I host a chicken defense I have no mod options in the battle window, grace period, queen arrival, anything.
PS: I know its recorded elsewhere but it doesnt seem to be in this thread; CD doesnt work with the installer version of BA 1.31, as the file is named "Installer_Version" or some crap. That seems to be what RogerN was referring to, its what was wrong on my end when I tried to play a game with him.
EDIT: Curses. I failed to read Trademarks post right after RogerN's.
DOUBLE EDIT: After alot of fiddling, fixed problems by using the 'reset registry stuff' button in the options/program options in TASclient.
Last edited by Cabbs Babbage on 25 Aug 2008, 14:13, edited 1 time in total.
- Spikers no longer follow air units - Assault chickens gain a new air only attack to counter early air & boost overall chicken AA power - Raised Queen HP (every successful game I've played so far its been disappointing) - Added a minimum burrow cap (instant respawn) of 1 burrow per player - Each burrow kill now angers the queen slightly, enabling more dynamic play - Mod option added so you can turn it off - Increased the default game length by 4 minutes - Some misc lua changes / speedups (you probably wont notice!) - Added some useful lua widgets to mod (high CPU use ones disabled by default)
- Fixed bug where queen could instantly die from a little bit of falling damage (even if it was just walking apparently) - Removed the silly exp changes, bonuses are now the same as normal BA - The minimum burrows cap now gets lowered by 1 each time a player dies - Lowered cockatrice DPS a little bit
Should probably update this even if noone posts in the thread:
Changelog V1.22 - Raised Queen blob breath default damage (400 -> 600 per blob) - Spike weapons are no longer blocked by shields (Queen Spines & Spiker Attack) - Tweaked the queen defense squads (now always includes a couple of dodos) - Removed Radar from Lobber, raised its LOS instead - Added new difficulty modes: Very Easy and Very Hard - Added new Custom difficulty mode where you can set up many more game rules with ModOptions. - Lobber EMP duration now scales with difficulty
Should probably update this even if noone posts in the thread:
Changelog V1.22 - Added new difficulty modes: Very Easy and Very Hard - Added new Custom difficulty mode where you can set up many more game rules with ModOptions.
I am having a hard time imagining how brutal Very Hard mode must be. I bet it is only winnable on SpeedMetal or something.
Also, is this mod compatible with the test versions of .77? I'd love to try .77 with your mod.
It should be compatible with the new spring, idk if everything in BA631.sd7 is though.
I think a bunch of widgets in BA6.31 are busted actually. I should have thought of that before I proposed testing it, whoops.
Also, can you make chickens not shatter into pieces when they die? I'm convinced that's behind a lot of the slowdown and the pieces tend to do a lot of damage.
They do produce a lot of shards however this enables them to throw damage over defenses, if this was removed they would have to have a larger AOE explosion which wouldn't work the same.
There's a compromise - if anyone can tell me if there's a way to raise the damage of the shards that a unit explodes into? Then less shards with more damage could be used to prevent lag.
I have groundwork in place now, I keep finding things I want to change with the standard mode. (next patch has 3 new chicken types which will all feature in survival)
If I have time i'll get surival mode alpha implemented in this version and build on it from there
I'm still rooting for chicken "eating" Dragon's Teeth and Fort Walls instead of just crushing them instantly, and also chicken leaving burnt out "husk" style corpses that reclaim for decent amounts of energy and metal to help people get to tech 2 faster.
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