View topic - Rebalanced Annihilation v1.0


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PostPosted: 18 Sep 2010, 13:18 
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Joined: 05 Oct 2006, 03:32
Location: New Zealand
From the guys that couldn't bare to watch another DSD tech... Comes a mod so outrageous it can only be described as "another BA fork"

But with a twist!

Please note the change to mex's...

Quote:
7.18 --> Rebalanced Annihilation 1.00

Gameplay changes
----------------------------------------------
- Added Modoption to prevent dgunning in enemy startboxes (7.5 minutes by default)
- Mex extraction rate now doubles every 10 minutes (ie/ At 10 minutes mexs give 2x metal, at 20 minutes gives 4x metal etc)
- Removed all mex types except standard T1
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Model changes
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- Some (around 50) New/Recycled models
- Hitboxes added for a significant portion of mobile ground units
- Ambient Occlusion added for most buildings
- Added in new weapons effects
- Added hitsphere scaling back to original values
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Balance changes
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Special Weapons:
- Antinuke's now starts with one missile loaded
- Mobile antinuke energy cost reduced 25% (88000->66000)

Units:
- Removed commando

Air:
- Missile trucks weapon changed, only target air, reload time of 1.1 seconds, damaged 62 per missile/s
- Jethro reload time now 1.1 second, DPS remains the same.
- T1 Fighters max velocity increased 11.1 (9.8->11.1)
- T1 Fighters now do the same damage to t2 bombers as t1 bomber (100->240 respectively)
- T1 Fighters reload time now 0.8 seconds
- T2 Bombers now precision bombers, 1 bomb dropped, deals 950 damage arm/1250 damage core

- T1 Fighters nolonger chase ground units (behave like T2 fighters - stops them being baited whilst on patrol)

Kbot:
- Morty energy cost increased (2080->7640)
- Fido range increased (650->700)
- Removed Fido gauss cannon weapon

Economy:
- Arm Advanced Fusion, Energy Storage increased (9000->25000)
- Core Advanced Fusion, Energy Storage increased (9000->25000)
- T1 mex HP increased (170->200)
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The Mex extraction change is a little new, but in theory:

- Discourage teching to a degree
- It will bridge the gap between front and back in large games
- Make raiding/expansion more viable in large/small games (especially late game)
- Make 1v1's hell'a fun XD (raiding etc)

T2 eco will remain the same late game, but T1 will be alot more viable later into the game. If you control more mexes after the first 10 mins, you get the advantage you deserve. Also late game expansion will still be very relavent. Ie/ At 40 mins mexes will be giving 32 metal if played on DSD!

Note: This will not replace the progress of BA II, that will remain commited to standard BA gameplay

DOWNLOAD LINK: http://www.springfiles.com/show_file.php?id=2798
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PostPosted: 18 Sep 2010, 14:12 
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Joined: 12 Mar 2008, 08:29
Yey! Just need some people to play now. Will be interesting to see how people adjust to mex changes.
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PostPosted: 18 Sep 2010, 16:16 
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Joined: 05 Oct 2006, 03:32
Location: New Zealand
Worked out a decent formula so I will release a version tomorrow 8)
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PostPosted: 18 Sep 2010, 16:26 
Balanced Annihilation Maintainer
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Joined: 10 Dec 2006, 18:46
Dunno if you have already looked at it but the 'progressive mining' modoption in BA has charging mex's however these start bad then get a bit better then stop, anyhow it includes a nice graphical indicator on mex's that shows their progress if that's of any use to you.
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PostPosted: 18 Sep 2010, 23:03 
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Joined: 05 Oct 2006, 03:32
Location: New Zealand
Yeah we had a look at that, probably integrate that feature. It's good, was really testing the theory behind this, it seems to work quite nicely. Different though, more time spent fighting if thats a good thing? I dunno.
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PostPosted: 26 Sep 2010, 12:04 
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Joined: 17 Jun 2009, 12:21
minor detail:
The core decoy commander doesnt have the same model as the regular one ;-)
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PostPosted: 27 Sep 2010, 13:58 
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Joined: 24 Jul 2006, 22:29
Location: Lewisville, TX
Is mex efficiency global or is it a bonus which is only applied if a particular mex survives for at least 10 minutes?
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PostPosted: 27 Sep 2010, 16:10 
Spring Developer

Joined: 16 Dec 2006, 20:59
Cool. Actually the econ system was the only thing that disappointed me slightly when I started playing TA.

What I want is ore miners like in Red Alert 2. The ore appears on the mex spots, the trucks have to get it from there and dump it in the refinery. :mrgreen:
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PostPosted: 28 Sep 2010, 12:53 
Lobby Developer
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Joined: 23 May 2006, 12:54
Location: Sweden
...the spice must flow...
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PostPosted: 29 Sep 2010, 13:47 

Joined: 13 Aug 2007, 12:19
RogerN wrote:
Is mex efficiency global or is it a bonus which is only applied if a particular mex survives for at least 10 minutes?


In the testing it worked with time frames of 10 mins; thus a mex built in the first 10 mins got upgraded at 10, 20, 30, etc. A mex built in the second 10 mins was functioning as new, and got its first upgrade in the third frame, so it would be one upgrade behind those from the first frame.
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PostPosted: 08 Oct 2010, 13:27 
Spring Developer

Joined: 16 Dec 2006, 20:59
Zydox wrote:
...the spice must flow...

War Miner under attack
Image
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PostPosted: 09 Oct 2010, 02:13 
Modeler
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Joined: 15 Dec 2008, 15:53
Location: at front, llt pushing
holy shit, its yous ? :D cool stuff
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PostPosted: 09 Oct 2010, 23:25 
Spring Developer

Joined: 16 Dec 2006, 20:59
I'm afraid not, this was a quick rip off google image search. But if I ever decide to try mod development...
it would be kind of LOL to have a few RA2 units in BA.
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