Search found 16 matches
- 02 Apr 2013, 19:05
- Forum: Balanced Annihilation
- Topic: Dual Screens - No Minimap
- Replies: 4
- Views: 882
Dual Screens - No Minimap
I had a simple idea: in dual screen mode, instead of one screen the action and the other a full screen minimap, why not have both screens as actual game views each with their own unit selection? I find a map fully zoomed out more useful than a minimap of the same size since its easier to understand ...
- 22 Oct 2012, 02:47
- Forum: Balanced Annihilation
- Topic: Teleportation Via Intruders
- Replies: 18
- Views: 4467
Re: Teleportation Via Intruders
Since we're doing diagrams, this one illustrates my idea. You tell a unit to move from A to B, and there is an intruder along the path of the units move order. http://i.imgur.com/P5NDo.png Loading and unloading units has no effect on the unit, so it would continue to move to B once unloaded without ...
- 21 Oct 2012, 14:42
- Forum: Balanced Annihilation
- Topic: Loop Build?
- Replies: 7
- Views: 1869
Re: Loop Build?
The mex example was pretty bad but it works. If you drag a large square area, mexes will be queued to build on all the mexes in that area in the square. It's a really hacky way of queuing mexes over a large area, for example on a FFA game on throne where an enemy's commander has died so all his mexe...
- 21 Oct 2012, 14:38
- Forum: Balanced Annihilation
- Topic: Teleportation Via Intruders
- Replies: 18
- Views: 4467
Re: Teleportation Via Intruders
Can you think of a sitation where this is more cost efficient or faster than air transports though? Chaining intruders is faster than air transports if used property. It's not cost efficient for human use because it takes a lot of micro. It could work with a good widget though. I think the ideal wi...
- 21 Oct 2012, 12:35
- Forum: Balanced Annihilation
- Topic: Loop Build?
- Replies: 7
- Views: 1869
Loop Build?
Is there a Loop Build? It would work similar to loop select. You hold space when building an area and it allows you to draw any shape. It'd be particularly useful for building mexes. A lot of the time on large mapes dragging a square area wouod result in your con units walking directly into the enem...
- 21 Oct 2012, 12:20
- Forum: Balanced Annihilation
- Topic: Teleportation Via Intruders
- Replies: 18
- Views: 4467
Teleportation Via Intruders
I've been looking for a use for intruders for a while. I've found a way that effectively allows you to teleport units across the map using a line of intruders. The reason this works is because, unlike all other modes of transport, intruders load and unload units instantly. And the distance at which ...
- 18 Jun 2012, 01:21
- Forum: Balanced Annihilation
- Topic: Freakers vs. Nano Turrets: A Mathematical Approach
- Replies: 17
- Views: 6391
Re: Freakers vs. Nano Turrets: A Mathematical Approach
Also they've got shorter buildtime, even more so when compared to their buildpower. I have left this statement unchallenged for too long. Lets see how the build times of the Nano Turret look once we include the build time for the economy they need to generate to match the Freaker. It generates 20 E...
- 17 Jun 2012, 17:05
- Forum: Balanced Annihilation
- Topic: Freakers vs. Nano Turrets: A Mathematical Approach
- Replies: 17
- Views: 6391
Re: Freakers vs. Nano Turrets: A Mathematical Approach
It's possible to do this analysis with t1 construction units to compare them to Nano Turrets. Lets look at the Core t1 Kbot. We will use t1 solars to compare the E created (since we assume that solar will be the source of E income) but for converting the kbot's M income we will use t2 MMs/Adv fusion...
- 16 Jun 2012, 01:46
- Forum: Balanced Annihilation
- Topic: Freakers vs. Nano Turrets: A Mathematical Approach
- Replies: 17
- Views: 6391
Re: Freakers vs. Nano Turrets: A Mathematical Approach
0.2 M is one sixtieth of the output of a T2 MM (12/0.2=60) and an Adv. Fusion Reactor. The converted cost (turning the E cost into M) of a Core T2 MM is 729.56 M. So the 0.2 M produced by the Freaker is worth (10,0001.6+729.56)/60=178.852667 M. Math check: I think here you are assuming a full adv f...
- 15 Jun 2012, 06:06
- Forum: Balanced Annihilation
- Topic: Freakers vs. Nano Turrets: A Mathematical Approach
- Replies: 17
- Views: 6391
Freakers vs. Nano Turrets: A Mathematical Approach
Freakers vs. Nanos: A Mathematical Approach I see Nano Turrets in many games, but I often find myself wondering if this the optimal way to maximize build power. I looked at many units and found a potential contender to the throne of best unit for build power: the Freaker. A Nano Turret costs 197 M, ...
- 11 May 2012, 04:01
- Forum: Balanced Annihilation
- Topic: Bug Found. Can Be Used to Gain an Advantage.
- Replies: 12
- Views: 2503
Bug Found. Can Be Used to Gain an Advantage.
I was messing around versus Null AI to see if I could find any bugs. I did find a significant bug which can be used to gain a large advantage over opponents. It allows you to get radar coverage or radar jam an area of the map without having a radar or radar jammer in that location. It works as follo...
- 15 Apr 2012, 12:37
- Forum: Balanced Annihilation
- Topic: Unit Movement Pt. II
- Replies: 52
- Views: 9677
Re: Unit Movement Pt. II
No matter which way you look at it, the pathing system in BA is not satisfactory. Something needs to be done about it. It's an engine issue, not a BA issue ¬_¬ At least try to understand what does what before you go to any sort of effort trying to show devs (who are much more knowledgeable about th...
- 15 Apr 2012, 01:18
- Forum: Balanced Annihilation
- Topic: Unit Movement Pt. II
- Replies: 52
- Views: 9677
Unit Movement Pt. II
Unfortunately the last topic about path finding was locked. Hopefully we can have a more civil discussion this time around. Here is a picture which illustrates the problem I was talking about. http://i.imgur.com/wpsYJh.jpg In this image it's clear what the issue is. The path found (in bold blue) is ...
- 14 Apr 2012, 16:35
- Forum: Balanced Annihilation
- Topic: FIX UNIT MOVEMENT!
- Replies: 12
- Views: 2409
Re: FIX UNIT MOVEMENT!
Considering you fail to understand that this is the design you have an issue with and not a bug: your code review based on assumptions is entirely worthless. I'm aware that it was put in by deisgn hence I said "You'd have to start off by designing it in a broken way". There's no reason to...
- 14 Apr 2012, 15:54
- Forum: Balanced Annihilation
- Topic: FIX UNIT MOVEMENT!
- Replies: 12
- Views: 2409
Re: FIX UNIT MOVEMENT!
Its how the pathing system works. Either fix it yourself, or learn to love it. (enable cheats and press alt+b ingame...) Case closed. The pathing system is a complete and utter failure. It is broken. One should be ashamed to be the author of such code. Why on Earth would I learn to love something w...
- 14 Apr 2012, 13:45
- Forum: Balanced Annihilation
- Topic: FIX UNIT MOVEMENT!
- Replies: 12
- Views: 2409
FIX UNIT MOVEMENT!
Start up a game. Now tell a unit to move around (ideally on a flat space) and observe. You will quickly notice something truly bizarre about the way all units move. All units move at angles which are multiples of 45 and nothing else. That's right. Even if you send a unit to move 30 degrees in a give...