BA Chicken Defense V2.56 (BA7.81) - Page 10

BA Chicken Defense V2.56 (BA7.81)

Classic game design, maintained to please you...

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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: BA Chicken Defense V1.58 (BA692)

Post by 1v0ry_k1ng »

just use zones the make queens immune to damage from the front, forcing players to do a flanky
YokoZar
Posts: 883
Joined: 15 Jul 2007, 22:02

Re: BA Chicken Defense V1.58 (BA692)

Post by YokoZar »

I really like the new chicken progenitor concept. It gives the queen battle a much more interesting dimension than just "hope the porc kills her while the t3 kbots distract her".

Now you have a reason to make things like maurauders or nukes to go out and kill the burrows after she spawns (since they're still live and angering her at that point doesn't mean much).


In general, I'd like to see the Queen toned down slightly, at least in terms of damage potential, making her minions a bigger part of the battle. That way she feels like less of a giant missile with hit points and more like a complicated boss battle. I think this is a good first step towards that.
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REVENGE
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Re: BA Chicken Defense V1.58 (BA692)

Post by REVENGE »

You should put in some super units to go 1v1 with the queen.
YokoZar
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Joined: 15 Jul 2007, 22:02

Re: BA Chicken Defense V1.58 (BA692)

Post by YokoZar »

Ok, the progenitors are a bit screwy.

Take a look at this replay and you'll see what happens at the end:
http://yokozar.org/DSD-chicken-692.sdf

First, there might be a bug with them (tombom said they seemed to have 0 health).

Secondly, it feels like they come on way too fast as soon as the queen is angered. This gives us very little time to have any strategy - if we kill the hives earlier, we anger the queen and shoot ourselves in the foot. I think if we had a minute or so after the queen is angered it would give us time to go out and kill the hives before the progenitors ultimately get us.
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TheFatController
Balanced Annihilation Developer
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Joined: 10 Dec 2006, 18:46

Re: BA Chicken Defense V1.58 (BA692)

Post by TheFatController »

YokoZar wrote:Secondly, it feels like they come on way too fast as soon as the queen is angered. This gives us very little time to have any strategy - if we kill the hives earlier, we anger the queen and shoot ourselves in the foot. I think if we had a minute or so after the queen is angered it would give us time to go out and kill the hives before the progenitors ultimately get us.
I'll look into the bug when I get back from work - They currently just spawn whenever waves spawn, but then the queen also spawns waves when she's damaged (which would cause an excess in progenitors), I can add like a minute delay to their spawning which might make things a bit smoother.
YokoZar
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Joined: 15 Jul 2007, 22:02

Re: BA Chicken Defense V1.58 (BA692)

Post by YokoZar »

TheFatController wrote:
YokoZar wrote:Secondly, it feels like they come on way too fast as soon as the queen is angered. This gives us very little time to have any strategy - if we kill the hives earlier, we anger the queen and shoot ourselves in the foot. I think if we had a minute or so after the queen is angered it would give us time to go out and kill the hives before the progenitors ultimately get us.
I'll look into the bug when I get back from work - They currently just spawn whenever waves spawn, but then the queen also spawns waves when she's damaged (which would cause an excess in progenitors), I can add like a minute delay to their spawning which might make things a bit smoother.
So, testing in single player, the main problem seems to be that the hatchlings are invincible. (0/0 hp). Not sure what would cause that.
el_matarife
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Joined: 27 Feb 2006, 02:04

Re: BA Chicken Defense V1.58 (BA692)

Post by el_matarife »

Should killing burrow do something other than or in addition to angering the queen? Maybe give resources to the players? The only real reason to ever attack burrows right now is to skip the artillery stage if you feel you're as ready as you will ever be. Maybe the attack waves should spawn on a set timetable and destroying burrows could post-pone the next spawn wave by 10 seconds each.
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Anyone
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Joined: 17 May 2009, 01:55

Re: BA Chicken Defense V1.58 (BA692)

Post by Anyone »

Maybe the burrows should spawn some kind of artillery turret if they are unharmed for too long? That would make the mod even more interesting.
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Anyone
Posts: 18
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Re: BA Chicken Defense V1.58 (BA692)

Post by Anyone »

...Any update on this, TFC? :oops: I miss this mod soooo much...
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TheFatController
Balanced Annihilation Developer
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Joined: 10 Dec 2006, 18:46

Re: BA Chicken Defense V1.58 (BA692)

Post by TheFatController »

Is TASClient fixed yet? I'm still using a pre-banner version but if its fixed ill update and update chicken
Hacked
Posts: 116
Joined: 15 Aug 2008, 18:06

Re: BA Chicken Defense V1.58 (BA692)

Post by Hacked »

tas works for me
post banner, but theres an option to turn that off
ai selection was fixed, if thats what you mean by broken
my version is .47 beta
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manolo_
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Re: BA Chicken Defense V1.58 (BA692)

Post by manolo_ »

in my version (1st update after satirik left) you could disable them via options
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Noooooo
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Re: BA Chicken Defense V1.58 (BA692)

Post by Noooooo »

Btw. a (perhaps) stupid newbie question:

Which file or script defines/control's the movement and behaviour of the chicken-unit's?

There is nothing like an 'Chicken AI' in the spring\ai directory - that's strange, since you add a chicken bot in the battle window the same way like - let's say an RAI-bot.
There must be something which controls the units (orders them to attack there or here, etc.)... I tried to find something in the mod-file, forum and so on, but no success :(

Any help?

Thank you.
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: BA Chicken Defense V1.58 (BA692)

Post by [Krogoth86] »

It's a basic Lua-AI - you'll find all the stuff in the LuaRules folder...
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Pressure Line
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Re: BA Chicken Defense V1.58 (BA692)

Post by Pressure Line »

[Krogoth86] wrote:It's a basic Lua-AI - you'll find all the stuff in the LuaRules folder...
Inside the BAxxx.sdz archive in the /mods/ folder.
Satirik
Lobby Developer
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Re: BA Chicken Defense V1.58 (BA692)

Post by Satirik »

section= "cust",

this section does not exist in latest version
Super Mario
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Joined: 21 Oct 2008, 02:54

Re: BA Chicken Defense V1.58 (BA692)

Post by Super Mario »

can you update it to the latest ba version?
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flyonthenet
Posts: 4
Joined: 12 Dec 2009, 20:54

Crash on Chicken Defense V2.02

Post by flyonthenet »

Hi all,
I have encountered a problem with this mod in my system.

When I kill the queen, Spring crashes

I use Chicken Defense V2.02 with Balanced Annihilation 7.04
The same problem happens with Chicken Defense V2.01 / BA 7.01

BA and the others mods works correctly.

In attachment you see the infolog.txt generated by Spring.
If I replay the game, Spring does not crash.
If you want I send you the demo file.
Attachments
infolog.txt
Spring Infolog
(25.98 KiB) Downloaded 25 times
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Wombat
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Re: BA Chicken Defense V1.58 (BA692)

Post by Wombat »

revenge of the fallen ?
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Zydox
Lobby Developer
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Re: BA Chicken Defense V1.58 (BA692)

Post by Zydox »

New version on it's way? :-)
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