BA Chicken Defense V2.56 (BA7.81) - Page 2

BA Chicken Defense V2.56 (BA7.81)

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pharoph
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Joined: 16 Jan 2008, 02:04

Re: BA Chicken Defense BETA (BA631)

Post by pharoph »

it sounds really really good! to bad i cant play it though cause i dont know whats taking up all the memory on this computer and i cant install spring :/
it makes me sad!
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TradeMark
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Re: BA Chicken Defense BETA (BA631)

Post by TradeMark »

can you make chickens mod which sends stronger and stronger units until you die, so you will never win it, but you can score higher by surviving longer...
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TheFatController
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Re: BA Chicken Defense BETA (BA631)

Post by TheFatController »

TradeMark wrote:can you make chickens mod which sends stronger and stronger units until you die, so you will never win it, but you can score higher by surviving longer...
Good thinking Batman. I'll implement this at some point as Survival Mode, it'll have a Score system and ignore all difficulty and mod option settings (of course different maps will achieve different scores but if its popular someone could make a Chicken Defense Survival tournament map)
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TheFatController
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Re: BA Chicken Defense BETA (BA631)

Post by TheFatController »

BETA2 Changelog
- Made many minor and major speed-ups to unit_spawner.lua
- Removed terrain deformation from all chicken weapons (much less lag)
- Chicken waves no longer all spawn in one game frame
- New chicken spawns are now kept in a queue. When maxchickens is reached waves continue to add to the back of the queue, every time a chicken dies and it will be instantly replaced if there are outstanding spawns from the appropriate burrow (killing a burrow with queued chickens will also remove those chickens from the queue)
- Lowered the minimum values on maxchickens and maxburrows
- Added a maxturrets limit (25% of maxchickens) to stop games with low maxchickens being clogged with turrets
- With the above changes in mind: Removed Anti-Lag mode
- Burrows no longer spawn during the grace period
- Fixed rare issues with first chicken wave
- Arm com blast now no longer instantly kills the Queen with impulse (i'd already fixed Core com)
- Punisher, Guardian, Toaster and Ambusher damage vs Chickens increased (to make them a bit more useful)
- Dodo's HP slightly raised, death explosion no longer damages other chickens
- Fixed a typo that added a squad of 6 Assault Chickens to wave 2

Download: http://spring.jobjol.nl/show_file.php?id=1256


Play testing to follow, next version will contain more fixes, features, balance tweaks & possible new game modes.

Discuss.
smokingwreckage
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Joined: 09 Apr 2005, 11:40

Re: BA Chicken Defense BETA2 (BA631)

Post by smokingwreckage »

Bug in previous version: spikers in the water cannot be targeted.... at all, by anything, AFAIK; certainly not by destroyers, depth charges, or torpedo launchers. Dodos and lobbers can definitely be torpedoed.
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BrainDamage
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Re: BA Chicken Defense BETA2 (BA631)

Post by BrainDamage »

you can pwn the queen badly if you spam T2 transports since she's not emp immune, is that intentional? I beat her really easy thanks to that
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REVENGE
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Re: BA Chicken Defense BETA2 (BA631)

Post by REVENGE »

Brain Damage wrote:you can pwn the queen badly if you spam T2 transports since she's not emp immune, is that intentional? I beat her really easy thanks to that
No immunetoparalyze??? Fail!
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TradeMark
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Re: BA Chicken Defense BETA2 (BA631)

Post by TradeMark »

Brain Damage wrote:you can pwn the queen badly if you spam T2 transports since she's not emp immune, is that intentional? I beat her really easy thanks to that
doesnt the emp missiles work? or other emp units, like those spiders
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TheFatController
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Re: BA Chicken Defense BETA2 (BA631)

Post by TheFatController »

Aha, there's issues with the Queen spawn in this BETA (she doesn't seek any targets until something attacks her cause UnitIdle isn't called on spawn)

I'll be rushing a BETA3 where i'll fix this and some other things and also make her EMP immune

Thanks for testing
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TradeMark
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Re: BA Chicken Defense BETA2 (BA631)

Post by TradeMark »

when we see the survival version? :wink:
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TheFatController
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Re: BA Chicken Defense BETA2 (BA631)

Post by TheFatController »

BETA3 Changelog
- Queen is now EMP immune
- Fixed Queen not attacking when it first spawns
- Goliaths no longer fire their cannon at Talons
- Added some improved unit targeting code
- Various other background code changes and tweaks
- Queen now shows some fx when you dgun her

Download: http://spring.jobjol.nl/show_file.php?id=1267
Last edited by TheFatController on 30 Jul 2008, 17:51, edited 1 time in total.
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TheFatController
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Re: BA Chicken Defense BETA2 (BA631)

Post by TheFatController »

TradeMark wrote:when we see the survival version? :wink:
When the bugs in this version are ironed out and after I tweak the unit balance after playtesting I'll work on the next feature :wink:
YHCIR
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Joined: 12 Aug 2006, 23:06

Re: BA Chicken Defense BETA3 (BA631)

Post by YHCIR »

I dunno if anyone has done this yet, but does anyone remember the defence games in RA2? Basically those flash tower defence games, where you get increasingly more powerful units go around a maze-like track and you must kill them before the reach the end.

Would be great if someone made a mod/map like that.

What maps are good for this mod? DSD seems ok but gets a bit boring.
Oh, it would also be cool if chicken nests didn't spawn in your startbox.
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TradeMark
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Re: BA Chicken Defense BETA3 (BA631)

Post by TradeMark »

i like to play on greenfields
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TheFatController
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Re: BA Chicken Defense BETA3 (BA631)

Post by TheFatController »

1.10 Changelog
- Spikers can now be shot under water and have a new powerful underwater attack
- Score system implemented, each surviving player is given a score at the end of a game. This is based on total worth of remaining units then shared out to players based on the damage they dealt over the match (ie hiding behind allies with a huge econ wont earn you as much points if you don't put in the kills)
- Queen can now hit aircraft with melee / goo if they come in range
- Tweaked chicken squads (spread out units eg. more spikers outside of the green wave)
- All chickens now get an exp bonus based on the gametime elapsed and number of players in the match.
- Tweaked stats on chickens / queen.
- Various other improvements and lua error fixes!

Download: http://spring.jobjol.nl/show_file.php?id=1349
Last edited by TheFatController on 09 Aug 2008, 18:21, edited 1 time in total.
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TheFatController
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Re: BA Chicken Defense BETA3 (BA631)

Post by TheFatController »

Here's a replay of an Easy win - 1 player on TheRockFinal on 1.10 (without using choke points)

http://pw3n.net/widgets/080809-TheRockFinal-0.76b1.sdf
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TheFatController
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Re: BA Chicken Defense BETA3 (BA631)

Post by TheFatController »

YHCIR wrote:Oh, it would also be cool if chicken nests didn't spawn in your startbox.
They don't spawn within 480 range of any player units (unless the whole map is taken in which case they could spawn anywhere). Consider that a LLT has 430 range that seems fair enough, being able to force the chickens to start in a specific area would make chokepoint games too easy (it could be added as a mod option in the future however I suppose)

Edit: Just noticed an oversight in the Queens behavior coding which makes it use its melee attack less than it should, this will be fixed next version but let me know if the current Queen is too easy, too hard or just right.
Saktoth
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Re: BA Chicken Defense BETA2 (BA631)

Post by Saktoth »

REVENGE wrote:
Brain Damage wrote:you can pwn the queen badly if you spam T2 transports since she's not emp immune, is that intentional? I beat her really easy thanks to that
No immunetoparalyze??? Fail!
That tag doesnt even work AFAIK.
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TheFatController
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Re: BA Chicken Defense V1.10 (BA631)

Post by TheFatController »

1.13 Changelog
- Tweaked Queens rampage code, it will no longer try to "Move" very short distances (which stopped it attacking).
- Lowered Queens melee damage 25% as it will now use it more.
- Queen can now melee aircraft.
- Basilisk can now shoot at aircraft.
- Lobbers shells now stun units, their explosion does up to 4 seconds EMP (fixed) depending on how precise the hit was.
- Chicken units now gain more health from over the course of the match, lowered some of the later chickens HP to balance this.
- Tweaks to chicken squad make-ups.
- Burrows now spawn a bit further away from players units (600 vs 480) and can now spawn further away across the map.

1.14 Changelog
- Fixed issue where chickens would stop spawning altogether after burrows were killed in certain circumstances.
- Raised Queen HP + other tweaks

Download: http://spring.jobjol.nl/show_file.php?id=1364
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TheFatController
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Re: BA Chicken Defense V1.14 (BA631)

Post by TheFatController »

Played two games of 1.14 we lost to the dodo waves both times, this was due to one of the "other tweaks" that involved decreasing their LOS and kamikaze range so they run thru gaps in defense much more commonly.

I think this is a great chokepoint busting feature but atm there's possibly too many of them.

Currently I'm considering removing the dodo wave and replacing it with a new chicken type then having dodo's spawn dynamically along with later waves based on how well you're doing.

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