Balanced Annihilation V6.94

Balanced Annihilation V6.94

Classic game design, maintained to please you...

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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Balanced Annihilation V6.94

Post by TheFatController »

Changelog 6.93 --> 6.94 wrote:- Coop teams should no longer see enemies start points.
- Improved behaviour of passive nanos in relation to estalling.
Changelog 6.92 --> 6.93 wrote:- Removed override LuaUI function (player widgets take priority).
- Removed Reclaim Info Widget (buggy).
- Increased text size on LolUI command buttons (you can modify the size within the element settings under Menu).
- Fixed the shield watch gadget (new spring changed how the shield call worked).
- Fixed the prospector widget.
- Added Reclaim Fix gadget (implements old style reclaim).
- Fixed comcounter widget.
- Coop info widget no longer displayed for spectators.
- Coop teams should now see normal teams start points.
- Changing airplant settings should no longer clear their order queue.
- Added new 'Active/Passive' button for nanoturrets, Passive nano turrets wont build when you're stalling.

- Energy removed from fort walls, manual reclaimTime tag added.
Bugfix release #2 for spring update, please let me know if any other issues come up (trees still reclaim too fast).

Download Balanced Annihilation V6.94

Have fun!
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kburts
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Joined: 22 Mar 2009, 00:36

Re: Balanced Annihilation V6.93

Post by kburts »

kick arse, thankyou a whole lot!
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Anyone
Posts: 18
Joined: 17 May 2009, 01:55

Re: Balanced Annihilation V6.93

Post by Anyone »

Thanks for your hard work!

A small question:

What exactly does the MexUpg Helper Widget do? I can't find any information about it and it has no tooltip.
el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Re: Balanced Annihilation V6.93

Post by el_matarife »

Will patrolling nanoturrets still reclaim and repair if set to passive mode and there's a metal stall?
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Jazcash
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Joined: 08 Dec 2007, 17:39

Re: Balanced Annihilation V6.93

Post by Jazcash »

Awesome, thanks Fatty :P
el_matarife
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Joined: 27 Feb 2006, 02:04

Re: Balanced Annihilation V6.93

Post by el_matarife »

CRITICAL BUG REPORT / EXPLOIT:

COOP PLAYERS CAN SEE THE OPPOSING TEAM'S START SPOTS.
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Niobium
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Re: Balanced Annihilation V6.93

Post by Niobium »

Any chance of altering the active/passive nano gadget to class energy stalling as something higher like <20%+ max energy?

Using all passive nanos, when you don't have enough energy to run them all, results in energy stalling at 0 still, as it only takes over 25 energy for gadget to decide to turn them all on for a full half a second.

The gadget works fine in that active nanos will always use resources if they can before passive nanos get a chance, and still would if E stall was classed as <20% max E. However with a higher E stall threshold it would mean that running all passive nanos would, in most/many more circumstances, prevent E hitting 0 (Assuming using insignificant amount of other constructors) which is important in regards to weapons firing / mexes staying on / dgunning / etc.
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TheFatController
Balanced Annihilation Developer
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Re: Balanced Annihilation V6.93

Post by TheFatController »

el_matarife wrote:CRITICAL BUG REPORT / EXPLOIT:

COOP PLAYERS CAN SEE THE OPPOSING TEAM'S START SPOTS.
Oh yes I imagine they can :oops: i'll fix that today and implement the no estalling on passive nanos as that's also a good idea.
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Jazcash
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Re: Balanced Annihilation V6.93

Post by Jazcash »

Oh btw, what's up with the reclaim speeds now?
tombom
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Joined: 18 Dec 2005, 20:21

Re: Balanced Annihilation V6.93

Post by tombom »

JAZCASH wrote:Oh btw, what's up with the reclaim speeds now?
It should work exactly as it used to, I believe.
YHCIR
Posts: 190
Joined: 12 Aug 2006, 23:06

Re: Balanced Annihilation V6.93

Post by YHCIR »

I guess this is a spring engine change, but I used to be able to drag a box for attack orders, since latest spring I get a circle, not a box.
Last edited by YHCIR on 25 May 2009, 12:18, edited 1 time in total.
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TheFatController
Balanced Annihilation Developer
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Re: Balanced Annihilation V6.93

Post by TheFatController »

Trees reclaim faster cause they've been given a hardcoded reclaimtime in the engine thats 6 times lower than the engines own default reclaim time, if someone can show me how to create a featuredef that overwrites them without crashing spring that'd be great but i'd rather wait til the engine fixes them.
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Jazcash
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Joined: 08 Dec 2007, 17:39

Re: Balanced Annihilation V6.93

Post by Jazcash »

Ah yeh, missed to changelog note.

Btw, I've been having this bug with a few mods now, dunno if anybody can help. Basically, at the start of every game, the old GUI console is activated and enabled even though in the widgets menu it's stated as disabled. I have to enable it and disable it at the start of every game to get it to go away. "/console 0" command also fixes this, would there be a way to make Spring automatically run that command every game?
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Anyone
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Re: Balanced Annihilation V6.94

Post by Anyone »

I had a similar problem, but after manually installing the 0.79fixed LolUI the problem was gone.

Here the thread: http://springrts.com/phpbb/viewtopic.php?f=23&t=18301
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Anyone
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Re: Balanced Annihilation V6.94

Post by Anyone »

Dear FatController, what exactly is this fix for: http://spring.jobjol.nl/show_file.php?id=2086 :?:
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Pxtl
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Re: Balanced Annihilation V6.93

Post by Pxtl »

Niobium wrote:snipped
Should be a percentage of income, with hard minimum at 25ish. Percentage of max means that it will turn off all the passives just after you built an E-store.

edit: nm, apparently that's how it works.
Last edited by Pxtl on 28 May 2009, 17:11, edited 1 time in total.
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Niobium
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Re: Balanced Annihilation V6.94

Post by Niobium »

Its good how it is, keeps E at 500, or at whatever your income is, whatevers higher
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: Balanced Annihilation V6.93

Post by Beherith »

Can you please greatly decrease the special damages for paralyzer drones vs commanders? From like 30 to 1. Because now about 25-30 drones can easily paralyze a comm, allowing him to be napped as well. Also, damaged comms are even much more easily paralyzable, and ppl are starting to use this tactic, and imo its very bad form.

Thanks a bunch!
el_matarife
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Joined: 27 Feb 2006, 02:04

Re: Balanced Annihilation V6.94

Post by el_matarife »

Anyone wrote:Dear FatController, what exactly is this fix for: http://spring.jobjol.nl/show_file.php?id=2086 :?:
Controlling a unit in first person mode and dying causes a Spring crash in .79 right now. The bug is fixed but won't be issued for a few more days when .79.1 comes out.
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TheFatController
Balanced Annihilation Developer
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Re: Balanced Annihilation V6.94

Post by TheFatController »

Yep El M is correct, apparently some people were using this to anonymously crash large games.
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