Balanced Annihilation V7.01

Balanced Annihilation V7.01

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 V7.01

Post by TheFatController »

Changelog 7.00 --> 7.01 wrote:- Fixed enemy dragons teeth showing up outside LOS.
- Fixed some missing sounds.
- Fixed warning and point sounds being played non-globally.

- Added mod option "Commander Ends No Draw", when com-ends is on this makes last com alive immune to comblast and disqualifies players who dgun the last com with their last com. (default on)
- Added mod option "Show Enemy Wrecks", disable and you only gain instant LOS on your own wrecks. (default on)
- Added a gadget to reduce damage of torpedos / depthcharges to land units when out of water by 80%.
- Fixed the hack in the reclaim fix gadget.

- Updated Defense Range widget to 6.2.
- Updated Take Reminder widget to 3.2.
- Updated Health Bars widget to latest version (faster).
- Added very_bad_soldier's Pause Screen widget (default on).
- Fixed Ghost Site widget rotation and tracking of buildframes, added tracking for enemy features if needed.
- Fixed vertical text centering on some widgets including LolUI.
- Removed a rare FPS loss issue in waypoint dragger widget.
- Tweaked display of Transporting widget (+default on).

- Improved bantha blaster FX.
Download Balanced Annihilation V7.01

Release just to clean up some issues caused by new spring release(s) and add some small fixes & features.

Have fun!
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hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: Balanced Annihilation V7.01

Post by hoijui »

still has the

Code: Select all

[      0] gf1 = LuaRules/Gadgets/unit_shield_watch.lua
[      0] gf2 = LuaRules/Gadgets/areaattack.lua
spam.
not done any further tests yet.
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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: Balanced Annihilation V7.01

Post by TheFatController »

hoijui wrote:still has the

Code: Select all

[      0] gf1 = LuaRules/Gadgets/unit_shield_watch.lua
[      0] gf2 = LuaRules/Gadgets/areaattack.lua
spam.
not done any further tests yet.
Hmm, what spam? Just in infolog?
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Balanced Annihilation V7.01

Post by REVENGE »

So for No Draw mode, is the last com immune to another last com's comblast, or is it immune to all comblasts?
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albator
Posts: 866
Joined: 14 Jan 2009, 14:20

Re: Balanced Annihilation V7.01

Post by albator »

I got a fps problem.

1)At the start of the game, i used to have about 70 fps (athlon 3000, ati 9800, all setting at minimum).
2) With new version i have 2fps at start, even in small maps.
3)I tought it was a widget problem so i desactive them all -> no change -> still 2fps. I cannot play BA anymore.

My question is : who wants to play Suprem Annihilation ? Supreme Legacy ? :lol:
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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: Balanced Annihilation V7.01

Post by TheFatController »

So if you open BA7.00 you get normal FPS and BA7.01 you get 2fps correct?

I haven't really changed anything that should cause this, can you give more info please ie map/mod options and how you started spring.

Thanks
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Balanced Annihilation V7.01

Post by Wombat »

albator wrote:I cannot play BA anymore.
rest of mars got same problem... right ? 8)
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albator
Posts: 866
Joined: 14 Jan 2009, 14:20

Re: Balanced Annihilation V7.01

Post by albator »

TheFatController wrote:So if you open BA7.00 you get normal FPS and BA7.01 you get 2fps correct?

I haven't really changed anything that should cause this, can you give more info please ie map/mod options and how you started spring.

Thanks
That was correct : on anymap and ... BA mods after checking...
solved by erasing ~/LuaUI/config/BA
YokoZar
Posts: 883
Joined: 15 Jul 2007, 22:02

Re: Balanced Annihilation V7.01

Post by YokoZar »

Marauders seem to have problems shooting uphill - I saw a few of them just hitting the rocks in front of them.
el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Re: Balanced Annihilation V7.01

Post by el_matarife »

Should you sticky the latest BA and BA Chicken threads? It seems like it would make this subforum easier to use.
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Balanced Annihilation V7.01

Post by Wombat »

u can share stuff to spectating ex-player and game doesnt autoquit when there is no players left in one of the teams... just so u know ;]
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Balanced Annihilation V7.01

Post by 1v0ry_k1ng »

any chance of increasing slope tolerance of solars slightly? atm its feeble enough to make finding spots to build them across the map annoying
AreaFire
Posts: 41
Joined: 27 Aug 2009, 18:08

Re: Balanced Annihilation V7.01

Post by AreaFire »

1v0ry_k1ng wrote:any chance of increasing slope tolerance of solars slightly? atm its feeble enough to make finding spots to build them across the map annoying
Agreed. If you get one of the "ramp" starting positions in DSD it's difficult to build solars.
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Balanced Annihilation V7.01

Post by Gota »

I think since dsd is a rectangle Solars should be as well.
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Nixa
Posts: 350
Joined: 05 Oct 2006, 04:32

Re: Balanced Annihilation V7.01

Post by Nixa »

This is true, clearly BA needs to be balanced for DSD!!! Wait no, balanced for DSD and regrets play style - if you did this you wouldn't ever have to worry about balance issues ever again and isn't that the goal of a perfect mod?
Auswaschbar
Spring Developer
Posts: 1254
Joined: 24 Jun 2007, 08:34

Re: Balanced Annihilation V7.01

Post by Auswaschbar »

I dislike the new anti-combomb rules. Imho its stupid and unintuitive.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Balanced Annihilation V7.01

Post by Pxtl »

Honestly, with all the fighting over commcheese and modoptions and whatnot, I'd rather that BA just leave the comm as is and offer a CA-style (no-D-gun, cheap wreck, no boom) comm as a modoption and give up on more elaborate tweaks.
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JohannesH
Posts: 1793
Joined: 07 Apr 2009, 12:43

Re: Balanced Annihilation V7.01

Post by JohannesH »

Auswaschbar wrote:I dislike the new anti-combomb rules. Imho its stupid and unintuitive.
They make perfect sense to me, isnt that how its been always played in practice?
YokoZar
Posts: 883
Joined: 15 Jul 2007, 22:02

Re: Balanced Annihilation V7.01

Post by YokoZar »

Has the flakker received a buff since 6.85? I was looking at modinfo and it seems like then the flakker did about 4/3 the damage of the mobile flakker (phalanx) but cost twice as much. Seems like it should be much cheaper, especially the flakker NS.
YokoZar
Posts: 883
Joined: 15 Jul 2007, 22:02

Re: Balanced Annihilation V7.01

Post by YokoZar »

Possible bug: the Resurrection sub and the con sub aren't in the sub armor class
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