Balanced Annihilation V7.11

Balanced Annihilation V7.11

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 V7.11

Post by TheFatController »

Changelog 7.1 --> 7.11 wrote:- Replaced loadscreens with JAZCASH's higher resolution offerings.
- Added EngineOptions.lua.

- Fixed some UI stuff auto starting when it shouldn't have.
- Added Ally Resource Bars widget (default off).
- Fixed missing minimap buttons on RedUI.
- Fixed Coop Info widget staying on if you did /luaui reload after gamestart.

- Core Avenger fixed the bad airSightDistance tag (now actually 550).

- Arm Guardian High Trajectory impulse reduced a little.
- Arm Guardian Low Trajectory given a small impulse effect.
- Arm Ambusher Low Trajectory given a small impulse effect.

- Core Punisher High Trajectory impulse reduced a little.
- Core Punisher Low Trajectory given a small impulse effect.
- Core Toaster Low Trajectory given a small impulse effect.

- Swapped Mercury and Screamer weapons (Arm had the Core smoke trail and vice versa!).
Changelog 7.04 --> 7.1 wrote:- Removed some infolog spam.
- Replaced modinfo.tdf with a shiny new modinfo.lua.
- Added some minor randomisation to a few sounds via sounds.lua.
- Fixed dgun and bladewing shot sound clipping issues.

- Updated X-Ray hilight widget to work with black teams (thanks bartvbl).
- Updated Custom Formations widget.
- Updated LUPS.
- Added Niobium's Loop Select widget.
- Added Niobium's Build Split Widget.
- Replaced LolUI with RedUI (default on for anyone previously using LolUI).

- Added 'Progressive Mining' game mode (default off), all mines start at 25% efficiency and raise to 125% over a few minutes, death resets this.

- Improved Core Fusion lups effect.
- Improved a few effects with the lups napalm gadget.

- Applied patch with small fixes & improvements to a few models (thanks Pizzi1), affects:
- Core Tremor + Corpse
- Core Toaster
- Core Punisher + Corpse
- Core Floating HLT
- Core A.K.
- Arm Vulcan Corpse
- Arm Vanguard + Corpse
- Arm LLT
- Arm Guardian + Corpse

- Core Silencer launch platform is now in a correct position (thanks bartvbl)
- Core Banisher now aims correctly (thanks bartvbl).
- Arm Ranger launching holes do not "jump up" anymore when the missile bay doors are closing (thanks bartvbl)


- Removed impactonly from a load of weapons, should fix issues with hitting shipyards that are building stuff.

- Arm Dragon's Claw HP increased (900->1200).
- Arm Guardian High Trajectory damage increased 20%, Low Trajectory reload time decreased 10%.
- Core Punisher High Trajectory damage increased 20%, Low Trajectory reload time decreased 10%.

- Arm Panther Energycost reduced 40%, buildTime reduced 20%.
- Arm Gremlin Reload time reduced 25%, damage reduced 25% (same DPS).
- Arm Phalanx Buildtime reduced 25%, Health increased (1510->2350), velocity increased 20%.
- Arm Phalanx airSightDistance tag added (900).
- Arm Bulldog Velocity increased 20%, turnrate increased (378->415).
- Core Croc Energycost reduced 40%, buildTime reduced 20%.
- Core Croc Velocity increased 15%.
- Core Reaper Velocity increased 15%.
- Core Copperhead Buildtime reduced 20%, Health increased (1595->2425), velocity increased 25%
- Core Copperhead airSightDistance tag added (900).
- Core Goliath Velocity increased 5%, Health increased (7000->8200).

- Arm Jethro airSightDistance tag added (800).

- Core Manticore airSightDistance tag added (925).

- Arm Archangel airSightDistance tag added (925).
- Arm Advanced Construction Kbot Energycost increased 25%.

- Core Crasher airSightDistance tag added (800).
- Core Gimp turret turnrate increased slightly in water, doubled on land.
- Core Advanced Construction Kbot Energycost increased 25%.

- Arm Bantha airSightDistance tag added (1100).

- Arm Brawler Health increased 10%.
- Arm Hawk airSightDistance tag added (600), sightDistance reduced (560->300).
- Arm Blade accuracy increased.
- Arm Freedom Fighter airSightDistance tag added (550), sightDistance reduced (530->275).
- Arm t1 Construction Aircraft added buildoption 'Arm Air Repair Pad'.
- Core Rapier Buildtime and Energycost reduced 10%.
- Core Vamp airSightDistance tag added (600), sightDistance reduced (550->300).
- Core Avenger airSightDistance tag added (550), sightDistance reduced (500->275).
- Core Bladewing useSmoothMesh=0 tag added.
- Core Bladewing weapon values tweaked slightly to hopefully improve targetting.
- Core t1 Construction Aircraft added buildoption 'Core Air Repair Pad'.

- Arm Air Repair Pad costs and buildtime reduced.
- Core Air Repair Pad costs and buildtime reduced.

- Arm Defender airSightDistance tag added (700).
- Arm Pack0 airSightDistance tag added (700), sightDistance reduced (520->375).
- Arm Chainsaw airSightDistance tag added (1000), sightDistance reduced (700->350).
- Arm screamer airSightDistance tag added (1200), sightDistance reduced (700->350).
- Arm screamer AOE increased (240-300), edgeeffectiveness reduced (0.25->0).
- Core Pulverizer airSightDistance tag added (700).
- Core SAM airSightDistance tag added (700), sightDistance reduced (520->375).
- Core Eradicator airSightDistance tag added (1000), sightDistance reduced (700->350).
- Core Mercury airSightDistance tag added (1200), sightDistance reduced (700->350).
- Core Mercuty AOE increased (240-300), edgeeffectiveness reduced (0.25->0).

- Arm Archer airSightDistance tag added (900), radar removed.
- Arm Skeeter airSightDistance tag added (800).
- Arm Swatter airSightDistance tag added (800).
- Arm Flakker NS airSightDistance tag added (800).
- Arm Flakker airSightDistance tag added (800).
- Arm Sentry airSightDistance tag added (750).
- Core Shredder airSightDistance tag added (900), radar removed.
- Core Slinger airSightDistance tag added (800).
- Core Cobra - NS airSightDistance tag added (800).
- Core Cobra airSightDistance tag added (800).
- Core Stinger airSightDistance tag added (750).
- Core Searcher airSightDistance tag added (800).
Please post any lua errors or otherwise strange behaviour here.

In regards to balance changes i'd appreciate replays if possible rather than speculation.

Have fun!

Download Balanced Annihilation V7.11
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Beherith
Moderator
Posts: 4934
Joined: 26 Oct 2007, 16:21

Re: Balanced Annihilation V7.1

Post by Beherith »

Whee! Finally viable amph lab off t1 land eco!
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YokoZar
Posts: 883
Joined: 15 Jul 2007, 22:02

Re: Balanced Annihilation V7.1

Post by YokoZar »

You didn't lower the price of the core underwater moho mine :(


I love the changes that are there so far though, looks promising :)
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Regret
Posts: 2086
Joined: 18 Aug 2007, 19:04

Re: Balanced Annihilation V7.1

Post by Regret »

Changes approved!

Woop for new UI. :regret:
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el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Re: Balanced Annihilation V7.1

Post by el_matarife »

Wow, the Croc and Panther probably just became the T2 Flash and Instigator.

I'm liking those Punisher / Guardian changes. Maybe it will actually be viable to use one to blow up someone's defenses then reclaim it.

Pretty mind-blowing how many units didn't have a dedicated air sight distance, especially on AA and fighters.
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Sirex
Posts: 8
Joined: 03 Feb 2010, 22:23

Re: Balanced Annihilation V7.1

Post by Sirex »

Game crashed on first run, never had this crash before, in mid game :(. c++ runtime library error.
Attachments
20100203_235809_unnamed_0.81.1.sdf
(367.33 KiB) Downloaded 40 times
infolog.txt
(12.68 KiB) Downloaded 138 times
Last edited by Sirex on 04 Feb 2010, 00:21, edited 1 time in total.
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JohannesH
Posts: 1793
Joined: 07 Apr 2009, 12:43

Re: Balanced Annihilation V7.1

Post by JohannesH »

reclaim t2 spam panther...

If you want to buff t2 through making the units better why do it arbitrarily only to raiding/assault tanks?
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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: Balanced Annihilation V7.1

Post by TheFatController »

Sirex wrote:Game crashed on first run, never had this crash before, in mid game :(. c++ runtime library error.
Hmm no lua errors, no stack trace, bizarre - I watched the replay and can't see that much new happens at the second it crashes, maybe could you try a spring.exe game and do
/cheat
/give all
/team 1
/give all
on the same spot and let every unit fight it out vs every unit and see if that recreates it?
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Sirex
Posts: 8
Joined: 03 Feb 2010, 22:23

Re: Balanced Annihilation V7.1

Post by Sirex »

Yeah i try that tomorrow if i figure out how to do what you said :p. It might just be a one time glitched with a bad timing, i play some more this week and see if it occurs again.

Great patch by the way! I like the new changes and the amount of work you put in!
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Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Balanced Annihilation V7.1

Post by Saktoth »

TheFatController wrote:- Removed impactonly from a load of weapons, should fix issues with hitting shipyards that are building stuff.
Ahh D'oh.

What weapons specifically? Only torpedoes needed it really, yes?

Anyway, you can still make your shipyard immune to torpedoes by ordering a unit then cancelling it to keep the factory open. As long as there is no nanoframe in the middle of the shipyard, there is nothing for the torpedo to hit and it sails right through. But at least this takes skill (IE, arcane knowledge) and an intentional act.
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Jazcash
Posts: 5302
Joined: 08 Dec 2007, 17:39

Re: Balanced Annihilation V7.1

Post by Jazcash »

I'm glad all the AA got small buffs. But I was hoping for some bigger load screens most of all :( I guess I'll make some for next BA then...
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Balanced Annihilation V7.1

Post by Wombat »

why did u buff guardian q,q
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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: Balanced Annihilation V7.1

Post by TheFatController »

Wombat wrote:why did u buff guardian q,q
It was made worse against groups of units with the engine impulse fix, especially tanks. However this is one of those hard to predict changes so hopefully live testing will decide to keep or revert it.
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Balanced Annihilation V7.1

Post by Wombat »

as long as guardian outranges every t1 unit, buff seems to be unnecessary, but lets see :)
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ginekolog
Posts: 837
Joined: 27 Feb 2006, 13:49

Re: Balanced Annihilation V7.1

Post by ginekolog »

good job. 8)

We ll see how buffed tanks work tohugh, i fear panther and reaper might be uber.
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slogic
AI Developer
Posts: 626
Joined: 17 Mar 2008, 19:03

Re: Balanced Annihilation V7.1

Post by slogic »

Better version it to 7.10, because i see confusing confrontation like 7.4 vs 7.04.
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Balanced Annihilation V7.1

Post by Wombat »

ginekolog wrote: i fear panther and reaper might be uber.
this
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Balanced Annihilation V7.1

Post by Wombat »

vote 1 to reverse guardian and golly changes
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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: Balanced Annihilation V7.1

Post by TheFatController »

Wombat wrote:vote 1 to reverse guardian and golly changes
Where's my replay :x
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triton
Lobby Moderator
Posts: 329
Joined: 18 Nov 2009, 14:27

Re: Balanced Annihilation V7.1

Post by triton »

hm, i played few games and I think that ba version is fucking crap ^^. I wont play it anymore.

2 things : fighters can't see atlas even if atlas is VERY fucking close.

Decrease panthers energy cost by 40% is dumb, if you dont touch others things.

Selfd commanders for metal is a bigger problem, than fixing panthers cost, you should try to think about ba real problems and most common moves, and fix them.

I really dont see how making fighters blind would make combomb less easy??
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