Balanced Annihilation V7.12
Moderator: Content Developer
- Sucky_Lord
- Posts: 531
- Joined: 22 Aug 2008, 16:29
Re: Balanced Annihilation V7.12
Ohh, i see.. Well lets be honest nobody uses juggs anyway. As far as im concerned let the SM-noobs suffer
Oh and im pleased to see the T1 bomber increased attack, ive been thinking for a few days they are simply too weak :/ This should balance it out better
Oh and im pleased to see the T1 bomber increased attack, ive been thinking for a few days they are simply too weak :/ This should balance it out better
Re: Balanced Annihilation V7.12
I'm not sure who maintains LUPS now, but please include this file in the next BA release. It eliminates some error messages when playing with the MT release...
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- SimpleParticles2.lua
- (15.17 KiB) Downloaded 123 times
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- Posts: 834
- Joined: 19 May 2009, 21:10
Re: Balanced Annihilation V7.12
I think many want to still see them, e.g. know how much damage com or big units have etc.HectorMeyer wrote:It would be really nice if healthbars were completely gone when the healthbars widget was turned off - spectating battles would look better this way.- Healthbars widget now disables the engine ressurect bars.
If you still don't want them:
/showhealthbars 0
/showrezbars 0
Re: Balanced Annihilation V7.12
its not just speedmetal issue you dumbassSucky_Lord wrote:Ohh, i see.. Well lets be honest nobody uses juggs anyway. As far as im concerned let the SM-noobs suffer
Re: Balanced Annihilation V7.12
Yup. There's also SpeedBall and SpeedBall16Way.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Balanced Annihilation V7.12
Ack, no notice... Updating the updater thingy (Which will soon be obsolete I hope once the SD issues get worked out).
Re: Balanced Annihilation V7.12
jK does and has always maintained LUPS. jK jK jK. I wish something could be done to make this more obvious, BA players seem to have an awful time grasping where they should be reporting problems with LUPS.zerver wrote:I'm not sure who maintains LUPS now, but please include this file in the next BA release. It eliminates some error messages when playing with the MT release...
I was trying to get a new model i made to rotate like the SAM tower, and i couldnt get it to work: It would just keep spinning when aiming sometimes. Sounds like the same issue.TheFatController wrote:Damn, I basically reverted them to an older version before I messed around with them. I'll take another look, must be an engine change that caused it..Niobium wrote:SAM sites are still buggy (But maybe less often now)
If this is new on the SAM tower, id say yes, thats engine change, it has broken a fair few of our scripts too (mostly ones that detected moving/stopped)...
Take a look at the script for the 'missiltower' in the 1faction SVN, it uses 3 turn orders in sequence to spin, rather than a spin order, which seems to be where the problem is. Its really a hacky non-optimum solution but at least it works.
Re: Balanced Annihilation V7.12
Does that count for commanders too?Changelog 7.11 --> 7.12 wrote: - T1 air transports may now release damaged units when destroyed provided they're close to the ground (mid-unload only).
About that SAM issue, is that spinning thingie necessary after all? I don't see flakkers or defenders dance around just for fun...
Re: Balanced Annihilation V7.12
I could see that jK is the original author. So where do you get new versions from... is there a LUPS "repository"?Saktoth wrote:jK does and has always maintained LUPS. jK jK jK. I wish something could be done to make this more obvious, BA players seem to have an awful time grasping where they should be reporting problems with LUPS.zerver wrote:I'm not sure who maintains LUPS now, but please include this file in the next BA release. It eliminates some error messages when playing with the MT release...
- TheFatController
- Balanced Annihilation Developer
- Posts: 1177
- Joined: 10 Dec 2006, 18:46
Re: Balanced Annihilation V7.12
Nope, CA's version is tied in with CA specific code for overdrive and mex effects and now BA's version has some code in it which relies on an additional gadget (for telling whether enemy units are under construction).zerver wrote:I could see that jK is the original author. So where do you get new versions from... is there a LUPS "repository"?Saktoth wrote:jK does and has always maintained LUPS. jK jK jK. I wish something could be done to make this more obvious, BA players seem to have an awful time grasping where they should be reporting problems with LUPS.zerver wrote:I'm not sure who maintains LUPS now, but please include this file in the next BA release. It eliminates some error messages when playing with the MT release...
Re: Balanced Annihilation V7.12
PURE has a Lups Module (ie in a separate .sdd). Dunno if it's free of game specific stuff though, I've not looked.
Also don't know if it's updated/maintained at the same pace as eg the CA one. If there is an up-to-date version, it's likely not lying around atm, since PURE v1.3 is not out yet - and thus neither is the Demo you could grab it from.
2nd edit - since it's been replied to, readded post...
Also don't know if it's updated/maintained at the same pace as eg the CA one. If there is an up-to-date version, it's likely not lying around atm, since PURE v1.3 is not out yet - and thus neither is the Demo you could grab it from.
2nd edit - since it's been replied to, readded post...
Last edited by SeanHeron on 25 Feb 2010, 20:51, edited 3 times in total.
- TheFatController
- Balanced Annihilation Developer
- Posts: 1177
- Joined: 10 Dec 2006, 18:46
Re: Balanced Annihilation V7.12
Technically the /lups/ folder is fine standalone to be fair, it's only Lups Manager that needs to be mod specific
Re: Balanced Annihilation V7.12
Yes, I saw this as a problem about a year ago and made a start on that page.
Help out if you have a few minutes.
Re: Balanced Annihilation V7.12
Whenever I turn Lups on in BA it only works for about 5 seconds before it crashes and disables Luaui completely.
Re: Balanced Annihilation V7.12
fuck youTheFatController wrote: - FFA mode will now remove commanders from players who drop in the first minute with no comwreck.
...
Have fun!
- TheFatController
- Balanced Annihilation Developer
- Posts: 1177
- Joined: 10 Dec 2006, 18:46
Re: Balanced Annihilation V7.12
hurr i don't understand a change so it made me angry
Re: Balanced Annihilation V7.12
lol what dont i understand?
Re: Balanced Annihilation V7.12
Any smurfs and clan stacks will be automagically removed during the first minute