Rebalanced Annihilation v1.0

Rebalanced Annihilation v1.0

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Nixa
Posts: 350
Joined: 05 Oct 2006, 04:32

Rebalanced Annihilation v1.0

Post by Nixa » 18 Sep 2010, 14:18

From the guys that couldn't bare to watch another DSD tech... Comes a mod so outrageous it can only be described as "another BA fork"

But with a twist!

Please note the change to mex's...
7.18 --> Rebalanced Annihilation 1.00

Gameplay changes
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- Added Modoption to prevent dgunning in enemy startboxes (7.5 minutes by default)
- Mex extraction rate now doubles every 10 minutes (ie/ At 10 minutes mexs give 2x metal, at 20 minutes gives 4x metal etc)
- Removed all mex types except standard T1
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Model changes
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- Some (around 50) New/Recycled models
- Hitboxes added for a significant portion of mobile ground units
- Ambient Occlusion added for most buildings
- Added in new weapons effects
- Added hitsphere scaling back to original values
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Balance changes
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Special Weapons:
- Antinuke's now starts with one missile loaded
- Mobile antinuke energy cost reduced 25% (88000->66000)

Units:
- Removed commando

Air:
- Missile trucks weapon changed, only target air, reload time of 1.1 seconds, damaged 62 per missile/s
- Jethro reload time now 1.1 second, DPS remains the same.
- T1 Fighters max velocity increased 11.1 (9.8->11.1)
- T1 Fighters now do the same damage to t2 bombers as t1 bomber (100->240 respectively)
- T1 Fighters reload time now 0.8 seconds
- T2 Bombers now precision bombers, 1 bomb dropped, deals 950 damage arm/1250 damage core

- T1 Fighters nolonger chase ground units (behave like T2 fighters - stops them being baited whilst on patrol)

Kbot:
- Morty energy cost increased (2080->7640)
- Fido range increased (650->700)
- Removed Fido gauss cannon weapon

Economy:
- Arm Advanced Fusion, Energy Storage increased (9000->25000)
- Core Advanced Fusion, Energy Storage increased (9000->25000)
- T1 mex HP increased (170->200)
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The Mex extraction change is a little new, but in theory:

- Discourage teching to a degree
- It will bridge the gap between front and back in large games
- Make raiding/expansion more viable in large/small games (especially late game)
- Make 1v1's hell'a fun XD (raiding etc)

T2 eco will remain the same late game, but T1 will be alot more viable later into the game. If you control more mexes after the first 10 mins, you get the advantage you deserve. Also late game expansion will still be very relavent. Ie/ At 40 mins mexes will be giving 32 metal if played on DSD!

Note: This will not replace the progress of BA II, that will remain commited to standard BA gameplay

DOWNLOAD LINK: http://www.springfiles.com/show_file.php?id=2798
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Kixu
Posts: 44
Joined: 12 Mar 2008, 08:29

Re: Rebalanced Annihilation v1.0

Post by Kixu » 18 Sep 2010, 15:12

Yey! Just need some people to play now. Will be interesting to see how people adjust to mex changes.
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Nixa
Posts: 350
Joined: 05 Oct 2006, 04:32

Re: Rebalanced Annihilation v1.0

Post by Nixa » 18 Sep 2010, 17:16

Worked out a decent formula so I will release a version tomorrow 8)
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TheFatController
Balanced Annihilation Developer
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Joined: 10 Dec 2006, 18:46

Re: Rebalanced Annihilation v1.0

Post by TheFatController » 18 Sep 2010, 17:26

Dunno if you have already looked at it but the 'progressive mining' modoption in BA has charging mex's however these start bad then get a bit better then stop, anyhow it includes a nice graphical indicator on mex's that shows their progress if that's of any use to you.
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Nixa
Posts: 350
Joined: 05 Oct 2006, 04:32

Re: Rebalanced Annihilation v1.0

Post by Nixa » 19 Sep 2010, 00:03

Yeah we had a look at that, probably integrate that feature. It's good, was really testing the theory behind this, it seems to work quite nicely. Different though, more time spent fighting if thats a good thing? I dunno.
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FaerieWithBoots
Posts: 149
Joined: 17 Jun 2009, 13:21

Re: Rebalanced Annihilation v1.0

Post by FaerieWithBoots » 26 Sep 2010, 13:04

minor detail:
The core decoy commander doesnt have the same model as the regular one ;-)
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RogerN
Posts: 238
Joined: 24 Jul 2006, 23:29

Re: Rebalanced Annihilation v1.0

Post by RogerN » 27 Sep 2010, 14:58

Is mex efficiency global or is it a bonus which is only applied if a particular mex survives for at least 10 minutes?
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zerver
Spring Developer
Posts: 1358
Joined: 16 Dec 2006, 20:59

Re: Rebalanced Annihilation v1.0

Post by zerver » 27 Sep 2010, 17:10

Cool. Actually the econ system was the only thing that disappointed me slightly when I started playing TA.

What I want is ore miners like in Red Alert 2. The ore appears on the mex spots, the trucks have to get it from there and dump it in the refinery. :mrgreen:
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Zydox
Lobby Developer
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Joined: 23 May 2006, 13:54

Re: Rebalanced Annihilation v1.0

Post by Zydox » 28 Sep 2010, 13:53

...the spice must flow...
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klapmongool
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Joined: 13 Aug 2007, 13:19

Re: Rebalanced Annihilation v1.0

Post by klapmongool » 29 Sep 2010, 14:47

RogerN wrote:Is mex efficiency global or is it a bonus which is only applied if a particular mex survives for at least 10 minutes?
In the testing it worked with time frames of 10 mins; thus a mex built in the first 10 mins got upgraded at 10, 20, 30, etc. A mex built in the second 10 mins was functioning as new, and got its first upgrade in the third frame, so it would be one upgrade behind those from the first frame.
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zerver
Spring Developer
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Re: Rebalanced Annihilation v1.0

Post by zerver » 08 Oct 2010, 14:27

Zydox wrote:...the spice must flow...
War Miner under attack
Image
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Wombat
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Re: Rebalanced Annihilation v1.0

Post by Wombat » 09 Oct 2010, 03:13

holy shit, its yous ? :D cool stuff
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zerver
Spring Developer
Posts: 1358
Joined: 16 Dec 2006, 20:59

Re: Rebalanced Annihilation v1.0

Post by zerver » 10 Oct 2010, 00:25

I'm afraid not, this was a quick rip off google image search. But if I ever decide to try mod development...
it would be kind of LOL to have a few RA2 units in BA.
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