Balanced Annihilation 7.50

Balanced Annihilation 7.50

Classic game design, maintained to please you...

Moderator: Content Developer

Post Reply
User avatar
Beherith
Moderator
Posts: 4934
Joined: 26 Oct 2007, 16:21

Balanced Annihilation 7.50

Post by Beherith » 30 May 2011, 03:23

Thanks to All who worked to make this possible!

Code: Select all

7.42-->7.50
- Fixed EMP affecting units that weren't supposed to be
- Fixed 2 crashes related to ATI cards

- Reverted both HLT hitpoints change back to 7.31 levels.
- Arm HLT buildtime raised (9575->12500)
- Core HLT buildtime raised (9622->12650)
- Pitbull, Viper damage reduction restored when closed (50%)
- Idle autoheal reverted.
- Antinuke now stockpiles again (build cost reduction remains in place).
- Fighter HP upped from 50->125.
- T2 bombers now line-bomb again but with less saturation (more like an improved t1 bomber)
- T2 bombers now release their bombs as they fly over their target not before
- EMP bomber has been modified to similar rules to the above and reintroduced.
- Arm Blade HP increased (1800->2675), weaponry changed a bit (bit more burst damage with longer reload).
- Restored cruise altitudes on aircraft.
- Unit kidnap preventing is now a mod option, select "All", "Commanders Only" or "None" at your leisure (Default: Commanders Only).
- Core Goliath HP decreased (8200->7000).
- Core Tremor HP increased (2045->2700).
- Arm Gremlin acceleration increased.
- Arm Maverick now aims faster and unholsters guns more swiftly.
- Arm Recluse missile accuracy increased.
- Arm Spider LOS range increased (360-550) - use them as scouts for Recluses
- Core Termite metal/energy costs decreased 10%, weapon now fires faster for less damage (same dps).
- LRPCs now gain a bit less range from height (heightmodboost 20->10)
- Energy converter conversion should now better match 7.31 metal makers
- Packo/Sam reloadtime and damage cut (faster shooting, sameish DPS).
- Bantha is EMP resistant (was in 7.42 but not changelog)

- A few effects improvements (krog heatray, bantha cannons, vulcan shell casings, etc)
Full commit history can be found at here

Download link
0 x

User avatar
Petah
Posts: 426
Joined: 13 Jan 2008, 19:40

Re: Balanced Annihilation 7.50

Post by Petah » 30 May 2011, 03:57

Image
0 x

User avatar
smoth
Posts: 22298
Joined: 13 Jan 2005, 00:46

Re: Balanced Annihilation 7.50

Post by smoth » 30 May 2011, 04:00

good on ya'
0 x

User avatar
Niobium
Posts: 456
Joined: 07 Dec 2008, 02:35

Re: Balanced Annihilation 7.50

Post by Niobium » 30 May 2011, 04:09

Beherith wrote:- Energy converter conversion should now better match 7.31 metal makers
Just a quick note on this one, as I don't think TFC was properly aware of the effect of his changes.

Here is a quick summary of metal makers in varying versions of BA:

[code]7.31
T1 Normal: 60 @ 60:1
T1 Floati: 60 @ 55:1
T2 Normal: 600 @ 50:1
T2 Underw: 600 @ 46:1

7.42
T1 Normal: 60 @ 50:1
T1 Floati: 60 @ 50:1
T2 Normal: 600 @ 50:1
T2 Underw: 600 @ 50:1

7.50
T1 Normal: 60 @ 60:1
T1 Floati: 66 @ 60:1
T2 Normal: 720 @ 60:1
T2 Underw: 780 @ 60:1[/code]

Basically in 7.50 the capacites are all over the place (and don't match the number in the unit description), as well as all metal makers being nerfed ~20% relative to 7.42 (Despite the commit message being 'fixed stealth nerfs which were made in the energy conversion gadget').
0 x

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

Re: Balanced Annihilation 7.50

Post by Nixa » 30 May 2011, 04:17

Also note that when LRPC's are selected in the build menu their full potential range will not be displayed currently. One must start the building and select it to see the range boost effect.
0 x

User avatar
Johannes
Posts: 1265
Joined: 17 Sep 2010, 15:49

Re: Balanced Annihilation 7.50

Post by Johannes » 30 May 2011, 04:31

Thumbs up for these changes!

What's with not documenting the changes to the damage classes properly in the balance changelog though? Like aa turrets doing more damage to gunships, t1 fighters doing much less dmg to gunships and much more to t2 bombers, etc etc. I got the impression this was a mistake but there's no documentation nor change here still.
0 x

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

Re: Balanced Annihilation 7.50

Post by Nixa » 30 May 2011, 04:36

The main focus of the release today was the a) fix the bugs and b) ensure all changes were properly discussed between the devs.

With regards to damage classes, yes that was a mistake. Even with the amount of time put into making sure those were still relative to old BA the task was huge and there were bound to be mistakes (probably others aswell so if you find one please note this here). There will be corrections for these in next release

:-)
0 x

User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Balanced Annihilation 7.50

Post by Gota » 30 May 2011, 05:05

Very good release, and changes.
0 x

User avatar
smoth
Posts: 22298
Joined: 13 Jan 2005, 00:46

Re: Balanced Annihilation 7.50

Post by smoth » 30 May 2011, 05:18

Johannes wrote:What's with not documenting the changes to the damage classes properly in the balance changelog though?
go look at the commit logs. "but but I want a better format" yeah go look at the times, the guy has been busting ass all day.
0 x

gonpost
Posts: 77
Joined: 22 Oct 2008, 00:43

Re: Balanced Annihilation 7.50

Post by gonpost » 30 May 2011, 07:23

This definitely gets gonpost's seal of approval.

I love the tweaks you've made to several units. You know why? Because you're making many other units viable that aren't as viable at the moment. This is what balancing's all about, and I love it.

I'll still gripe about the 4000 range on LRPC, but otherwise this all looks fantastic.

Thanks Behe/Nio/TFC/Nixa.
0 x

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

Re: Balanced Annihilation 7.50

Post by Nixa » 30 May 2011, 07:24

Don't forget Deadknight, VBS and nixtux these guys do alot too.
0 x

User avatar
Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Balanced Annihilation 7.50

Post by Wombat » 30 May 2011, 07:25

welcome back TFC <3

looks cool
0 x

User avatar
ginekolog
Posts: 837
Joined: 27 Feb 2006, 13:49

Re: Balanced Annihilation 7.50

Post by ginekolog » 30 May 2011, 08:52

It seems like a good set of changes.

Air superiority was nerfed and some underused units got deserved buffs.

GJ :wink:

Could u upload last versions to http://modinfo.adune.nl/ to make comparison easier?
0 x

User avatar
Johannes
Posts: 1265
Joined: 17 Sep 2010, 15:49

Re: Balanced Annihilation 7.50

Post by Johannes » 30 May 2011, 09:31

ginekolog wrote:Could u upload last versions to http://modinfo.adune.nl/ to make comparison easier?
Modinfo does not support lua files, which latest BAs are made of.
0 x

abma
Spring Developer
Posts: 3548
Joined: 01 Jun 2009, 00:08

Re: Balanced Annihilation 7.50

Post by abma » 30 May 2011, 10:08

nice! ba has some development :-D
Last edited by abma on 30 May 2011, 10:11, edited 1 time in total.
0 x

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

Re: Balanced Annihilation 7.50

Post by Nixa » 30 May 2011, 10:10

I get 1 commander and 1000 e/m in single player (running from spring.exe). Are you running a master version of spring?

Oh you edited your post guess you have no problem now 8)
Last edited by Nixa on 30 May 2011, 10:13, edited 1 time in total.
0 x

Masure
Posts: 581
Joined: 30 Jan 2007, 15:23

Re: Balanced Annihilation 7.50

Post by Masure » 30 May 2011, 10:13

Great changes !
0 x

abma
Spring Developer
Posts: 3548
Joined: 01 Jun 2009, 00:08

Re: Balanced Annihilation 7.50

Post by abma » 30 May 2011, 10:42

@nixa: yep. sorry problem was caused because of a wrong map...
0 x

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

Re: Balanced Annihilation 7.50

Post by TheFatController » 30 May 2011, 11:04

Niobium wrote:
Beherith wrote:- Energy converter conversion should now better match 7.31 metal makers
Just a quick note on this one, as I don't think TFC was properly aware of the effect of his changes.

Here is a quick summary of metal makers in varying versions of BA:

[code]7.31
T1 Normal: 60 @ 60:1
T1 Floati: 60 @ 55:1
T2 Normal: 600 @ 50:1
T2 Underw: 600 @ 46:1

7.42
T1 Normal: 60 @ 50:1
T1 Floati: 60 @ 50:1
T2 Normal: 600 @ 50:1
T2 Underw: 600 @ 50:1

7.50
T1 Normal: 60 @ 60:1
T1 Floati: 66 @ 60:1
T2 Normal: 720 @ 60:1
T2 Underw: 780 @ 60:1[/code]

Basically in 7.50 the capacites are all over the place (and don't match the number in the unit description), as well as all metal makers being nerfed ~20% relative to 7.42 (Despite the commit message being 'fixed stealth nerfs which were made in the energy conversion gadget').
Okay I can see the metal make is right but the energy consumption is a bit off, this is a bug and can be fixed but I would like to point out never would have happened had you taken the values from 7.31 instead of messing around with them with no word in the changelog at all.
0 x

User avatar
Cheesecan
Posts: 1571
Joined: 07 Feb 2005, 21:30

Re: Balanced Annihilation 7.50

Post by Cheesecan » 30 May 2011, 11:39

Good call on the changes, compromise is good.
0 x

Post Reply

Return to “Balanced Annihilation”

cron