changelog wrote:5.9 --> 5.91
Fixed Corssub corpse metalvalue
Added missing files for the Healthbars and the defense range widget.
Removed unneeded tags for the VTOL_SABOT and the VTOL_ROCKET weapons
Buffed Arm Zipper's HP and DPS
Plane Trails disabled for now, Spring doesnt displays it properly IMO, at least not with lups.
Increased LoS of Flea and of AK, so they can be used as LLT spotter for Storm/Rocko
Added the V for the version again
Added the latest Defenserange widget
5.8--> 5.9
Added Defense Range V3.1, by verybadsoldier
Added Healthbars widget by jK
Added Customformations widget by jK
Added unit_mex_upgrader.lua by BigHead
Increased Juggernaut's Mass
Decreased Sumo's range, this also effects MohoExploiter and Doomsday machine
Nukes will no longer collide with Friendly units (so it wont go BOOM above your base, when it hits a fighter )
RadarVehicles LOS adjusted, ARM nerfed, CORE buffed >:)
Added an image needed for the buildbar widget.
Commando noautofire=0; now, also decreased the EMP damage so it shouldn't cause heavy screenshakes. Also doubled its capturespeed =)
Fixed Rapier and Blade missile's
Arm Destroyer slighty more DPS (7%)
Nerfed Doomsday Armour 5% to 8%
Consul begins building faster now, thanks Krogoth86
Added avoidfriendly=0; to the DGun
Reduced Special damage from LRPC/RFLRPC's to ships
Ships/Subs wrecks leave a Heap now when they get destroyed.
Fixed CorConship/CorRoy wakes.
Replaced Adv Fusion models with the CA models, Thanks Saktoth
Added Some lights on some factory's a la CA.
Added LUPS, which adds some effects to certain units, Many thanks go out to jK for making LUPS
Necro and rector will leave a corpse now.
Removed corpses which aren't needed.
New set of Loadscreens
Disable FPS control of the Moho Exploiter
Buffed Intrusion Countermeasure System's
Redid T2 sea (will still require more tweaking probally =)):
Levithan/Serpent are Battle subs now
Sharks/Piranha's are Sub Killers now
Cruisers costs Increased, Depthcharge Nerfed
Flagship Range Increased.
Naval Assister worker time Increased
Reduced Costs of Anti-Air ships
Seaplanes got more like T1.5 stats now and can submerge.
Balanced Annihilation V5.91
Moderator: Moderators
Balanced Annihilation V5.91
Last edited by NOiZE on 05 Dec 2007, 20:19, edited 1 time in total.
CHANGES IN BA! UNPOSSIBLE!
On a less tongue in cheek note, Noize, I am not sure if you knew but my machine is still down. I am am still serious about doing those low particle effects for you. In many cases I can actually reduce the particle count while improving the looks of things. Sorry for the delay, all of my projects have been delayed through several strings of unfortunate incidents.
On a less tongue in cheek note, Noize, I am not sure if you knew but my machine is still down. I am am still serious about doing those low particle effects for you. In many cases I can actually reduce the particle count while improving the looks of things. Sorry for the delay, all of my projects have been delayed through several strings of unfortunate incidents.
I would still appreciate that, let me know when you got time and a working machine :)smoth wrote:CHANGES IN BA! UNPOSSIBLE!
On a less tongue in cheek note, Noize, I am not sure if you knew but my machine is still down. I am am still serious about doing those low particle effects for you. In many cases I can actually reduce the particle count while improving the looks of things. Sorry for the delay, all of my projects have been delayed through several strings of unfortunate incidents.
This is blasphemy! You yourself said that models won't be replaced for spiffier versions untill the vast majority of all models are updated. Where are our updated mavericks zeuses commanders sniperbots goliaths weasels reapers etc....Replaced Adv Fusion models with the CA models, Thanks Saktoth
Same with the XTA lights.
The adv fusion always looked out of place, now it looks more consistent with the rest of the units.AF wrote:This is blasphemy! You yourself said that models won't be replaced for spiffier versions untill the vast majority of all models are updated. Where are our updated mavericks zeuses commanders sniperbots goliaths weasels reapers etc....Replaced Adv Fusion models with the CA models, Thanks Saktoth
Same with the XTA lights.
About the lights. those were animated textures in OTA, so this is the best i can do to bring that feeling back.
Also we are not against new effects, but we are not just including new effects just for the sake of it, it has to look good also and yes thats subjective.
-
- Posts: 1176
- Joined: 23 Aug 2007, 19:46
-
- Posts: 1176
- Joined: 23 Aug 2007, 19:46
Hi - sorry for double posting but EDITs tend to not get read...
I've now done a small test game and I've got two points I'd like to mention:
1.)
For me those images for the defense range widget are missing - here a screenshot for you:
2.)
Now the first screenie also comes in handy as I'm going to talk about the Annihilator and a general problem. Besides that I think that he's underpowered when it comes to costs and comparison to the Doomsday Machine it also suffers from another effect. Currently beam lasers lose power over the distance. On the first screen you see the Anni and an enemy lab which is pretty much at the max distance. You now may think that the Anni will kill it in one shot as it deals 5000 damage and the lab only has 2690 but now look at this:
One shot and it still is alive!
So maybe you should go ahead and add a minintensity=1 to the beam weapon (and maybe to all beam weapons). For a reference have a look at THIS THREAD. I think it's rather important as it makes the Annihilator even more underpowered than I think it is as it will fire when something comes in range and due to the long reload time it currently will waste lots of precious damage that way...
I've now done a small test game and I've got two points I'd like to mention:
1.)
For me those images for the defense range widget are missing - here a screenshot for you:
2.)
Now the first screenie also comes in handy as I'm going to talk about the Annihilator and a general problem. Besides that I think that he's underpowered when it comes to costs and comparison to the Doomsday Machine it also suffers from another effect. Currently beam lasers lose power over the distance. On the first screen you see the Anni and an enemy lab which is pretty much at the max distance. You now may think that the Anni will kill it in one shot as it deals 5000 damage and the lab only has 2690 but now look at this:
One shot and it still is alive!
So maybe you should go ahead and add a minintensity=1 to the beam weapon (and maybe to all beam weapons). For a reference have a look at THIS THREAD. I think it's rather important as it makes the Annihilator even more underpowered than I think it is as it will fire when something comes in range and due to the long reload time it currently will waste lots of precious damage that way...
On the other hand, those of us who want to play an RTS and not "BA unit trivial pursuit" think it's wicked-cool.neddiedrow wrote:I'm unhappy with the inclusion of the Defense Ranges Widget, because I feel it detracts from the manual need to be aware of what is in what location and further reduces the effectiveness of defensive structures. Also, it seems like it would make ghosting much less... relevant.