Perfectly Balanced Annihilation v0.22
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Perfectly Balanced Annihilation v0.22
Perfectly Balanced Annihilation v0.22
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This is my take on what it means to have perfect formula-based balance. Formulas are included if you want to get frisky with an archive utility.
Note this is a beta release, so bugs might be present.
Feedback welcome!
changelog
0.1:
initial release
0.2:
tweaked balance
added loadscreen
various bugfixes
0.21
fixed builders and incorrect parsing
made HP a little more sane
added some damage to spice things up a little
0.22
added KDR's weapon balancing formula
- Download -
This is my take on what it means to have perfect formula-based balance. Formulas are included if you want to get frisky with an archive utility.
Note this is a beta release, so bugs might be present.
Feedback welcome!
changelog
0.1:
initial release
0.2:
tweaked balance
added loadscreen
various bugfixes
0.21
fixed builders and incorrect parsing
made HP a little more sane
added some damage to spice things up a little
0.22
added KDR's weapon balancing formula
Re: Perfectly Balanced Annihilation v0.1
please don't make off-topic posts, i.e. thoughts about balance in general and philosophy.
this thread is specifically for discussion of this mod, and I'd like you to wait until you play a game of it to comment.
this thread is specifically for discussion of this mod, and I'd like you to wait until you play a game of it to comment.
Re: Perfectly Balanced Annihilation v0.1
This mod is awesome!!!holy shit man how did u do it?
Re: Perfectly Balanced Annihilation v0.1
Lol it's in otd.
I'll try it tomorrow
I'll try it tomorrow
Re: Perfectly Balanced Annihilation v0.1
Omfg. Best. Balance. Ever.
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Re: Perfectly Balanced Annihilation v0.21
Suggested changes:
- Noexplode is currently not dealt out by the formula. I suggest to make noexplode 1 when the energy per shot is >200
- The weapon projectile count should be calculated by the squareroot of the inaccuracy, for proper spread the accuracy tag will have to be converted to the sprayangle tag (if both are present add them).
- Reloadtimes of 6 seconds and over indicate weapons that should be stockpiled, make those have stockpile = 1
- Your damage function is boring, the damage of a weapon should be equal to the combined energy cost of its users.
I'll go and brew up a weapondefs_post.lua to implement that.
- Noexplode is currently not dealt out by the formula. I suggest to make noexplode 1 when the energy per shot is >200
- The weapon projectile count should be calculated by the squareroot of the inaccuracy, for proper spread the accuracy tag will have to be converted to the sprayangle tag (if both are present add them).
- Reloadtimes of 6 seconds and over indicate weapons that should be stockpiled, make those have stockpile = 1
- Your damage function is boring, the damage of a weapon should be equal to the combined energy cost of its users.
I'll go and brew up a weapondefs_post.lua to implement that.
Re: Perfectly Balanced Annihilation v0.21
oh snap# if 'name' in unit: # uses cultural popularity to increase unit's effectiveness
# wikilength = urllib.urlopen('http://www.google.com/search?btnI=I%27m ... g+Lucky&q=' + urllib.quote('wikipedia %s' % unit['name'])).read().count(' ')
Re: Perfectly Balanced Annihilation v0.21
I lol'd - it tweaks the unit based on their page on wikipedia? Considering 90% of the "i feel lucky" pages will probably be disambiguation pages, that's hilarious.Regret wrote:oh snap# if 'name' in unit: # uses cultural popularity to increase unit's effectiveness
# wikilength = urllib.urlopen('http://www.google.com/search?btnI=I%27m ... g+Lucky&q=' + urllib.quote('wikipedia %s' % unit['name'])).read().count(' ')
Re: Perfectly Balanced Annihilation v0.21
first result for "Commander" was Commander Keen
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Perfectly Balanced Annihilation v0.21
This Mod is great, me and Aegis had an amazing 1v1 yesterday, it was so balanced it lasted for half an hour. In the end we called it a draw because it was too balanced to allow players to compete. It was great fun though, we didn't want it to end?
Re: Perfectly Balanced Annihilation v0.21
as this is still a beta (version less than 1.0), the balance isn't quite perfect yet, just as close as possible.
more tweaks and algorithms have been added and will be added in future releases!
more tweaks and algorithms have been added and will be added in future releases!
Re: Perfectly Balanced Annihilation v0.21
we build for china
Re: Perfectly Balanced Annihilation v0.21
constructors reclaiming units are op in this mod
Re: Perfectly Balanced Annihilation v0.21
will be taken into consideration.
Re: Perfectly Balanced Annihilation v0.21
Hi I balanced the weapons for you.
http://www.pastebin.ca/1370433
Use it as a weapondefs_post.lua. Sorry I had to special case the bombers but bombs simply lacked some of the necessary variables for the formula.
http://www.pastebin.ca/1370433
Use it as a weapondefs_post.lua. Sorry I had to special case the bombers but bombs simply lacked some of the necessary variables for the formula.
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Re: Perfectly Balanced Annihilation v0.21
what is it this mod does exactly?
Re: Perfectly Balanced Annihilation v0.21
It doeses the baalenziz wiff da maffs
Re: Perfectly Balanced Annihilation v0.21
wtf... you like added HP 1000% more and removed damage from weapons almost all:
http://modinfo.adune.nl/index.php?U=&W= ... OD2=pba021
http://modinfo.adune.nl/index.php?act=i ... MOD=pba021
Seems like corroach & armvader and corpyro are best mobile units...
http://modinfo.adune.nl/index.php?U=&W= ... OD2=pba021
http://modinfo.adune.nl/index.php?act=i ... MOD=pba021
Seems like corroach & armvader and corpyro are best mobile units...