Perfectly Balanced Annihilation v0.22

Perfectly Balanced Annihilation v0.22

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aegis
Posts: 2456
Joined: 11 Jul 2007, 17:47

Perfectly Balanced Annihilation v0.22

Post by aegis »

Perfectly Balanced Annihilation v0.22

- 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
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aegis
Posts: 2456
Joined: 11 Jul 2007, 17:47

Re: Perfectly Balanced Annihilation v0.1

Post by aegis »

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.
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Perfectly Balanced Annihilation v0.1

Post by Gota »

This mod is awesome!!!holy shit man how did u do it?
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Perfectly Balanced Annihilation v0.1

Post by Hoi »

Lol it's in otd.

I'll try it tomorrow :P
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Perfectly Balanced Annihilation v0.1

Post by Jazcash »

Omfg. Best. Balance. Ever.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Perfectly Balanced Annihilation v0.21

Post by 1v0ry_k1ng »

rly?
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: Perfectly Balanced Annihilation v0.21

Post by KDR_11k »

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.
Regret
Posts: 2086
Joined: 18 Aug 2007, 19:04

Re: Perfectly Balanced Annihilation v0.21

Post by Regret »

# 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(' ')
oh snap
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Perfectly Balanced Annihilation v0.21

Post by Pxtl »

Regret wrote:
# 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(' ')
oh snap
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.
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aegis
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Joined: 11 Jul 2007, 17:47

Re: Perfectly Balanced Annihilation v0.21

Post by aegis »

first result for "Commander" was Commander Keen
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: Perfectly Balanced Annihilation v0.21

Post by Forboding Angel »

lol win
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Perfectly Balanced Annihilation v0.21

Post by Jazcash »

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?
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aegis
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Joined: 11 Jul 2007, 17:47

Re: Perfectly Balanced Annihilation v0.21

Post by aegis »

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!
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Re: Perfectly Balanced Annihilation v0.21

Post by rattle »

we build for china
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Apollo
Posts: 168
Joined: 15 Feb 2009, 09:22

Re: Perfectly Balanced Annihilation v0.21

Post by Apollo »

constructors reclaiming units are op in this mod
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aegis
Posts: 2456
Joined: 11 Jul 2007, 17:47

Re: Perfectly Balanced Annihilation v0.21

Post by aegis »

will be taken into consideration.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Perfectly Balanced Annihilation v0.21

Post by KDR_11k »

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.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Perfectly Balanced Annihilation v0.21

Post by 1v0ry_k1ng »

what is it this mod does exactly?
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Perfectly Balanced Annihilation v0.21

Post by smoth »

It doeses the baalenziz wiff da maffs
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Perfectly Balanced Annihilation v0.21

Post by TradeMark »

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...
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