Balanced Annihilation v4.7 !! - Page 25

Balanced Annihilation v4.7 !!

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flop
Posts: 335
Joined: 22 Nov 2006, 05:44

Post by flop »

jackalope wrote:
Relative wrote:
jackalope wrote:
As it is now, only noobs or people without coms build E storage. M storage already has it's uses - for when you are reclaiming a lot or about to have excess metal, but E storage is almost useless.
E storage may have an excessive build time, but it's hardly useless. It's vital to have e storage in situations in which your metal supply relies upon energy conversion, or if your econ is wind based.
I'll edit your post for you:

E storage may have an excessive build time, but it's hardly useless when you play GREENFIELDS. It's vital to have e storage in situations in which you play GREENFIELDS, or your econ is in GREENFIELDs.

all kidding aside, I know it's not useless, that's why I want it to be faster to build so we might see it in some non green fields games.
Its really not even useful in greenfields unless you dont know the proper ratios for mills/mm. :p
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Myg made us a nice installer again:

http://www.unknown-files.net/index.php? ... &dlid=2045


Thanks Myg!
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Machiosabre wrote:so in every game of ba 4.33 we had 10% less metal in lvl1? that's crazy.
Exactly that's why we decided to release this fix, this soon
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BigSteve
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Joined: 25 Sep 2005, 12:56

Post by BigSteve »

LordMatt wrote:
jackalope wrote: Anyways, I'd like to see a buildtime of 3000 or 4000 to be similar to metal storage.
(P.S. if you do change this please don't forget to make similar changes to advanced/underwater e storage etc)
+1
+2
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Machiosabre
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Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

already done steve, get with the program!
DemO
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Post by DemO »

Wonder if anyone would have noticed if i hadn't
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Day
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Joined: 28 Mar 2006, 17:16

Post by Day »

eventually
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Neddie
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Post by Neddie »

Yeah. Probably about two more games on my part.
DemO
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Post by DemO »

Specific prediction, neddie. Why 2? :o
Kixxe
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Joined: 14 May 2005, 10:02

Post by Kixxe »

NOiZE wrote:Due to a mistake Mex extraction rate was lower then Exploiter/Twilight extraction rate. So we decided to release rather quick a fix for this. Now exploiters/twilight will extract 10% less then mexxes again.
nah i think cadyr talked about having exploiters sorta being the 1.5 level mex..

but i dunno...
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Neddie
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Post by Neddie »

Because the because the probability of discovery by me is roughly [(2a/3)^2]/100 where a is the number of games I've played on that version.

I picked an arbitary number, DemO.
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RedDragon
Posts: 44
Joined: 12 May 2005, 05:39

Post by RedDragon »

BUG!
Kill the bug!

We want v4.41!

Thanx.

P.S.

Check out all geo's... you can place them anywhere.
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flop
Posts: 335
Joined: 22 Nov 2006, 05:44

Post by flop »

luls red is right i just built like 4 geos on normal terrain. :P
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Neddie
Community Lead
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Post by Neddie »

Psh, making Geo's hot again!
Lippy
Posts: 327
Joined: 16 Jul 2006, 00:24

Post by Lippy »

I think day did it on purpose :p, he's been complaining about the high E requirements in AA for ages!

BTW, where the fuck do these bugs come from. I checked the previous versions and this bug was not there... how did it suddenly appear?
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BigSteve
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Post by BigSteve »

Machiosabre wrote:already done steve, get with the program!
Doh.
Lippy
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Post by Lippy »

Gave the Minelayer some AoE weapon, you still have to manual "attack" the enemy minefields
Could you turn of autofire for this weapon, because you have to remember to turn on hold position for each minelayer you build, as they tend to advance towards the enemy lines by themselves, and die miserably.
Saktoth
Zero-K Developer
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Joined: 28 Nov 2006, 13:22

Post by Saktoth »

I looked it up- the G from the geothermals yardmap was removed. Thats the only thing that makes it a geothermal and not just a regular powerplant! Why on earth was the yardmap being messed with?
Could you turn of autofire for this weapon, because you have to remember to turn on hold position for each minelayer you build, as they tend to advance towards the enemy lines by themselves, and die miserably.
Just set it not to chase, rather than turning it off autofire...

Also: Can we get something which can hunt subs? Put sonar on radar planes again, or do something with seaplanes to make them more viable (So the sonar seaplane actually gets built).

Do sonar stations still desync? It would help if they didnt (And if they do they should be removed and re-done).
j5mello
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Joined: 26 Aug 2005, 05:40

Post by j5mello »

sonar desync was a spring prob thats been (i believe) fixed and as such should no longer be a problem...
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LordMatt
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Post by LordMatt »

Sonar desync was an engine bug, not a mod bug, and it has is fixed in the current release.
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