Balanced Annihilation V6.1 - Page 4

Balanced Annihilation V6.1

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Klopper
Posts: 146
Joined: 10 Jan 2007, 14:31

Re: Balanced Annihilation V6.1

Post by Klopper »

[Krogoth86] wrote:
Because of the great number of units it hard to realize what all are doing.
You're right concerning that "intrusion system" for which I once had proposed a description change. It does spawn sort of small flashy red circles where enemy units are moving. The sense behind this is that in contrast to radars you cannot jam this effect. The downside is that your turrets and units won't auto target those sensor reports.
Also, they won't detect air...and afaik buildings/non-moving ground-units neither. Their red-ring effect seriously needs some looking into though, the rings they make are ridiculously huge and cause serious eye-cancer (for testing, look what happens if a single cloaked sniper comes into range...).
For new description i'd propose "intrusion detector" or "seismic detector"...or "seismic intrusion detection system"...or whatever...
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Balanced Annihilation V6.1

Post by [Krogoth86] »

I thought the effect size was reduced some releases ago?! :?
Back then I voted for "camouflage detection" or something like that because its main purpose is just that - detect units that have stealth, cloaking or both...
Klopper
Posts: 146
Joined: 10 Jan 2007, 14:31

Re: Balanced Annihilation V6.1

Post by Klopper »

Hmm i could be wrong, but i think i can remember seeing the large rings in 6.1 or 6.0 recently...gonna re-check in a game soon.
CautionToTheWind
Posts: 272
Joined: 30 May 2006, 17:06

Re: Balanced Annihilation V6.1

Post by CautionToTheWind »

I saw the rings on 6.1. The ring for the parasite is big, the ring for the sniper is huge.
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Sleksa
Posts: 1604
Joined: 04 Feb 2006, 20:58

Re: Balanced Annihilation V6.1

Post by Sleksa »

OMG AN EXTENSION DISCUSSION! INFORM THE MAJOR SO HE CAN CALL SLEKSA!!!

TOO LATE!

Image
CautionToTheWind
Posts: 272
Joined: 30 May 2006, 17:06

Re: Balanced Annihilation V6.1

Post by CautionToTheWind »

This version is crashing a lot. And a lot of luaui errors that when you luaui reload, it crashes the game.
eriatarka
Posts: 67
Joined: 26 Jan 2008, 18:50

Re: Balanced Annihilation V6.1

Post by eriatarka »

CautionToTheWind wrote:And a lot of luaui errors that when you luaui reload, it crashes the game.
I already tracked that down a few days ago, it's fixed in SVN.
ZellSF
Posts: 1187
Joined: 08 Jul 2006, 19:07

Re: Balanced Annihilation V6.1

Post by ZellSF »

I usually always do /disable before /reload and I haven't ever seen LuaUI crash the game.
eriatarka
Posts: 67
Joined: 26 Jan 2008, 18:50

Re: Balanced Annihilation V6.1

Post by eriatarka »

ZellSF wrote:I usually always do /disable before /reload and I haven't ever seen LuaUI crash the game.
In this case, it did:
viewtopic.php?f=11&t=13900
ZellSF
Posts: 1187
Joined: 08 Jul 2006, 19:07

Re: Balanced Annihilation V6.1

Post by ZellSF »

And it wouldn't crash if /disable was done before /reload ? I seem to recall there being a difference between those earlier.
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ginekolog
Posts: 837
Joined: 27 Feb 2006, 13:49

Re: Balanced Annihilation V6.1

Post by ginekolog »

I reload or disable many times (i disable for fps increase) and do not expirience crashes.

About BA in general: Shields seem fine - about 4 BB's will quite fast overpover it. They do block stuff now as far as i tested.
Kbots (esp lvl2) are still too weak imo, rarely see them in big games. Perhaps ppl need to rediscover them after recent buffs.

There are 2 changes needed that have big impact:
- fix mobile antis - those must work 100%
- reduce fighter sight distance (from 700 to 500-550) in order to reduce lag - see here viewtopic.php?f=11&t=13828&st=0&sk=t&sd=a Test em with new sight so they still work ok.

- perhaps increase corvetes DPS on max range in order to better fight hovers?

Otherwise this version is awsome.
eriatarka
Posts: 67
Joined: 26 Jan 2008, 18:50

Re: Balanced Annihilation V6.1

Post by eriatarka »

ZellSF wrote:And it wouldn't crash if /disable was done before /reload ? I seem to recall there being a difference between those earlier.
No, wouldn't crash if you disable first. On my install, starting a BA6.1 game, selecting the comm and then doing "/luaui reload" would reproducibly crash Spring, every time. It's vital that you have a unit selected, else it won't crash.
CautionToTheWind
Posts: 272
Joined: 30 May 2006, 17:06

Re: Balanced Annihilation V6.1

Post by CautionToTheWind »

eriatarka wrote: I already tracked that down a few days ago, it's fixed in SVN.
Spring SVN? Then lets hope for a quick release.
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ginekolog
Posts: 837
Joined: 27 Feb 2006, 13:49

Re: Balanced Annihilation V6.1

Post by ginekolog »

it does not crash for me like u said with these widgets:

Code: Select all

Loading: "gui.lua"
Reloaded ctrlpanel with: LuaUI/ctrlpanel.txt
LuaUI: bound F11 to the widget selector
LuaUI: bound CTRL+F11 to tweak mode
Hardware is incompatible with Xray shader requirements
Failed to load: unit_auto_group.lua  (duplicate name)
Failed to load: gui_defenserange.lua  (duplicate name)
Failed to load: unit_customformations.lua  (duplicate name)
ahoj
Loaded widget:  MexUpg Helper       <helper.lua>
Loaded widget:  CommanderEnds       <gui_comm_ends.lua>
Loaded widget:  DGunLimit           <gui_limit_dgun.lua>
Loaded widget:  Tooltip             <gui_tooltip.lua>
Loaded widget:  Auto group          <Copy of unit_auto_group.lua>
Loaded widget:  Improved MetalMakers  <unit_improved_metal_maker.lua>
Loaded widget:  DontMove            <unit_dontmove.lua>
Loaded widget:  ImmobileBuilder     <unit_immobile_buider.lua>
Loaded widget:  ReclaimInfo         <gui_reclaiminfo.lua>
Loaded widget:  Defense Range v3.4  <gui_defenseRange.lua>
Loaded widget:  FactoryGuard        <unit_factory_guard.lua>
Loaded widget:  Start Point Remover  <init_start_point_remover.lua>
Loaded widget:  SmoothScroll        <camera_smooth_move.lua>
Loaded widget:  HighlightUnit       <gui_hilight_unit.lua>
Loaded widget:  Select n Center!    <gui_center_n_select.lua>
Loaded widget:  LupsManager         <gfx_lups_manager.lua>
Loaded widget:  Lups                <lups_wrapper.lua>
Loaded widget:  CustomFormations    <unit_customformations.lua>
LuaUI v0.2
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LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Re: Balanced Annihilation V6.1

Post by LordMatt »

ginekolog wrote:I reload or disable many times (i disable for fps increase) and do not expirience crashes.

About BA in general: Shields seem fine - about 4 BB's will quite fast overpover it. They do block stuff now as far as i tested.
Kbots (esp lvl2) are still too weak imo, rarely see them in big games. Perhaps ppl need to rediscover them after recent buffs.

There are 2 changes needed that have big impact:
- fix mobile antis - those must work 100%
- reduce fighter sight distance (from 700 to 500-550) in order to reduce lag - see here viewtopic.php?f=11&t=13828&st=0&sk=t&sd=a Test em with new sight so they still work ok.

- perhaps increase corvetes DPS on max range in order to better fight hovers?

Otherwise this version is awsome.
I think these are reasonable changes, so long as the fighter sight thing does not make them phail. If so, maybe they need some other enhancement to make them as good as before.
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Balanced Annihilation V6.1

Post by Gota »

Isnt there a way to make fighters see only planes?and not the ground.
Than all youll need is to remove their ability to shoot land but its redundant anyways and you can spam fighters till u choke.
elturisto
Posts: 2
Joined: 16 Feb 2008, 06:36

Re: Balanced Annihilation V6.1

Post by elturisto »

Need a link to this (BA6.1). UHF is down.

Any help?
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MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Re: Balanced Annihilation V6.1

Post by MR.D »

Example of how fighters "should" operate.

L-1 + L-2 fighters "should" never attack ground units on their own, and always be free when any air threat comes into their patrol pattern/area.

L-1 + L-2 fighters while default "should not" seek out ground targets, but be allowed to fire on ground targets when manually forced to do so.

We have gunships and bombers for taking out ground targets, fighters main role is best suited to responding quickly to air threats, and should not being distracted by any ground targets.
Klopper
Posts: 146
Joined: 10 Jan 2007, 14:31

Re: Balanced Annihilation V6.1

Post by Klopper »

MR.D wrote:Example of how fighters "should" operate.

L-1 + L-2 fighters "should" never attack ground units on their own, and always be free when any air threat comes into their patrol pattern/area.

L-1 + L-2 fighters while default "should not" seek out ground targets, but be allowed to fire on ground targets when manually forced to do so.

We have gunships and bombers for taking out ground targets, fighters main role is best suited to responding quickly to air threats, and should not being distracted by any ground targets.
Maybe it would somehow be possible to let them switch between this and current behavior with the on/off button?
eriatarka
Posts: 67
Joined: 26 Jan 2008, 18:50

Re: Balanced Annihilation V6.1

Post by eriatarka »

ginekolog wrote:it does not crash for me like u said with these widgets:
[...snip...]
As far as I can see, you don't have the BA custom layout widget enabled, do you?
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