Balanced Annihilation V6.21 - Page 2

Balanced Annihilation V6.21

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

Re: Balanced Annihilation V6.21

Post by MR.D »

Bugfix time? :D

Good opportunity to bring ARM Triton tanks into balance with CORE's Croc.
Pelican's could use a beef up a bit so they can be useful also.

CORE also doesn't have a LVL-3 buster besides the DDM, Banisher could use a special damage against heavy units like the Penetrator and Sniper get, after all that is its intended role.

And quite honestly, LVL-2 bombers firepower still seems a bit much.
When 2 bombers can wipe out a Fusion plant, or an ANTI-nuke silo in a single pass, that seems a bit much.

Sure they can be knocked down by lvl-2 fighters easily enough, thats not the issue, its how OP their weapon damages are once they get there.

Id rather see Gunships such as Rapier and Brawler lose their death explosion radius so they don't chain react in groups when killed, than see bombers go on the way they are.
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Balanced Annihilation V6.21

Post by REVENGE »

luashockwave is that spherical distortion you see [like a lens] when something explodes.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Balanced Annihilation V6.21

Post by Saktoth »

Made Minwaterdepth of all big ships the same
Did you do this in the units FBI's? Cuz that does nothing (Well, not exactly nothing- it defines the depth of the water the unit can be built in by a naval engineer).

You need to change the MinWaterDepth in the moveinfo (this means everyone will have to repath too, just, FYI).

All the slope tolerance, minwater depth, max water depth etc tags in the fbi files are purely for factory-free construction by constructors, AFAIK the tags do nothing else and dont effect unit movement.
alexmic
Posts: 21
Joined: 25 Feb 2008, 10:13

Re: Balanced Annihilation V6.2

Post by alexmic »

Chojin wrote:Hi there!

Me and a few others (but not all) get spammed/flooded by this message during the game now:

Code: Select all

LuaRules::RunCallIn: error = 2, DrawWorld, [string "lups/ParticleClasses/distortionfbo.lua
"]:180: Incorrect arguments to gl.Texture()
Help? :-)
same here

Code: Select all

LuaRules::RunCallIn: error = 2, AllowCommand, [string "xᅴ..."]:572: attempt to call global '' (a nil value)
LuaRules::RunCallIn: error = 2, GameFrame, [string "xᅴ..."]:572: attempt to call global '' (a nil value)
LuaRules::RunCallIn: error = 2, Update, [string "xᅴ..."]:572: attempt to call global '' (a nil value)
LuaRules::RunCallIn: error = 2, DrawWorld, [string "xᅴ..."]:572: attempt to call global '' (a nil value)
Two crashes both on 621

??

Any graphic setting to disable to bypass?

//Edit nevermind seems to work since I redownloaded the mod from another source
alexmic
Posts: 21
Joined: 25 Feb 2008, 10:13

Re: Balanced Annihilation V6.21

Post by alexmic »

Actually it just did it again :(
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Balanced Annihilation V6.21

Post by Pxtl »

@Mr. D - originally the Sumo was Caydr's anti-L3 Core unit (he also gave it a cloaking device for a while), iirc.

Most of the unit-specific damage mayhem got axed though, leaving only the anti-mech stuff and the crazy confusion that happens underwater and in the air.
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Balanced Annihilation V6.21

Post by Jazcash »

Fix replay archive problem please.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Re: Balanced Annihilation V6.21

Post by NOiZE »

JAZCASH wrote:Fix replay archive problem please.
wut?
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Balanced Annihilation V6.21

Post by lurker »

He appears to be talking about a bug a mod can't fix and is already taken care of in svn. :roll:
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ginekolog
Posts: 837
Joined: 27 Feb 2006, 13:49

Re: Balanced Annihilation V6.21

Post by ginekolog »

All i can say is that 6.21 is very polished piece of work atm. No more work for noize ? :?: :shock:
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: Balanced Annihilation V6.21

Post by BaNa »

v 6.21 seems to lag out/crash more. I havent had crashes with older Ba's often, and this one seems to do it more. No stacktrace yet, cause i had to kill game with taskmanager and was angry and forgot.
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: Balanced Annihilation V6.21

Post by BaNa »

JAZCASH wrote:Fix replay archive problem please.
if you mean the "host has different mod" thing, just copy ur version of ba and rename it ba_installerversion or whatever that is.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Re: Balanced Annihilation V6.21

Post by NOiZE »

BaNa wrote:v 6.21 seems to lag out/crash more. I havent had crashes with older Ba's often, and this one seems to do it more. No stacktrace yet, cause i had to kill game with taskmanager and was angry and forgot.

ppl say this every release :)
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LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Re: Balanced Annihilation V6.21

Post by LordMatt »

My last game of BA had some weird graphical bugs I had never seen before, but I don't know if that was a transient thing or what. All of the explosions turned into monochromatic circular blobs.
alexmic
Posts: 21
Joined: 25 Feb 2008, 10:13

Re: Balanced Annihilation V6.21

Post by alexmic »

Yesterday I crashed Twice in a middle of a game, no mesg in infolog, mouse frozen... (Archlinux, ATI Catalyst).

People say that at every release, but, I can promise that before it didn't crash approx 1/2 game...

Any news about this?
alexmic wrote:

Code: Select all

LuaRules::RunCallIn: error = 2, AllowCommand, [string "xᅴ..."]:572: attempt to call global '' (a nil value)
LuaRules::RunCallIn: error = 2, GameFrame, [string "xᅴ..."]:572: attempt to call global '' (a nil value)
LuaRules::RunCallIn: error = 2, Update, [string "xᅴ..."]:572: attempt to call global '' (a nil value)
LuaRules::RunCallIn: error = 2, DrawWorld, [string "xᅴ..."]:572: attempt to call global '' (a nil value)
Two crashes both on 621

??

Any graphic setting to disable to bypass?
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Balanced Annihilation V6.21

Post by smoth »

a continuation from the MA thread.

IF BA is all about ballance and IF BA is a single mod, why not just name it BA. If the mod is updated obviously the previous version was imba. The reason I ask this is so that people making what effectively is a modification to BA can go in and make mutators for the mod.

I will be doing this for gundam soon enough, even though gundam does not need mutators, I feel the change is warranted since mod specific mutators can be handled via mod options. That way players can modify BA without having to create a whole fork. ALL of your players going change this or change that can have their cake and stay the fuck out of the thread.

Just a suggestion, I have wanted to see a core TA mod for all others to pull from.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Re: Balanced Annihilation V6.21

Post by NOiZE »

alexmic wrote:Yesterday I crashed Twice in a middle of a game, no mesg in infolog, mouse frozen... (Archlinux, ATI Catalyst).

People say that at every release, but, I can promise that before it didn't crash approx 1/2 game...

Any news about this?
alexmic wrote:

Code: Select all

LuaRules::RunCallIn: error = 2, AllowCommand, [string "xᅴ..."]:572: attempt to call global '' (a nil value)
LuaRules::RunCallIn: error = 2, GameFrame, [string "xᅴ..."]:572: attempt to call global '' (a nil value)
LuaRules::RunCallIn: error = 2, Update, [string "xᅴ..."]:572: attempt to call global '' (a nil value)
LuaRules::RunCallIn: error = 2, DrawWorld, [string "xᅴ..."]:572: attempt to call global '' (a nil value)
Two crashes both on 621

??

Any graphic setting to disable to bypass?

If i dont know what it is, how am i supposed to fix it then? might as well be a spring bug :/
alexmic
Posts: 21
Joined: 25 Feb 2008, 10:13

Re: Balanced Annihilation V6.21

Post by alexmic »

See the first page of the thread, apparently I am not the only one seeing this bug appearing in BA 6.21 (never had it in 6.1). Yet you may be right, this might come from LUA.

So I'll investigate with disabling IceUI for a while and see if it reproduces

That's for the errors in the log obviously. Any Idea how I can get a backtrace or other log when spring crashes with no info in infolog?

Thanx for your interest.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Re: Balanced Annihilation V6.21

Post by NOiZE »

If crashes aren't producing error messages in the infolog, I think we can suspect spring =) (could be wrong though)
ZellSF
Posts: 1187
Joined: 08 Jul 2006, 19:07

Re: Balanced Annihilation V6.21

Post by ZellSF »

Try disabling LUPS. Seeing as that is the only major thing that's changed...
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