I am still around, not having much time to work on BA tough.
About the widgets, lurker is supposed to fix the last widget, but it seems he is busy too, so if any1 care, someone could take a look to the BA-Layout widget to fix it for 0.77
About the underwater mexes, on what maps it is a issue? What are you suggestions what it should be?
Futher more i havn't really payed attention to this thread i guess i will skim through it when i have some time :)
Balanced Annihilation V6.31
Moderator: Moderators
Re: Balanced Annihilation V6.31
Make time. This is your purpose in life.NOiZE wrote:I am still around, not having much time to work on BA tough.
About the widgets, lurker is supposed to fix the last widget, but it seems he is busy too, so if any1 care, someone could take a look to the BA-Layout widget to fix it for 0.77
About the underwater mexes, on what maps it is a issue? What are you suggestions what it should be?
Futher more i havn't really payed attention to this thread i guess i will skim through it when i have some time :)
Re: Balanced Annihilation V6.31
no wories noize, game is still stable and super playable :)
Re: Balanced Annihilation V6.31
play this a lot, loving the new version.
Re: Balanced Annihilation V6.31
Noize: EE river glade, EE crossing glade and Scorpio Battleground.
But you have to understand that mappers DESIGN for BA, so they tend to avoid putting metal spots in shallows altogether. The EE maps are designed for EE (since EE has floating mexes that can be placed anywhere) and Scorpio was designed for CA.
I would suggest 20 maxwaterdepth for land mexes and 1 minwaterdepth for floating mexes. So you can make land mexes in passable shallows, and water mexes anywhere there is water. This wont submerge the land mexes, so they'll still be able to be killed by surface weaponry. Ensure the same is done to mohos as well.
Of course its perfectly possible to just combine the two into one mex that can be built anywhere (Though you'd have to pick one model unless you set up a script swap).
But you have to understand that mappers DESIGN for BA, so they tend to avoid putting metal spots in shallows altogether. The EE maps are designed for EE (since EE has floating mexes that can be placed anywhere) and Scorpio was designed for CA.
I would suggest 20 maxwaterdepth for land mexes and 1 minwaterdepth for floating mexes. So you can make land mexes in passable shallows, and water mexes anywhere there is water. This wont submerge the land mexes, so they'll still be able to be killed by surface weaponry. Ensure the same is done to mohos as well.
Of course its perfectly possible to just combine the two into one mex that can be built anywhere (Though you'd have to pick one model unless you set up a script swap).
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Re: Balanced Annihilation V6.31
I think the time has come for Dragon's Teeth and Fort Walls to show up as ghosts on the map after you have scouted them. (Along with all the other units that don't ghost after being scouted.) I seem to remember the problem is that as corpses they would show up even without being scouted right? Maybe you could just make them into more traditional buildings, then they could even be targeted by units properly. Obviously, this may have unit count implications, but it would be a lot easier to attack bases covered in Teeth.
Re: Balanced Annihilation V6.31
I don't really see why this is needed; I can just draw lines on the map to indicate. I don't even like ghosting as a player. And giving it a unit count is simply idiotic.el_matarife wrote:I think the time has come for Dragon's Teeth and Fort Walls to show up as ghosts on the map after you have scouted them. (Along with all the other units that don't ghost after being scouted.) I seem to remember the problem is that as corpses they would show up even without being scouted right? Maybe you could just make them into more traditional buildings, then they could even be targeted by units properly. Obviously, this may have unit count implications, but it would be a lot easier to attack bases covered in Teeth.
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Re: Balanced Annihilation V6.31
I agree, that's why I said making them a building was only a possibility. It would be nice to be able to easily target them, and have them show up on the map, but it is probably NOT worth them counting against your unit count. Maybe they could be gaia buildings? Anyway, I understand your feelings about ghosting but I really think they should obey the ghost setting set for the overall game. If you don't like ghosting feel free to turn it off for all buildings, or whatever. Actually, I bet someone could write a widget to automatically draw a line wherever it sees Dragon's Teeth, similar to the way modified defense range widget will flag certain buildings automatically.neddiedrow wrote:And giving it a unit count is simply idiotic.
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Re: Balanced Annihilation V6.31
For a game that strives so hard to avoid pointless repetitive micro, forcing players to draw lines where they see walls is pretty retarded. You might not feel the need to have ghosted walls, but a lot of us would really prefer them to be ghosted. It doesn't affect gameplay in any way, it just removes some mindless micromanagement.neddiedrow wrote:I don't really see why this is needed; I can just draw lines on the map to indicate. I don't even like ghosting as a player. And giving it a unit count is simply idiotic.el_matarife wrote:I think the time has come for Dragon's Teeth and Fort Walls to show up as ghosts on the map after you have scouted them. (Along with all the other units that don't ghost after being scouted.) I seem to remember the problem is that as corpses they would show up even without being scouted right? Maybe you could just make them into more traditional buildings, then they could even be targeted by units properly. Obviously, this may have unit count implications, but it would be a lot easier to attack bases covered in Teeth.
Re: Balanced Annihilation V6.31
meh who builds dragons teeth anyway.el_matarife wrote:I think the time has come for Dragon's Teeth and Fort Walls to show up as ghosts on the map after you have scouted them. (Along with all the other units that don't ghost after being scouted.) I seem to remember the problem is that as corpses they would show up even without being scouted right? Maybe you could just make them into more traditional buildings, then they could even be targeted by units properly. Obviously, this may have unit count implications, but it would be a lot easier to attack bases covered in Teeth.
Re: Balanced Annihilation V6.31
Thread for old version. Locked.