Balanced Annihilation V6.5

Balanced Annihilation V6.5

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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Balanced Annihilation V6.5

Post by NOiZE »

changelog wrote:6.41 --> 6.5

Fixed a crashbug with the areaatack gadget.
Fixed LUPS
Fixed Customformation widget

6.4 --> 6.41

Kill All Enemy Commanders, really is the default game mode ;)
Arm Phoenix Script fixed
Fixed CustomFormations widget for 0.77
Fixed MexupgradeGadget


6.31 --> 6.4
Renamed end game modes so its more clear what mode does what
Kill all enemy Commanders is now default end-game option
Added a widget to show which mode is used at the start of a game
Added Widget to display which endmode is active
Fixed firepoints for HLT,HLLT,Pitbull,Flagships,Battleships,Cruisers,Destroyers
Units which are being transported by a Intruder, wont die when a intruder dies.
Fixed yardmap of Core Adv kbot factory.
Mexes can be made it shallow waters now, UwMex mindepth changed to 15 (this change also affects mohomexes)
Nerfed Dragons Claw anti air capability
Removed the non-working anti-air gun of the phoenix
Increased DPS of Warlord, increased laser range a bit too
Increased DPS of the main weapon of the blackhydra
Reduced Arm Saber costs
Increased range of Dominator and Morty
Made zipper EMG, truely look like EMG and increased DPS
Nerfed Scouts/flea anti-air capability
Commando removed
Lowered cruise alt of T2 transports
Increased wezel LOS a bit
Increased storage level of adv. Energystorages
Goliaths no longer target air
Mines/Crawling bombs can now be set on hold fire
Added Adv. Playerlist widget by Marmoth
Added Attack AoE widget by Evil4Zerggin
Updated defense range widget


Have Fun!!!!

DOWNLOAD

PS This version should be 0.77 compatible, if not please let me know.
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: Balanced Annihilation V6.4

Post by Pxtl »

Sounds wonderful. Yay for Zipper buff!

I am itching to try cruel and awful things with the intruder.
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Balanced Annihilation V6.4

Post by [Krogoth86] »

You didn't fix the custom formation widget and mex upgrader gadget for 0.77 (at least not for the version I tested it with)...
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Hobo Joe
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Joined: 02 Jan 2008, 21:55

Re: Balanced Annihilation V6.4

Post by Hobo Joe »

Zipper buff and Morty buff? This is truly a great update.



Sad to hear about the dragons claw nerf, though.
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TheFatController
Balanced Annihilation Developer
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Joined: 10 Dec 2006, 18:46

Re: Balanced Annihilation V6.4

Post by TheFatController »

Sounds good overall, what's the reasoning for removing the commando? I know it was never used but you never know..
richw
Posts: 42
Joined: 24 Sep 2005, 17:54

Re: Balanced Annihilation V6.4

Post by richw »

Commando should of had its cloak back for fun!
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Hobo Joe
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Joined: 02 Jan 2008, 21:55

Re: Balanced Annihilation V6.4

Post by Hobo Joe »

It may be just a coincidence, but I got a sync error on my first game, about 20 minutes in.
richw
Posts: 42
Joined: 24 Sep 2005, 17:54

Re: Balanced Annihilation V6.4

Post by richw »

Just been play and its been fine for me!
Baladin
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Joined: 11 Nov 2007, 01:37

Re: Balanced Annihilation V6.4

Post by Baladin »

Oh god you removed commando, lukao is gonna be pissed :lol:
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Hobo Joe
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Joined: 02 Jan 2008, 21:55

Re: Balanced Annihilation V6.4

Post by Hobo Joe »

Ok, I got a sync error again, on my second game with it. Same as before, about 20 minutes in. Map was Tabula both times.

I can't help but think it's the new BA, as I almost never got sync errors before.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Re: Balanced Annihilation V6.4

Post by NOiZE »

[Krogoth86] wrote:You didn't fix the custom formation widget and mex upgrader gadget for 0.77 (at least not for the version I tested it with)...

Indeed you are right,

Fixed Custom Formations widget for the next BA release. Any1 have any idea how to fix the mexupgrader gadget?

Please let me know.
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Gota
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Joined: 11 Jan 2008, 16:55

Re: Balanced Annihilation V6.4

Post by Gota »

Im interested in that as well.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Re: Balanced Annihilation V6.4

Post by NOiZE »

okay fixed the mexupgrader thingie too, more errors/troubles ppl?
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ginekolog
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Joined: 27 Feb 2006, 13:49

Re: Balanced Annihilation V6.4

Post by ginekolog »

Changes seems nice , lets see them in action :wink:
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Re: Balanced Annihilation V6.41

Post by NOiZE »

Sorry but i updated with a small fix, sorry for the quick update, i guess it becomes a tradition to do small fix-updates ==))


Updated first post!
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Jazcash
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Joined: 08 Dec 2007, 17:39

Re: Balanced Annihilation V6.41

Post by Jazcash »

Is the naval con ships movement issue fixed yet? When they move faster when you give a move command and then the order to build rather than them moving slower when you just order them to build.
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Evil4Zerggin
Posts: 557
Joined: 16 May 2007, 06:34

Re: Balanced Annihilation V6.41

Post by Evil4Zerggin »

Yeah, that always annoyed me in BA. Again, the best fix I've been able to discover is increasing the acceleration of the conships. In fact, the bug affects all constructors; it's just that only conships have low enough acceleration to be affected. Haven't been able to track down what's causing the bug in the source, though...
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: Balanced Annihilation V6.41

Post by Kloot »

It is already fixed in SVN.
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Balanced Annihilation V6.41

Post by [Krogoth86] »

Mex upgrader gadget still is broken for me in 6.41...
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REVENGE
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Joined: 24 Aug 2006, 06:13

Re: Balanced Annihilation V6.41

Post by REVENGE »

Be careful with Intruder buffing, it's already pretty fucking h4x with its very decent load/unload range and the lack of load/unload animation scripting.

As an aside, where should I look to see the differences between 0.77's lua interface, and the current interface?
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