Nah, apparently square metal areas has already been implemented in Revenge's unofficial BA6.411 hotfix.KDR_11k wrote:I thought that was a map option...
Balanced Annihilation V6.5
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Re: Balanced Annihilation V6.41
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Re: Balanced Annihilation V6.41
BTW:
Updating those LUA files (i.e. actions.lua, callins.lua etc.) with updated ones (like from CA) fixed the not working mex upgrader gadget just as some others too in MA so maybe try that...
Updating those LUA files (i.e. actions.lua, callins.lua etc.) with updated ones (like from CA) fixed the not working mex upgrader gadget just as some others too in MA so maybe try that...
Re: Balanced Annihilation V6.41
With regards to my unofficial hotfix, I apologize that I didn't test more the of the lua, as a couple of very obvious compatibility breaks have now come to light. I will release another fix today, this time without any of the shits and giggles units.
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Re: Balanced Annihilation V6.41
Mind taking a look at some weird d-gun issue while you're at it? I'm not sure if this is a Spring engine bug or something with BA, but I have a replay of a d-gun shot passing through some units while dealing no damage.
EDIT: Never mind, it appears to be an engine bug BUT I think you may be able to develop a workaround with Kloot's help
http://spring.clan-sy.com/mantis/view.php?id=1087
EDIT: Never mind, it appears to be an engine bug BUT I think you may be able to develop a workaround with Kloot's help
http://spring.clan-sy.com/mantis/view.php?id=1087
Re: Balanced Annihilation V6.41
Ok, before this shit gets out of hand any further, I just want to apologize for incrementing the version number without putting some huge ass warning that MY MOD OF BA IS UNOFFICIAL. Any future revisions which I make will be clearly marked as unofficial.
Re: Balanced Annihilation V6.41
Good, maybe if you just fixed BA to work with new spring version and didn't add any of your super great improvements then you could increment the version number like that.REVENGE wrote:Ok, before this shit gets out of hand any further, I just want to apologize for incrementing the version number without putting some huge ass warning that MY MOD OF BA IS UNOFFICIAL. Any future revisions which I make will be clearly marked as unofficial.
Re: Balanced Annihilation V6.41
I long waited for a unit catapult, and dreamed of a millenium canon :D
Actually, a (mobile) unit 'catapult' could be nice in a 'serious' game :
- Doesnt make the units, you have to load one
- Fire range proportional to unit weight
- Units fired takes damage 'bouncing' on the ground or crashing into stuff.
That would add original ways to try to intrude a defense line, or go past natural obstacles.
Thinking of it, a instant "drop" action for air transports could be fun too : drop the transported unit(s) while flying : units get in the regular "fall" behavior (which means damage).
Im always enthusiast about new mechanisms/effects :D
Actually, a (mobile) unit 'catapult' could be nice in a 'serious' game :
- Doesnt make the units, you have to load one
- Fire range proportional to unit weight
- Units fired takes damage 'bouncing' on the ground or crashing into stuff.
That would add original ways to try to intrude a defense line, or go past natural obstacles.
Thinking of it, a instant "drop" action for air transports could be fun too : drop the transported unit(s) while flying : units get in the regular "fall" behavior (which means damage).
Im always enthusiast about new mechanisms/effects :D
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Re: Balanced Annihilation V6.41
By today did you mean Friday or Saturday? Cause the 6.412 version still has them and it is kind of a pain to ban them for "serious" games. If you really like them there's no reason you can't just leave them in but remove the option to build them so they can only be spawned by a /give command.REVENGE wrote:With regards to my unofficial hotfix, I apologize that I didn't test more the of the lua, as a couple of very obvious compatibility breaks have now come to light. I will release another fix today, this time without any of the shits and giggles units.
Also, I think the hotfix has SERIOUS issues with cloaking. Cloaking your commander appears to make your frame rate drop to 5FPS or less.
Re: Balanced Annihilation V6.41
Lern2hexagon.el_matarife wrote:Now that .77B2 is out can we make metal extractors use a square instead of a circular area? All it requires is adding the new extractSquare unitdef tag to the mexes, and I assume configuring the parameters for it properly. It'd really help on maps like Small Divide, Castles, Death Valley, and a few other maps with metal areas instead of metal spots.
Re: Balanced Annihilation V6.41
oh my, it seems like some cunts have released NOTA as a new ba : - (
Re: Balanced Annihilation V6.41
Really now.smoth wrote:time for RA![]()
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No idea why cloaking would cause a mega slowdown, but I'll go and check it out.
Re: Balanced Annihilation V6.41
Yeah sorry, 6.412 was where it really got out of hand.el_matarife wrote:By today did you mean Friday or Saturday? Cause the 6.412 version still has them and it is kind of a pain to ban them for "serious" games. If you really like them there's no reason you can't just leave them in but remove the option to build them so they can only be spawned by a /give command.REVENGE wrote:With regards to my unofficial hotfix, I apologize that I didn't test more the of the lua, as a couple of very obvious compatibility breaks have now come to light. I will release another fix today, this time without any of the shits and giggles units.
Also, I think the hotfix has SERIOUS issues with cloaking. Cloaking your commander appears to make your frame rate drop to 5FPS or less.

Re: Balanced Annihilation V6.41
For the Record,
I do not approve with REVENGE's version, BA 6.41 is perfectly playable, yes lups doesn't work it seems. But that isnt a reason for a fix. And where is all the whining about which stuff is broken????
I do not approve with REVENGE's version, BA 6.41 is perfectly playable, yes lups doesn't work it seems. But that isnt a reason for a fix. And where is all the whining about which stuff is broken????
Re: Balanced Annihilation V6.41
Also BA works perfectly for me in 0.77b3
Are u guys sure you guys have a clean install??
Are u guys sure you guys have a clean install??
Re: Balanced Annihilation V6.41
Alot of the widgets are screwed up, and since BA runs almost all of its interface gui and visuals with widgets, that screws up BA.
From start boxes to healthbars and on.
Rev took the steps to include some fixed widgets, which makes his version of BA more playable.
From start boxes to healthbars and on.
Rev took the steps to include some fixed widgets, which makes his version of BA more playable.
Re: Balanced Annihilation V6.41
To end all the confusion about the version numbers hereby a new version with the fixes from 6.41b.
Have Fun!
DOWNLOADchangelog wrote:6.41 --> 6.5
Fixed a crashbug with the areaatack gadget.
Fixed LUPS
Fixed Customformation widget
Have Fun!
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Re: Balanced Annihilation V6.5
Wish it had square metal extractors like the hotfix version, but I still really appreciate you making a new version even though you've got a lot going on.
Re: Balanced Annihilation V6.41
TY, this seems to work fine so far :)NOiZE wrote:To end all the confusion about the version numbers hereby a new version with the fixes from 6.41b.
DOWNLOADchangelog wrote:6.41 --> 6.5
Fixed a crashbug with the areaatack gadget.
Fixed LUPS
Fixed Customformation widget
Have Fun!
Re: Balanced Annihilation V6.5
Noize, you might want to do some testing on Impulse factors for the units that use them.
Not sure if the new momentum ect additions for the new spring version is the cause or what, but Push force from impulse weapons seem to be magnified alot now.
Another issue which might not be Mod specific, is how attacking and selecting a radar dot seems really off, trying to select specific targets to attack is very hard to do.
I end up hunting forever to get an attack command locked onto the dot, like its showing the dot as being a certain place, but the selectable target is somewhere else completely.
Not sure if the new momentum ect additions for the new spring version is the cause or what, but Push force from impulse weapons seem to be magnified alot now.
Another issue which might not be Mod specific, is how attacking and selecting a radar dot seems really off, trying to select specific targets to attack is very hard to do.
I end up hunting forever to get an attack command locked onto the dot, like its showing the dot as being a certain place, but the selectable target is somewhere else completely.