BA Chicken Defense V2.56 (BA7.81) - Page 8

BA Chicken Defense V2.56 (BA7.81)

Classic game design, maintained to please you...

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Hacked
Posts: 116
Joined: 15 Aug 2008, 18:06

Re: BA Chicken Defense V1.50 (BA65)

Post by Hacked »

core's kargeneth has homing missiles if you can manage to get that far
otherwise air screens are usually possible and effective (particularly brawlers)
YHCIR
Posts: 190
Joined: 12 Aug 2006, 23:06

Re: BA Chicken Defense V1.50 (BA65)

Post by YHCIR »

imbaczek wrote:i guess that's the point, it's very hard after all.
Yeh I see that, but it makes it closer to the impossible end of the scale, rather than just very hard. If you get 3 or 4 at once, they will just zip straight through your defences and run to the back of your base.
core's kargeneth has homing missiles if you can manage to get that far
Didn't know that, I'll try it.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: BA Chicken Defense V1.50 (BA65)

Post by imbaczek »

yeah, don't build only defenses, build mobile units, air especially.
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TheFatController
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Joined: 10 Dec 2006, 18:46

Re: BA Chicken Defense V1.50 (BA65)

Post by TheFatController »

1.51 Changelog
- Fixed chicken counts for spikers, dodos and lobbers.
- Removed burrow limit from mod options, this is now based on the number of players.
- Fixed a bug in the chicken scaling code where it basically worked all wrong.
- Extra start burrows may now spawn for high grace period games.

Download: http://spring.jobjol.nl/show_file.php?id=1612
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Gota
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Joined: 11 Jan 2008, 16:55

Re: BA Chicken Defense V1.51 (BA65)

Post by Gota »

Would it be hard to make chickenz attack areas where there is little defence?so if there arent enough llts in some spot they will rush there if there isnt enough AA than the flying checkenz will come from there.
And if the chickens die too fast can a certain percnatage of chickenz be labeled as smart?meaning those smart chickenz that are not the first to attack will decide not to go through with the attack after their brethren have seen that the defenses are too strong to penetrate?
Make a rough assesment of the enemy forces that are visible or have been visible and were not destroyed..
Also can a chicken attack base its size over the amount of movemment of the former attack?
The more a player expands the less chickenz move the less he expands the more chickens move.
The less the former attack's chickens moved the more "faster chickens" are sent in the next wave but the more the chickens in the last attack moved the more "heavy chickens" will come in the next attack.

It should calculate the map's size and the average or entire movement langth of all chickens until they encountered an enemy.
Each chicken is to be given a "category" like 'fast',"slow" and "air".
and based on the player's defensive building and attacking unit quantities,the overall game difficulty,the map size and chicken movement length (average or quantitative) the ai will decide how many of eahc chicken type to send and whether to send some types or not.Of course there might be some other quantifiers like game time..
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KaiserJ
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Re: BA Chicken Defense V1.51 (BA65)

Post by KaiserJ »

Finished another chickens map!

http://spring.jobjol.nl/show_file.php?id=1628

Chicken_Roast_v1

- 16x6, intended for a team of 2 or 3 people, but can be played solo as well as in large groups
- 3 geothermals, potent wind
- large porcing area at the front
- large eco area at the back
- easier paths for chickens to follow (certain chickens would become stuck in certain areas of Chicken_Farm_v02)
- my suggested gamemode for playing solo would be easy chickens on a 350 sec grace period.

on with the pics!

Image
Image
Image

thanks for your continual updates to this excellent mod... not sure if i mentioned before but i saw the video of chickens on youtube and felt very :mrgreen:

would you be interested in possibly having me redo a few of the models? (was thinking primarily of the nest model, to make it a bit more eyecatching as well as to match it stylewise with the defense towers a bit better)

let me know how the map treats you!
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thesleepless
Posts: 417
Joined: 24 Oct 2007, 04:49

Re: BA Chicken Defense V1.51 (BA65)

Post by thesleepless »

for some reason i can't add chicken bots in BA Chicken Defense.

it works in CA, but in BACD when i go to add bot, only the usual ones are there, no chickens =(

works playing on other hosts, but i can't host my own chicken bots...

this is on linux under springlobby.

do i need to compile a chicken AI .so or something?
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KaiserJ
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Re: BA Chicken Defense V1.51 (BA65)

Post by KaiserJ »

thesleepless wrote:for some reason i can't add chicken bots in BA Chicken Defense.
for some reason, when i use TASClient, if i host a game and reload the map list before i add a chicken AI, then they do not appear on the list of selectable AIs.

not sure if this is even close to your problem, but try selecting your AI before picking your map, that might solve it for you
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thesleepless
Posts: 417
Joined: 24 Oct 2007, 04:49

Re: BA Chicken Defense V1.51 (BA65)

Post by thesleepless »

problem solved thanks to braindamage!

had to clear the spring/lobby/SpringLobby/cache
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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: BA Chicken Defense V1.51 (BA65)

Post by TheFatController »

Changelog 1.54
- Updated to BA6.81
- Fixed burrow kills
- Raised damage on the super dodo explosion

Download: http://spring.jobjol.nl/show_file.php?id=1715
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TheFatController
Balanced Annihilation Developer
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Joined: 10 Dec 2006, 18:46

Re: BA Chicken Defense V1.55 (BA683)

Post by TheFatController »

Bump

Changelog 1.55
- Updated to BA6.83
- Decoy commanders D-gun no longer does super damage vs chickens! (Kudos to Braindamage for finding this).
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KaiserJ
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Re: BA Chicken Defense V1.55 (BA683)

Post by KaiserJ »

seems to make sense for me to post this here?

what better way to enjoy a new chickens version than with a new chickens map

http://spring.jobjol.nl/show_file.php?id=1832

Chicken Nuggets v4 Released

- optimized for two players
- large, completely flat porcy area to mass towers without having to worry about terrain interrupting your line
- 4 geothermals
- platforms so that towers can be made in deep lines without having to worry as much about line of sight
- massive rear-porc eco area
- smoothed "wilderness" section, pathing should be fairly mild even with massive swarms of chickens on the loose.

enjoy! feedback, as always, is welcome. keep up the good work, thefatcontroller :D
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TradeMark
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Joined: 17 Feb 2006, 15:58

Re: BA Chicken Defense V1.55 (BA683)

Post by TradeMark »

always upload images for new maps
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Idleking
Posts: 28
Joined: 23 Dec 2008, 18:40

Re: BA Chicken Defense V1.55 (BA683)

Post by Idleking »

Seems like the download-link is broken..

jobjol says "The file you are trying to download doesnt exists."
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TheFatController
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Re: BA Chicken Defense V1.55 (BA684)

Post by TheFatController »

Oops fixed
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Jazcash
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Joined: 08 Dec 2007, 17:39

Re: BA Chicken Defense V1.55 (BA684)

Post by Jazcash »

Any idea why this occurs with the Chicken Control Panel?
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TheFatController
Balanced Annihilation Developer
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Joined: 10 Dec 2006, 18:46

Re: BA Chicken Defense V1.55 (BA684)

Post by TheFatController »

Probably one of the other widgets causing problems, which may or may not be chicken panel's fault
Caradhras
Posts: 381
Joined: 31 Jul 2006, 21:49

Re: BA Chicken Defense V1.55 (BA684)

Post by Caradhras »

@jazcash:
One question: How is that sexy UI called and where can I get it?
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hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

Re: BA Chicken Defense V1.55 (BA684)

Post by hrmph »

<3 this mod.
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: BA Chicken Defense V1.55 (BA684)

Post by Jazcash »

Caradhras wrote:@jazcash:
One question: How is that sexy UI called and where can I get it?
http://springinfo.info/jazcash/?p=10

It's a combination of Ice UI, Beh's and Wisse's res bars and Adv Players list.
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