BA Chicken Defense V2.56 (BA7.81) - Page 9

BA Chicken Defense V2.56 (BA7.81)

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Zydox
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Re: BA Chicken Defense V1.55 (BA684)

Post by Zydox »

Where's the BA 6.85 version? :)
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GBscientist
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Re: BA Chicken Defense V1.55 (BA684)

Post by GBscientist »

Is a BA Chickens for v6.91 in the works?
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Zydox
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Re: BA Chicken Defense V1.55 (BA684)

Post by Zydox »

Fat? :|
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TheFatController
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Re: BA Chicken Defense V1.55 (BA684)

Post by TheFatController »

Zydox wrote:Fat? :|
I actually did some work on it this evening, got the walk script fixed on chicken1 just need to copy it to all the other chickens and I'll release asap
YokoZar
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Joined: 15 Jul 2007, 22:02

Re: BA Chicken Defense V1.55 (BA684)

Post by YokoZar »

TheFatController wrote:
Zydox wrote:Fat? :|
I actually did some work on it this evening, got the walk script fixed on chicken1 just need to copy it to all the other chickens and I'll release asap
include coop please :)

Then we can have "chicken coop" and it'll be a hilarious pun
el_matarife
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Re: BA Chicken Defense V1.55 (BA684)

Post by el_matarife »

YokoZar wrote:include coop please :)
Then we can have "chicken coop" and it'll be a hilarious pun
I'm thinking a separate Chicken + Coop modifier might be better just so you can tell at a glance if people are playing Chicken or cooperative chicken.
el_matarife
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Re: BA Chicken Defense V1.55 (BA684)

Post by el_matarife »

JAZCASH wrote:It's "Co-op" ;)
If you're going to be pedantic, it's co-operative.
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Jazcash
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Re: BA Chicken Defense V1.55 (BA684)

Post by Jazcash »

el_matarife wrote:
JAZCASH wrote:It's "Co-op" ;)
If you're going to be pedantic, it's co-operative.
Ofc it is, but it's not coop.
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TheFatController
Balanced Annihilation Developer
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Re: BA Chicken Defense V1.57 (BA691)

Post by TheFatController »

1.57 Changelog
- Updated to BA6.91
- Fixed walk scripts on all chickens & tweaked some scripts.
- Added turninplace=0 to all chickens for more organic movement.
- Tweaked various acceleration / turnrate stats on various chickens.
- Chicken panel look and font changed slightly.
- Messed with target categories on a few chicken weapons.
- Advanced Dodo autoheal increased.
- Cockatrice AA weapon damage decreased, AOE increased.
- Queen damage resistance made about 20% more effective.

Download: http://spring.jobjol.nl/show_file.php?id=2025
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Zydox
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Re: BA Chicken Defense V1.57 (BA691)

Post by Zydox »

TheFatController wrote:1.57 Changelog
- Updated to BA6.91
- Fixed walk scripts on all chickens & tweaked some scripts.
- Added turninplace=0 to all chickens for more organic movement.
- Tweaked various acceleration / turnrate stats on various chickens.
- Chicken panel look and font changed slightly.
- Messed with target categories on a few chicken weapons.
- Advanced Dodo autoheal increased.
- Cockatrice AA weapon damage decreased, AOE increased.
- Queen damage resistance made about 20% more effective.

Download: http://spring.jobjol.nl/show_file.php?id=2025
Queen is still to weak :cry:
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Jazcash
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Re: BA Chicken Defense V1.57 (BA691)

Post by Jazcash »

Zydox wrote:
TheFatController wrote:1.57 Changelog
- Updated to BA6.91
- Fixed walk scripts on all chickens & tweaked some scripts.
- Added turninplace=0 to all chickens for more organic movement.
- Tweaked various acceleration / turnrate stats on various chickens.
- Chicken panel look and font changed slightly.
- Messed with target categories on a few chicken weapons.
- Advanced Dodo autoheal increased.
- Cockatrice AA weapon damage decreased, AOE increased.
- Queen damage resistance made about 20% more effective.

Download: http://spring.jobjol.nl/show_file.php?id=2025
Queen is still to weak :cry:
I dis ag wee.
YokoZar
Posts: 883
Joined: 15 Jul 2007, 22:02

Re: BA Chicken Defense V1.57 (BA691)

Post by YokoZar »

Zydox wrote:
TheFatController wrote:1.57 Changelog
- Updated to BA6.91
- Fixed walk scripts on all chickens & tweaked some scripts.
- Added turninplace=0 to all chickens for more organic movement.
- Tweaked various acceleration / turnrate stats on various chickens.
- Chicken panel look and font changed slightly.
- Messed with target categories on a few chicken weapons.
- Advanced Dodo autoheal increased.
- Cockatrice AA weapon damage decreased, AOE increased.
- Queen damage resistance made about 20% more effective.

Download: http://spring.jobjol.nl/show_file.php?id=2025
Queen is still to weak :cry:
raise queen difficulty
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TheFatController
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Re: BA Chicken Defense V1.57 (BA691)

Post by TheFatController »

I want to add an impossible queen but it needs to be a work of art not just a queen with 1,000,000 here and 10,000,000 there, it'll need some kind of complex strategy to defeat 8)
YokoZar
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Joined: 15 Jul 2007, 22:02

Re: BA Chicken Defense V1.57 (BA691)

Post by YokoZar »

TheFatController wrote:I want to add an impossible queen but it needs to be a work of art not just a queen with 1,000,000 here and 10,000,000 there, it'll need some kind of complex strategy to defeat 8)
Why not up the damage resistance she gains so you're forced to use many different weapons against her ?
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Jazcash
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Re: BA Chicken Defense V1.57 (BA691)

Post by Jazcash »

Give her layers.

So Air can only do up to 50% until she becomes completely resistant.
Then vehicles can only do up to 30% until she becomes completely resistant.
Finally Kbots can do up to 20% until she becomes completely resistant.

This forces players to use different types of unit and when playing with 3 or more, you can assign players do use different units as well.
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Neddie
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Re: BA Chicken Defense V1.57 (BA691)

Post by Neddie »

I don't think an arbitrary layering system or fixed resistances are really good solutions. I think you might do better to implement armour zones, and use lua to have shifting resistances - the queen adapts to particular weapon types and when these cease to be used, her adaptation degrades over time. These two ideas together would promote multi-directional attacks and micromanagement while also encouraging mixed unit groups and phased attacks, without arbitrarily cutting up the combat model.
el_matarife
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Joined: 27 Feb 2006, 02:04

Re: BA Chicken Defense V1.57 (BA691)

Post by el_matarife »

You could take a page from some old school side scrolling shooters and have a multiple level boss battle. First she shows up as her current form, you kill that and she turns into a big flying unit, and then you kill that and she splits into like 5 pieces, each vulnerable to a different damage type like lasers, missiles, plasma, or something like that. Each form could require a different strategy to tackle. I also think it would be neat if you had several "mini-bosses" after which you got a few minutes to rebuild.
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Jazcash
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Re: BA Chicken Defense V1.57 (BA691)

Post by Jazcash »

Hmm, my Chicken Panel still isn't being rendered. http://i141.photobucket.com/albums/r51/ ... een045.jpg

Any idea what's causing this? It never used to happen :S
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TheFatController
Balanced Annihilation Developer
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Re: BA Chicken Defense V1.58 (BA692)

Post by TheFatController »

1.58 Changelog
- Fixed Coop mode.
- Buffed Advanced Spiker, now faster + cloaks.
- Added Chicken Progenitor, these spawn other chickens and split into hatchlings when killed, Progenitors only spawn from burrows once the Queen has spawned, clear the map of burrows while dodging the Queen to stop them from spawning.
- Other misc tweaks.

Download: http://spring.jobjol.nl/show_file.php?id=2055


The Progenitors will become a mod option in the future, but on by default for now for testing purposes ;) feedback pls!
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