Balanced Annihilation V6.96 - Page 5

Balanced Annihilation V6.96

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YokoZar
Posts: 883
Joined: 15 Jul 2007, 22:02

Re: Balanced Annihilation V6.96

Post by YokoZar »

hunterw wrote:random note...i like the gameplay implications of CA's above-water sea mex. the least expensive unit to raid underwater mex is the 500 metal submarine that moves at 2 mph.
Unless you have gimps, there's also no good way to raid a water player's mex spots unless you have your own sea lab.

I've literally had to resort to using construction hovers to build sonar and torpedo launchers in order to destroy mexes. This seems wrong somehow.

Maybe if there were some sort of weak weapon that could only shoot straight down under the water.
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JohannesH
Posts: 1793
Joined: 07 Apr 2009, 12:43

Re: Balanced Annihilation V6.96

Post by JohannesH »

YokoZar wrote:
hunterw wrote:random note...i like the gameplay implications of CA's above-water sea mex. the least expensive unit to raid underwater mex is the 500 metal submarine that moves at 2 mph.
Unless you have gimps, there's also no good way to raid a water player's mex spots unless you have your own sea lab.

I've literally had to resort to using construction hovers to build sonar and torpedo launchers in order to destroy mexes. This seems wrong somehow.

Maybe if there were some sort of weak weapon that could only shoot straight down under the water.
torpedo launchers is ridiculous overkill, just reclaim the mexes.
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: Balanced Annihilation V6.96

Post by hunterw »

JohannesH wrote: torpedo launchers is ridiculous overkill, just reclaim the mexes.
you have to be able to see them to do that.

the point is still valid - uwmex are basically unraidable compared to land. this is one of the reasons water suxs.
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Pxtl
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Re: Balanced Annihilation V6.96

Post by Pxtl »

Sonars are cheap compared to torp launchers.
YokoZar
Posts: 883
Joined: 15 Jul 2007, 22:02

Re: Balanced Annihilation V6.96

Post by YokoZar »

JohannesH wrote:
YokoZar wrote:
hunterw wrote:random note...i like the gameplay implications of CA's above-water sea mex. the least expensive unit to raid underwater mex is the 500 metal submarine that moves at 2 mph.
Unless you have gimps, there's also no good way to raid a water player's mex spots unless you have your own sea lab.

I've literally had to resort to using construction hovers to build sonar and torpedo launchers in order to destroy mexes. This seems wrong somehow.

Maybe if there were some sort of weak weapon that could only shoot straight down under the water.
torpedo launchers is ridiculous overkill, just reclaim the mexes.
True, I figured out I should reclaim after a while. It's really unintuitive and silly, though.
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: Balanced Annihilation V6.96

Post by hunterw »

Pxtl wrote:Sonars are cheap compared to torp launchers.
yea all it takes is a construction ship to move to enemy territory, construct a sonar, then reclaim the uwmex

compared to building a flea
YokoZar
Posts: 883
Joined: 15 Jul 2007, 22:02

Re: Balanced Annihilation V6.96

Post by YokoZar »

btw Arm land players have a good way of raiding sea as well: pelicans for all the floating units, and then a crawling bomb or two to hit the mexes.

The weirdness of this is that subs can still defend the mexes even after everything else gets killed by the pelicans
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Balanced Annihilation V6.96

Post by Beherith »

Two minor bugs:
core t2 radar kbot is still in vehicle moveclass.
crashers can only be built on perfectly flat terrain (by freaker)
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Re: Balanced Annihilation V6.96

Post by NOiZE »

Not sure where to post this,

But with the new GUI, when you press F11, you can no longer see the widget description. And I have no idea what all the widgets do =)
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Balanced Annihilation V6.96

Post by Jazcash »

Ever noticed when you set orders for cons that are being built, that every now and then their orders will get cleared and when you requeue all the stuff, it clears again when they are finished being built. This is old and needs to be fixed.
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TheFatController
Balanced Annihilation Developer
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Joined: 10 Dec 2006, 18:46

Re: Balanced Annihilation V6.96

Post by TheFatController »

JAZCASH wrote:Ever noticed when you set orders for cons that are being built, that every now and then their orders will get cleared and when you requeue all the stuff, it clears again when they are finished being built. This is old and needs to be fixed.
Sounds like you have a widget messing up the command on UnitFinished imo, or can you confirm how you can recreate this every time so that I can test?
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Jazcash
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Re: Balanced Annihilation V6.96

Post by Jazcash »

TheFatController wrote:
JAZCASH wrote:Ever noticed when you set orders for cons that are being built, that every now and then their orders will get cleared and when you requeue all the stuff, it clears again when they are finished being built. This is old and needs to be fixed.
Sounds like you have a widget messing up the command on UnitFinished imo, or can you confirm how you can recreate this every time so that I can test?
I'm very sure it's not a widget. I've had this problem since the start of playing BA. It's nothing serious but it happens every now and then (Pretty rarely) but annoys me when it does happen.

I just tried to recreate it and I did a few times but I'm still note exactly sure how I did it.

I'm pretty sure that it is something to do with setting and canceling orders though. Maybe also something to do with pathing.

I've uploaded the replay: http://replays.adune.nl/?1456

You'll see when it does happen the cons set a move order just behind the lab off to the right a bit and then when they get made, they cancel that order and just move straight out the lab...
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Jazcash
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Re: Balanced Annihilation V6.96

Post by Jazcash »

Also, could you make it so if you hold D, it activates Dgun mode where you then only have to left click in order to Dgun. Chaos is bitching to me about how the currently system of hitting D and left click every time you want to Dgun suxors.
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JohannesH
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Re: Balanced Annihilation V6.96

Post by JohannesH »

JAZCASH wrote:Also, could you make it so if you hold D, it activates Dgun mode where you then only have to left click in order to Dgun. Chaos is bitching to me about how the currently system of hitting D and left click every time you want to Dgun suxors.
Make a widget for that or something if you like, I do NOT want that shit. Pressing a key is no work at all and I dont want to accidentally dgun my own unit i meant to select or similar stuff.
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Jazcash
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Joined: 08 Dec 2007, 17:39

Re: Balanced Annihilation V6.96

Post by Jazcash »

JohannesH wrote:
JAZCASH wrote:Also, could you make it so if you hold D, it activates Dgun mode where you then only have to left click in order to Dgun. Chaos is bitching to me about how the currently system of hitting D and left click every time you want to Dgun suxors.
Make a widget for that or something if you like, I do NOT want that shit. Pressing a key is no work at all and I dont want to accidentally dgun my own unit i meant to select or similar stuff.
Try reading. I said holding 'D' and left clicking. Not tapping just tapping 'D'...
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JohannesH
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Re: Balanced Annihilation V6.96

Post by JohannesH »

JAZCASH wrote:Try reading.
Nah
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Jazcash
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Re: Balanced Annihilation V6.96

Post by Jazcash »

JohannesH wrote:
JAZCASH wrote:Try reading.
Nah
I urinate on your garments.
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Niobium
Posts: 456
Joined: 07 Dec 2008, 02:35

Re: Balanced Annihilation V6.96

Post by Niobium »

Beherith wrote:Two minor bugs:
core t2 radar kbot is still in vehicle moveclass.
crashers can only be built on perfectly flat terrain (by freaker)
+1 to both.

The same need-perfectly-flat-ground applies to jethros built by consuls as well, while other units such as cans/raiders/pyros etc don't have any issues.
el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Re: Balanced Annihilation V6.96

Post by el_matarife »

Is this an engine bug? It seems like you should be able to build units on any terrain they can walk on once they're built.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: Balanced Annihilation V6.96

Post by Tobi »

No it's mod bug, the units need to have the tag that specifies how steep the ground under them may be when they are being built. (maxSlope?)

(For movement this data comes from the movetype the unit uses, so both [max slope on which unit may be build and max slope on which it may move once built] are separately configurable.)
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