How is BA doing? - Page 3

How is BA doing?

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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: How is BA doing?

Post by Pxtl »

@Saktoth - CA has newbies playing on Comet Catcher. You'd never, ever see that on BA because the flashtank raep would just scare everybody off. CA does get a lot more frantic than BA in the mid-game - the Can isn't half as terrifying as the Jack. But the early-game is far more forgiving.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: How is BA doing?

Post by 1v0ry_k1ng »

Caydr wrote: edit: Had to come back and add this. I will never endorse a lot of the "conveniences" that have become available. First thing I do, if I ever make a new version of AA, will be disabling and banning that idiotic metal maker AI. "wahh wahh I can't manage an economy it's too hard, someone make an ai"...
stupidity. metal maker managing wasnt a fun element of the game, so it was automated- one of the very first groupais to appear for a good reason.
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: How is BA doing?

Post by Pxtl »

Lua Widgets are damned hard to disable. If you want to get away from widgets, you've got to make your economy hard to widget.

Make metal-makers cheap, but impossible to turn off (with a harmless self-D if you need your energy back). Or straight-up replace the makers with metal generators. If you have any on-off metal-makers, somebody will work around your widget-protection.
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JohannesH
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Joined: 07 Apr 2009, 12:43

Re: How is BA doing?

Post by JohannesH »

Or make a list of widgets that are allowed and disallow the rest.
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: How is BA doing?

Post by Beherith »

JohannesH wrote:Or make a list of widgets that are allowed and disallow the rest.
A billion different ways to hack this.
eyu100
Posts: 182
Joined: 05 Jul 2008, 04:10

Re: How is BA doing?

Post by eyu100 »

Beherith wrote:
JohannesH wrote:Or make a list of widgets that are allowed and disallow the rest.
A billion different ways to hack this.
Couldn't you hash every widget and disable any that don't match a specific list of allowed hashes?

edit: It would be impossible for new versions of widgets to be released without a new mod version, though.
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momfreeek
Posts: 625
Joined: 29 Apr 2008, 16:50

Re: How is BA doing?

Post by momfreeek »

1v0ry_k1ng wrote:
Caydr wrote: edit: Had to come back and add this. I will never endorse a lot of the "conveniences" that have become available. First thing I do, if I ever make a new version of AA, will be disabling and banning that idiotic metal maker AI. "wahh wahh I can't manage an economy it's too hard, someone make an ai"...
stupidity. metal maker managing wasnt a fun element of the game, so it was automated- one of the very first groupais to appear for a good reason.
+1

There's plenty of conveniences in the game: units attack by themselves (roam), assist by themselves (patrolling nanos) you can create big queues of orders, you can select multiple units and give them all orders together. You may just as well disable these 'convenience' features. Hell why not regress the whole control system back to how it was in dune 2?
el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Re: How is BA doing?

Post by el_matarife »

eyu100 wrote:Couldn't you hash every widget and disable any that don't match a specific list of allowed hashes?
Yeah that's about the only way for that to work. The mod would be hashed and thus couldn't sync if edited, then you'd have a whitelist in the mod with hashes of all allowed widgets or it'd just say "Only allow widgets I include in the mod.". You could probably still get around this by editing Spring and doing a custom compile that would just return all zeros for every hash and report to the lobby you're synced, but I don't know how many people would go to all that trouble.
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