Balanced Annihilation 7.31

Balanced Annihilation 7.31

Classic game design, maintained to please you...

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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Balanced Annihilation 7.31

Post by Beherith »

7.30 --> 7.31 wrote: - Reverted Podger and Spolier stealthiness to allow stealth mine laying.
- Reverted hitsphere gadget removal to fix large hitspheres.
- Tweaked dynamic collision volumes to allow targeting.
- Fixed Fido primary weapon range.
- Added anti out-of-map aircraft gadget.
7.20 --> 7.30 wrote: - Fixed pathing for Eraser
- Fixed pathing for Bantha
- Fixed pathing for Construction Ship
- Fixed pathing for Fatboy
- Fixed pathing for Jammer
- Fixed pathing for Pincer
- Fixed pathing for Skimmer
- Fixed pathing for Vanguard
- Fixed pathing for Spider
- Fixed pathing for Invader
- Fixed pathing for Construction Ship
- Fixed pathing for Garpike
- Fixed pathing for Roach
- Fixed pathing for Croc
- Fixed pathing for Copperhead
- Fixed pathing for Scrubber
- Fixed pathing for Spectre
- Fixed pathing for Shiva
- Fixed pathing for Banisher

- Fixed range of Fatboy
- Fixed range of Fido
- Fixed range of Luger
- Fixed range of Crusader
- Fixed range of Warlord
- Fixed range of Pillager
- Fixed range of Tremor

- Fixed stealth of Spoiler (Note: stealthy == radar invisible)
- Fixed stealth of Podgy
- Fixed stealth of Dragonfly (Bonus: Passengers become stealthy)

- Fixed air targeting of Banshee
- Fixed air targeting of Luger
- Fixed air targeting of Sharpshooter
- Fixed air targeting of Pillager
- Fixed air targeting of Diplomat

- Fixed depth of all submarines
- Fixed underwater pathing for all submarines
- Fixed sub targeting of underwater buildings
- Fixed ship targeting for subkiller submarines

- Fixed disproportionate comwreck hitsphere
- Fixed disproportionate solar hitspheres
- Fixed T1 defence hitspheres (are now hitboxes)
- Fixed dynamic hitspheres gadget making units unhittable

- Fixed vehicles being unable to exit vehicle labs due to automatic terraforming
- Fixed Dragon's Claw being mobile
- Fixed Marky (radar kbot) armorclass
- Fixed liche impulse on commanders
- Fixed Doomsday script
- Fixed RedUI chat console
I would like to thank Niobium and Nixa for their massive contribution to BA by converting all the fbi's to much more localized and readable lua files, and for the numerous bug fixes they implemented in 7.30.

The hitsphere gadget removal increased all units hitspheres by 70%, blowing them out of proportion. Also I believe that mine layers had small range jammers for a reason - to allow mines that are being built to be radar invisible as well.

I wish to thank TheFatController for all of his hard work on maintaining BA wonderful game that it is, and for entrusting me to continue his work. I am extremely thankful for any contribution - improved widgets, gadgets, and any bug fixes - and will merge them into BA as soon as possible, because I plan to maintain a monthly update schedule.

Please report any bug reports, feedback or suggestions here...

Download Balanced Annihilation V7.31

Have Fun!
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very_bad_soldier
Posts: 1397
Joined: 20 Feb 2007, 01:10

Re: Balanced Annihilation 7.31

Post by very_bad_soldier »

TFC retired and you are now the official BA maintainer? Awesome! Congrats!

So, will there be a rename when MrBob's models will be merged or what is the plan?
Last edited by very_bad_soldier on 27 Mar 2011, 18:50, edited 1 time in total.
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Balanced Annihilation 7.31

Post by Beherith »

Yes, TFC passed the torch on.
Thanks, and I will carry BA on in the spirit TFC kept it in.
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Balanced Annihilation 7.31

Post by Jazcash »

Beherith wrote:Yes, TFC passed the torch on.
Thanks, and I will carry BA on in the spirit TFC kept it in.
You have no idea how much of a boner this post gave me.
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ginekolog
Posts: 837
Joined: 27 Feb 2006, 13:49

Re: Balanced Annihilation 7.31

Post by ginekolog »

Beherith wrote:Yes, TFC passed the torch on.
Thanks, and I will carry BA on in the spirit TFC kept it in.
Ty TFC for all good work.

And good luck Beherith and Niobium for all future work :mrgreen:
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Kixu
Posts: 44
Joined: 12 Mar 2008, 08:29

Re: Balanced Annihilation 7.31

Post by Kixu »

I approve of these recent advances. Congrats Beh, definately the best choice for this. Your fixes were very cool Nix and Nio, hope to see you guys combining more of your wizardry into BA.

TFC, thanks for all your time over the years and will see you ingame still.
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Yuri
Posts: 137
Joined: 21 Jul 2008, 14:46

Re: Balanced Annihilation 7.31

Post by Yuri »

THX TFC for your all the BA work and I wish GL to Beherith & Niobium :)

Maybe try to get some ideas from the TFC's Eternal Annihilation and don't try to include some new models, plox.
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Jazcash
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Joined: 08 Dec 2007, 17:39

Re: Balanced Annihilation 7.31

Post by Jazcash »

Yuri wrote: don't try to include some new models, plox.
Yeah, when the new models are done they should be included as a separate package such as BAR or whatever. Then it's just a matter of switching all focus to the new game by changing it on all the current BA Autohosts.
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Yuri
Posts: 137
Joined: 21 Jul 2008, 14:46

Re: Balanced Annihilation 7.31

Post by Yuri »

Jazcash wrote:Yeah, when the new models are done they should be included as a separate package such as BAR or whatever. Then it's just a matter of switching all focus to the new game by changing it on all the current BA Autohosts.
Well, for me it's a completely different game with the different models. I simply love the oldschool looking models - it's the spirit of the TOTAL ANNIHILATION.

Those old uber lowpolys are still superior to the bubbly CA ones or the super hitech SupCom ones ... Admit it :(
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Jazcash
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Joined: 08 Dec 2007, 17:39

Re: Balanced Annihilation 7.31

Post by Jazcash »

Yuri wrote: Those old uber lowpolys are still superior to the bubbly CA ones or the super hitech SupCom ones ... Admit it :(
Superior? No. I think the only reason anybody would say this is that they've looked at them for so long they've vesseled their way into their bloodstream and very way of life.
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Johannes
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Joined: 17 Sep 2010, 15:49

Re: Balanced Annihilation 7.31

Post by Johannes »

How about giving fatboy some of its range back? I think it should be able to outshoot pitbulls and vipers at least (like it could in ~<110 grav), if not the full 800 it used to have listed.
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Nixa
Posts: 350
Joined: 05 Oct 2006, 04:32

Re: Balanced Annihilation 7.31

Post by Nixa »

Johannes wrote:How about giving fatboy some of its range back? I think it should be able to outshoot pitbulls and vipers at least (like it could in ~<110 grav), if not the full 800 it used to have listed.
Whilst not a bad idea, I think their stats (other than range and velocity) were largely balanced for >110 gravity in previous generations of BA.
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SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: Balanced Annihilation 7.31

Post by SirArtturi »

For starters you could apply your core t1 and t2 bots into it.
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Carpenter
Posts: 216
Joined: 10 Jul 2009, 16:07

Re: Balanced Annihilation 7.31

Post by Carpenter »

I just have to say, Beherith is the only right person to maintain BA, credits for Nio and Nix too.

And finally thanks to TFC, you did amazing! Best of luck to you with whatever you're going to do next. :)
Regret
Posts: 2086
Joined: 18 Aug 2007, 19:04

Re: Balanced Annihilation 7.31

Post by Regret »

Yay for progress! :regret:

Will you maintain BA Chickens too?
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Niobium
Posts: 456
Joined: 07 Dec 2008, 02:35

Re: Balanced Annihilation 7.31

Post by Niobium »

Beherith wrote:
7.30 --> 7.31 wrote: - Reverted Podger and Spolier stealthiness to allow stealth mine laying.
- Reverted hitsphere gadget removal to fix large hitspheres.
- Tweaked dynamic collision volumes to allow targeting.
- Fixed Fido primary weapon range.
- Added anti out-of-map aircraft gadget.
Couple of issues/thoughts:

"Reverted Podger and Spolier stealthiness to allow stealth mine laying"

I took radar jamming off mine layers because it was inconsistent in jamming the mine layer when the mine layer is moving, and also because it was inconsistent in jamming mines being built by the mine layer.

The reason the jamming is so inconsistent is because springs jamming works on a grid, and that the grid in BA isn't very detailed. This screenshot shows what I mean, the red areas are locations that are successfully jammed. Note how the mine that is being built is not jammed. Also; the jamming of a minelayer is always a 5-square 'plus' shape.

Image

Solutions: Remove jamming altogether to prevent inconsistent behavior, or enlarge it to include the 8 squares surrounding minelayer (and an additional square to each side as an unavoidable side-effect) , at this point the minelayer could be used as a no-energy-drain general purpose mobile jammer though.

"Reverted hitsphere gadget removal to fix large hitspheres"

Whoops, didn't think 'dynamic_hitspheres' gadget would include static hitsphere modifications, but it appears the gadgets were merged. One thing I want to mention with this is that bringing it back changes the arm solar hitsphere back into the giant version that nothing can fire past (see screenshot), I changed it in 7.30 so that LLTs could fire past it (Poll said 75% in favor of this + it makes visual sense)

Image

Added anti out-of-map aircraft gadget

Half works, prevents aircraft from flying off left and top edges, but doesn't stop them flying off right and bottom edges (remove the *512).
Beherith wrote:I am extremely thankful for any contribution - improved widgets, gadgets, and any bug fixes - and will merge them into BA as soon as possible, because I plan to maintain a monthly update schedule
Fantastic, BA has been missing an active maintainer for quite a while now, hopefully we'll be seeing lots of progress now (especially if you can keep up monthly releases).

Could you give us a quick summary of your position on changing BA? Are you in the BA-balance-is-perfect-nothing-will-be-changed crowd, or are you open to unit stat or gameplay changes (assuming they would improve the game)? It'd be nice to know so potential contributors don't waste their time on something that wouldn't be accepted.
Masure
Posts: 581
Joined: 30 Jan 2007, 15:23

Re: Balanced Annihilation 7.31

Post by Masure »

Thanks to all contributors for a Better Annihilation !
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Petah
Posts: 426
Joined: 13 Jan 2008, 19:40

Re: Balanced Annihilation 7.31

Post by Petah »

Image
Cookies for all!
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Balanced Annihilation 7.31

Post by Beherith »

Minelayer:
A third option is to reduce builddistance of podger to make sure mines built are still in jammer range.

Hitspheres:
In next version well give armsolar a bit more sensible hitsphere then.

Yes, Ill update chickens too.

I'm more toward keeping balance as it is, but that doesnt mean ruling out all changes, just major ones. Addition of new units is highly unlikely.
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det
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Re: Balanced Annihilation 7.31

Post by det »

TY for upload rapid :)
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