Interest in a 'magnetic' version?

Interest in a 'magnetic' version?

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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Interest in a 'magnetic' version?

Post by knorke »

So after some convo with zwzsg I volunteered to make some changes for the next BA version and ended up getting a bit carried away and now have a copy of BA on my local machine where everything is magnetic which imo put right some problems remaining from 7.4x and assist in addressing a few other long standing issues.

Cause I've changed more than I intended to I'd love to trial an experimental/alpha version for feedback first.

What I'd like to gauge in this thread is if people are happy enough with BA 7.50 that they wont try it, or if the community is interested in trying a bit of this?

One of the biggest changes is probally that is no longer possible to build a base because the commander will become attached to the first building you make:
Image
and is unable to de-attach himself.

Another balance tweak is the introduction of many new unique units for example the Bull Raven:
Image

For CORE we introduce the Sumo Tower which is also an anti nuke (with a Reaper tank at the base, for speed) and the AK gunship:
Image
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PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Interest in a 'magnetic' version?

Post by PicassoCT »

Disregard my old opinion, this is awesome, pure awesome, made a sandwich... check it out, you must see this...
Last edited by PicassoCT on 21 Aug 2011, 00:09, edited 1 time in total.
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oksnoop2
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Joined: 29 Aug 2009, 20:12

Re: Interest in a 'magnetic' version?

Post by oksnoop2 »

How do they work?
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TheFatController
Balanced Annihilation Developer
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Joined: 10 Dec 2006, 18:46

Re: Interest in a 'magnetic' version?

Post by TheFatController »

I can't see why this needs a test version, someone get this man commit access to main BA stat
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Sucky_Lord
Posts: 531
Joined: 22 Aug 2008, 16:29

Re: Interest in a 'magnetic' version?

Post by Sucky_Lord »

I can see an immediate problem with building a krogoth in the centre of all my ally's (non-existent) bases.
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KaiserJ
Community Representative
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Re: Interest in a 'magnetic' version?

Post by KaiserJ »

centipeeweeds
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Wombat
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Re: Interest in a 'magnetic' version?

Post by Wombat »

knorke for m... no wait...

<3
nightcold
Posts: 179
Joined: 03 Dec 2009, 05:47

Re: Interest in a 'magnetic' version?

Post by nightcold »

As a person that hates ba and played it only because it was the only game on,
I demand that you put this into the mainstream branch of ba!!!!!!!


Maybe you can make a magnetic weapon, like a missile that makes all the units in the areas it hits magnetic.can open the possibilities for some creative tactics.like in the mid game stage one side can use the missile on their own army so have an ultra dense offensive, or it can be like a whorphole thing with the mother ship is starcraft2, make all the units useless/disappear for a little while.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Interest in a 'magnetic' version?

Post by knorke »

I think the everything is magnetic part needs some fine tuning.
Some units cause epic error spam when they attach to another..will have to see what that is about :?
Image
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manolo_
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Joined: 01 Jul 2008, 00:08

Re: Interest in a 'magnetic' version?

Post by manolo_ »

its not a bug, its a feature :D
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knorke
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Joined: 22 Feb 2006, 01:02

Re: Interest in a 'magnetic' version?

Post by knorke »

its not a gif, its a video!
http://www.youtube.com/watch?v=XjFo8acEd2Y
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PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Interest in a 'magnetic' version?

Post by PicassoCT »

What are you still reading? The link is above, the game is behind the link, the awesome is in the game, nothing that comes after this post can top this. Oh, well, knorke can, but still...
Last edited by PicassoCT on 21 Aug 2011, 00:10, edited 1 time in total.
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knorke
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Joined: 22 Feb 2006, 01:02

Re: Interest in a 'magnetic' version?

Post by knorke »

no way you watched the video so fast!
yes, is all part of the commanders astronaut training.
Image
Srsly knorke, could have the effect osszilate? Like the newton, putting stuff away, and then attracting it again..
it works by making every unit a transport and then randomly attach units to each others. (that is actually how magnets work in real life)
So the gadget could in theory move/turn pieces to make for better wiggling but I think the unit scripts would undo all the motions.
And moving some pieces might even block the unit from working/shooting depending on how it is scripted.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Interest in a 'magnetic' version?

Post by PicassoCT »

knorke wrote:its not a gif, its a video!
http://www.youtube.com/watch?v=XjFo8acEd2Y
I admit, i didnt watch the vid, got the post ready, so why waitin..

Now that i watched the vid.

why not make this srs buisness knorke?

Make ingame buildsets, you build blocks, and the players can magnet those together into creatures of there choice. Snake of Firearms i choose you. Just applying it to standard BA-Units- is kindof a waste of potential.
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: Interest in a 'magnetic' version?

Post by BaNa »

could you post the mod file for lols knorke? I would play it :D
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Interest in a 'magnetic' version?

Post by knorke »

I want to try this too but there here are some errors left.
Sometimes it spams
ScriptError: Invalid piecenumber for attach outside script execution
and somtimes units appear 9000 miles under the terrain.
It is just for lols anyway but want to fix at least those two before releaseing.
Announce and release on same day is unheard of anyway.
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knorke
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Joined: 22 Feb 2006, 01:02

Re: Interest in a 'magnetic' version?

Post by knorke »

now hosting in lobby
Attachments
mba750.sdz
requires normal ba 7,50
(501.52 KiB) Downloaded 136 times
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Interest in a 'magnetic' version?

Post by AF »

knorke wrote:I want to try this too but there here are some errors left.
Sometimes it spams
ScriptError: Invalid piecenumber for attach outside script execution
and somtimes units appear 9000 miles under the terrain.
It is just for lols anyway but want to fix at least those two before releaseing.
Announce and release on same day is unheard of anyway.

This reminds me of TA BOS scripting and stargates and using unit heights to identify units. I expect Zwzsg will have much to say on this.
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: Interest in a 'magnetic' version?

Post by BaNa »

we just had a few excellent games with this, it was epic fun :D :D :D
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PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Interest in a 'magnetic' version?

Post by PicassoCT »

It was there, i was there, what a remarkable affair. Units flying through the Air, and whats even more remarkably - it somehow retains a sort of balance...

I first had some prejudices about this, thinking "Meh.. this will be a hackyjob at best, no balance nowhere.." but it has it.. there is a stopper for every stack. And it has a sandbox, you can build together whatever combination you like. The Battles are chaotic, if you are new, but you learn, learn to keep your distance (closecombat is murderous)- all those little tricks (grab enemy units, fly over ocean, do it again)


PS: It doesent work (yet) with ships. Knorke do something about that.
Last edited by PicassoCT on 21 Aug 2011, 00:25, edited 1 time in total.
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