Pushing out a quick fix in celebration of Spring 84!
Changelog:
7.60 -> 7.61
- Fixed default widgets and added game end gadget.
- Updated dynamic collision volumes
- Sound config fixes
- Fixed tank and hovercraft maneuverability issues (where they would stop on new orders and on turn)
Please post all bugs and fix suggestions in this thread!
Thanks,
Beherith
Download Link
Balanced Annihilation 7.61
Moderator: Content Developer
- marciolino
- Posts: 268
- Joined: 06 Sep 2010, 22:59
Re: Balanced Annihilation 7.61
Thanks for this fast/reactive release! 

Re: Balanced Annihilation 7.61
\o/Beherith wrote: - Fixed tank and hovercraft maneuverability issues (where they would stop on new orders and on turn)
- Lord Juzza
- Posts: 60
- Joined: 20 Jan 2009, 11:50
Re: Balanced Annihilation 7.61
All those changes were done months ago, save the end game widget which already had a check in it for the new Spring. As for fast since when is two and half months been fast?
This,
- Updated dynamic collision volumes
Only maintains the state of BA. It was implemented because the new spring changes the arbitrarily defined aircraft collision volumes that reduced aircraft collision volumes to half. This update rather then fixing the collision volumes simply keeps them as they were before the update, collision volumes were inherited from AA and have been crapily defined. In retrospect this changes nothing aircraft would act exactly the same without this 'change'. I suggest you actually fix the air units hit boxes.
As for this...
- Fixed tank and hovercraft maneuverability issues (where they would stop on new orders and on turn)
This is the only significant change other then updated compatibility for the new spring version but it could be better. This 'Fix' removes Turn in place from units so they don't slow down to turn in place. There's no reason this shouldn't be added to EVERY unit. I have done this for PA and it greatly improves pathing on every unit from Kbots to Ships. I suggest you implement this change to every unit, save aircraft of course. I'll even post the code here for you.
This,
- Updated dynamic collision volumes
Only maintains the state of BA. It was implemented because the new spring changes the arbitrarily defined aircraft collision volumes that reduced aircraft collision volumes to half. This update rather then fixing the collision volumes simply keeps them as they were before the update, collision volumes were inherited from AA and have been crapily defined. In retrospect this changes nothing aircraft would act exactly the same without this 'change'. I suggest you actually fix the air units hit boxes.
As for this...
- Fixed tank and hovercraft maneuverability issues (where they would stop on new orders and on turn)
This is the only significant change other then updated compatibility for the new spring version but it could be better. This 'Fix' removes Turn in place from units so they don't slow down to turn in place. There's no reason this shouldn't be added to EVERY unit. I have done this for PA and it greatly improves pathing on every unit from Kbots to Ships. I suggest you implement this change to every unit, save aircraft of course. I'll even post the code here for you.
I hope to see you again in three months.for uName, uDef in pairs(UnitDefs) do
uDef.turninplace = 0
uDef.turninplacespeedlimit = 99999
end
Re: Balanced Annihilation 7.61
Hum that's a good change for flashes, but now jeffies seem to behave a bit weirdly, it's much harder to micro them correctly and be accurate with them...Beherith wrote: - Fixed tank and hovercraft maneuverability issues (where they would stop on new orders and on turn)
Re: Balanced Annihilation 7.61
I find that jeffies now are quicker, but they might need a some tweaks to make them perfect. Suggestions are welcome.
Juzza:
Ill look into the air unit's hit boxes, but since anti air missiles are homing missiles, and AA has air los on par with their range, and flak has almost 0 travel time, I doubt that they require much changing.
I dont think kbots shouldnt be able to turn in place, because that changes the rocko/storm metagame greatly; they wander into llt range when ordered to retreat, and makes them more mobile targets.
Ill test it out with ships to see how it changes their pathing.
Thanks for the code.
Juzza:
Ill look into the air unit's hit boxes, but since anti air missiles are homing missiles, and AA has air los on par with their range, and flak has almost 0 travel time, I doubt that they require much changing.
I dont think kbots shouldnt be able to turn in place, because that changes the rocko/storm metagame greatly; they wander into llt range when ordered to retreat, and makes them more mobile targets.
Ill test it out with ships to see how it changes their pathing.
Thanks for the code.
Re: Balanced Annihilation 7.61
please put releases on rapid first, and then release the archive version right after it.
this way it makes no sense. i have BA over rapid, and it changes very slightly only.. it is the perfect candidate for rapid, but when you just start thinking about putting it on rapid one week after you give out the archive version.. of course players are forced to get the archive version anyway.
this way it makes no sense. i have BA over rapid, and it changes very slightly only.. it is the perfect candidate for rapid, but when you just start thinking about putting it on rapid one week after you give out the archive version.. of course players are forced to get the archive version anyway.