Balanced Annihilation V7.04 - Page 6

Balanced Annihilation V7.04

Classic game design, maintained to please you...

Moderator: Content Developer

Locked
User avatar
bartvbl
Posts: 346
Joined: 21 Mar 2009, 15:55

Re: Balanced Annihilation V7.04

Post by bartvbl »

I noticed that the heads of nanotowers were not exactly in the middle:
screen1.JPG
(67.84 KiB) Downloaded 16 times
So I put the head of the nanotower back in its original position in upspring:
screen2.JPG
(65.25 KiB) Downloaded 13 times
I attached a zip file with the modified models.
Hope it helps :-)

edit: they look quite stupid like this. I will move the piece back to its original position, but only move the origin. Then it should look nicer.

edit 2:
Here are the models:
nanos2.zip
(2.04 KiB) Downloaded 12 times
Last edited by bartvbl on 17 Nov 2009, 20:09, edited 2 times in total.
slogic
AI Developer
Posts: 626
Joined: 17 Mar 2008, 19:03

Re: Balanced Annihilation V7.04

Post by slogic »

TradeMark, there is one more unrealistic thing. To build mobile units a lab provides special environment to produce units. Consul builds them from scratch. Also i would like to underline the following:
I always considered if player has no labs it can't build mobile units playing BA.
Don't know who invented this unit but i guess the inventor wanted a walking lab. Currently it does not look like it should. When i first saw AAI builds units from scratch with Consul my first thought was: wtf assisting unit is doing?!
Regret
Posts: 2086
Joined: 18 Aug 2007, 19:04

Re: Balanced Annihilation V7.04

Post by Regret »

slogic wrote:Currently it does not look like it should.
Are you the one that made Consul behave like that? If not then for all you know it is exactly how it is supposed to look.
slogic wrote:Consul builds them from scratch.
And any constructor builds any fucking building from scratch, just because the building doesn't have wheels on it doesn't mean its illogical.
slogic wrote:I always considered if player has no labs it can't build mobile units playing BA.
Then you are clearly a newbie. Try playing more.
slogic
AI Developer
Posts: 626
Joined: 17 Mar 2008, 19:03

Re: Balanced Annihilation V7.04

Post by slogic »

Let leave alone building a building from scratch. It is an axiom. Ok? But building a mobile units from scratch is a nonsense or smth completely different for OTA-oriented gameplay. So i would like to get constructive answers why Consul behavior is what it is currently. Is there some related history?

To be more open i understand that mobile lab is a new & may be nice step to expand old good gameplay. But such unit should cry with its view that it is a real lab! Currently it looks more like assistant unit.
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Balanced Annihilation V7.04

Post by Pxtl »

slogic wrote:Let leave alone building a building from scratch. It is an axiom. Ok? But building a mobile units from scratch is a nonsense or smth completely different for OTA-oriented gameplay. So i would like to get constructive answers why Consul behavior is what it is currently. Is there some related history?

To be more open i understand that mobile lab is a new & may be nice step to expand old good gameplay. But such unit should cry with its view that it is a real lab! Currently it looks more like assistant unit.
Why the Consul, Freaker, and naval engineers can, as mobile units, build other mobiles:

Because Caydr thought it would be cool. That's it. Caydr wanted to use Spring's mobiles-building-mobiles feature to create more gameplay options, so he added them to the Freaker and the Consul (being two Uberhack "Combat Engineer" units). This feature was added back when BA was AA, in the very first versions iirc.

The real inconsistency, imho, is how the Consul can reach across factory lines (an L2 veh that can make L2 bots) while the Freaker cannot (L2 bot that can't make L2 veh).
Regret
Posts: 2086
Joined: 18 Aug 2007, 19:04

Re: Balanced Annihilation V7.04

Post by Regret »

slogic wrote:Let leave alone building a building from scratch. It is an axiom. Ok? But building a mobile units from scratch is a nonsense or smth completely different for OTA-oriented gameplay. So i would like to get constructive answers why Consul behavior is what it is currently. Is there some related history?
Here's constructive in your own thinking pattern: Think of you being a newbie as an axiom. As such you can't comprehend that BA is not OTA.
slogic wrote:To be more open i understand that mobile lab is a new & may be nice step to expand old good gameplay. But such unit should cry with its view that it is a real lab! Currently it looks more like assistant unit.
It's a game, and the game is right, get over it.
slogic
AI Developer
Posts: 626
Joined: 17 Mar 2008, 19:03

Re: Balanced Annihilation V7.04

Post by slogic »

Pxtl, thank you. I hope Consul (& analogues) itself & its menu will be revised by mod makers.
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Balanced Annihilation V7.04

Post by Pxtl »

slogic wrote:Pxtl, thank you. I hope Consul (& analogues) itself & its menu will be revised by mod makers.
Don't hold your breath. BA is about stability. The ability to build units with freakers and consuls has proven to open up interesting gameplay possibilities, so it's not going to change.

I was just explaining that the answer to the question of "why" is "because it would be cool". That's not a negative judgement of its actual gameplay.
User avatar
bartvbl
Posts: 346
Joined: 21 Mar 2009, 15:55

Re: Balanced Annihilation V7.04

Post by bartvbl »

I looked a bit into the unit highlighting widget, since it didnt work for black colored units. So I modified it a bit (just added another if() :P), so black units are highlighted too now :-)
Attachments
gui_xray_highlight.lua
(6.14 KiB) Downloaded 107 times
User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Balanced Annihilation V7.04

Post by TradeMark »

what if the color is not black, but almost black...?
User avatar
bartvbl
Posts: 346
Joined: 21 Mar 2009, 15:55

Re: Balanced Annihilation V7.04

Post by bartvbl »

didn't test that yet..
I'll do that tomorrow: it is getting late :P
At least dark grey highlights fine.
it wouldn't require much change though; just modifying the extra check for black statement a bit :/

EDIT: tested it on rgb(8,8,8) as my team color.
If I would look really, really closely I could see a small highlight effect. But far enough from making a noticable effect. I'll give it a few more tests tomorrow.
User avatar
TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: Balanced Annihilation V7.04

Post by TheFatController »

Cool thanks for that, I did realise it didn't work for Black teams but wasn't planning a fix :P

This can go in next ver tho
User avatar
caldera
Posts: 388
Joined: 18 Oct 2005, 20:56

Re: Balanced Annihilation V7.04

Post by caldera »

idea: include idle builders lua into next release, imo its the only essential widget that is missing.
User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Balanced Annihilation V7.04

Post by TradeMark »

yeah and make immobile builders on by default, same with stockpiler widget
Timmy
Posts: 6
Joined: 24 Nov 2009, 19:53

Re: Balanced Annihilation V7.04

Post by Timmy »

Does this run on Windows 7?
el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Re: Balanced Annihilation V7.04

Post by el_matarife »

caldera wrote:idea: include idle builders lua into next release, imo its the only essential widget that is missing.
Did Idle Builders ever get all the features of Idle Builders 2? http://springrts.com/phpbb/viewtopic.php?f=23&t=9999
Timmy wrote:Does this run on Windows 7?
Yes
User avatar
bartvbl
Posts: 346
Joined: 21 Mar 2009, 15:55

Re: Balanced Annihilation V7.04

Post by bartvbl »

TradeMark wrote:yeah and make immobile builders on by default, same with stockpiler widget
They really should, idd. Otherwise the button in the nano menu is useless (the passive/active switch)
User avatar
JohannesH
Posts: 1793
Joined: 07 Apr 2009, 12:43

Re: Balanced Annihilation V7.04

Post by JohannesH »

bartvbl wrote:Otherwise the button in the nano menu is useless (the passive/active switch)
Not true, but it could be default anyway
User avatar
bartvbl
Posts: 346
Joined: 21 Mar 2009, 15:55

Re: Balanced Annihilation V7.04

Post by bartvbl »

Thnen I find it strange the button did nothing when I had the widget disables, and responded when I had the widget enabled..
User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Balanced Annihilation V7.04

Post by TradeMark »

what the fucking button? i never noticed any extra button for nanotowers...
Locked

Return to “Balanced Annihilation”