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Re: Balanced Annihilation V7.04

Posted: 16 Nov 2009, 15:11
by bartvbl
I noticed that the heads of nanotowers were not exactly in the middle:
screen1.JPG
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So I put the head of the nanotower back in its original position in upspring:
screen2.JPG
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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

Re: Balanced Annihilation V7.04

Posted: 16 Nov 2009, 15:29
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?!

Re: Balanced Annihilation V7.04

Posted: 16 Nov 2009, 15:46
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.

Re: Balanced Annihilation V7.04

Posted: 16 Nov 2009, 16:24
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.

Re: Balanced Annihilation V7.04

Posted: 16 Nov 2009, 16:34
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).

Re: Balanced Annihilation V7.04

Posted: 16 Nov 2009, 16:39
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.

Re: Balanced Annihilation V7.04

Posted: 16 Nov 2009, 21:20
by slogic
Pxtl, thank you. I hope Consul (& analogues) itself & its menu will be revised by mod makers.

Re: Balanced Annihilation V7.04

Posted: 16 Nov 2009, 21:40
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.

Re: Balanced Annihilation V7.04

Posted: 21 Nov 2009, 00:50
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 :-)

Re: Balanced Annihilation V7.04

Posted: 21 Nov 2009, 01:04
by TradeMark
what if the color is not black, but almost black...?

Re: Balanced Annihilation V7.04

Posted: 21 Nov 2009, 01:18
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.

Re: Balanced Annihilation V7.04

Posted: 21 Nov 2009, 13:56
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

Re: Balanced Annihilation V7.04

Posted: 24 Nov 2009, 19:39
by caldera
idea: include idle builders lua into next release, imo its the only essential widget that is missing.

Re: Balanced Annihilation V7.04

Posted: 24 Nov 2009, 19:52
by TradeMark
yeah and make immobile builders on by default, same with stockpiler widget

Re: Balanced Annihilation V7.04

Posted: 24 Nov 2009, 19:55
by Timmy
Does this run on Windows 7?

Re: Balanced Annihilation V7.04

Posted: 24 Nov 2009, 20:57
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

Re: Balanced Annihilation V7.04

Posted: 24 Nov 2009, 21:50
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)

Re: Balanced Annihilation V7.04

Posted: 24 Nov 2009, 22:09
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

Re: Balanced Annihilation V7.04

Posted: 24 Nov 2009, 22:26
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..

Re: Balanced Annihilation V7.04

Posted: 24 Nov 2009, 23:09
by TradeMark
what the fucking button? i never noticed any extra button for nanotowers...