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Re: Balanced Annihilation V6.21
Posted: 25 May 2008, 12:20
by NOiZE
I would like levelers who wouldn't hurt them self =]
Re: Balanced Annihilation V6.21
Posted: 25 May 2008, 13:34
by [Krogoth86]
NOiZE wrote:I would like levelers who wouldn't hurt them self =]
You mean themselves or just not friendly units?
Re: Balanced Annihilation V6.21
Posted: 25 May 2008, 13:38
by Day
themselves
Re: Balanced Annihilation V6.21
Posted: 25 May 2008, 13:42
by KingRaptor
Re: Balanced Annihilation V6.21
Posted: 25 May 2008, 14:33
by NOiZE
Acidd_UK wrote:Core T2 artillery. It's broken. It doesnt fire half the time. The other half of the time left, it first, but also charges at its target. This is good for keeping the number of units in the game low, but sucky if you want to actually do something useful with core T2 arty. I think it's to do with their scripts, but I know sweet FA about the internal unit AI scripting and animation...
Someone got any hints on this?
Re: Balanced Annihilation V6.21
Posted: 25 May 2008, 15:20
by [Krogoth86]
How about a simple noselfdamage=1; ?
NOiZE wrote:Someone got any hints on this?
I only know that there existed a bugged behaviour for the first versions of the area attack gadget but I can't remember a failing behaviour with normal orders...
Re: Balanced Annihilation V6.21
Posted: 25 May 2008, 15:49
by NOiZE
Would be nice if the BA team could be made stronger with some guy which has good knowledge of lua, to maintain and expand the lua stuff of BA. So if you are interested let me know

Re: Balanced Annihilation V6.21
Posted: 25 May 2008, 16:10
by KingRaptor
[Krogoth86] wrote:
How about a simple noselfdamage=1; ?
BA leveler already has noselfdamage=1, do you think we'd bother making a gadget if the tag actually worked? >_<
Re: Balanced Annihilation V6.21
Posted: 25 May 2008, 20:09
by Acidd_UK
It would be nice if pyros didnt burn themselves too...
Re: Balanced Annihilation V6.21
Posted: 26 May 2008, 20:38
by Pxtl
Could probably hack the NoSelfPwn so that this bit:
Code: Select all
local exceptionMap = {}
38 for _, unitName in pairs(exceptionList) do
39 exceptionMap[UnitDefNames[unitName].id] = true
40 end
reads from the fbi file to use the NoSelfDamage tag to determine which units need the noselfpwn logic.
Re: Balanced Annihilation V6.21
Posted: 26 May 2008, 20:55
by Wingflier
On the topic of balance, the Arm Scarab and Core Hedgehog only have 875 health, which is less than that of a Zipper. Nobody ever uses these anyways, but quite frankly, with less than 1000 health and such a huge cost and build time, nobody ever should. The point of the mobile anti-nuke is to be able to stick with your army so that they don't get nuked (I know, who would nuke an army?). But they even fail at that job, with 875 hp they would die within seconds to almost any attack, land or air. Hell, chances are they could even die from a stray bullet that was aimed at something else. It would just be pointless to even have them in your force.
The point I'm trying to make is that they need some kind of cloaking mechanism like the stationary anti-nuke to make them even somewhat useful. I don't think this is too much to ask, and I think most people would agree with me that this is balanced and needed.
Wing
Re: Balanced Annihilation V6.21
Posted: 26 May 2008, 21:19
by Pxtl
Code: Select all
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
function gadget:GetInfo()
return {
name = "No Self Pwn",
desc = "Prevents units from damaging themselves.",
author = "quantum, edited by Pxtl",
date = "May 26, 2008",
license = "GNU GPL, v2 or later",
layer = 0,
enabled = true -- loaded by default?
}
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
local Spring = Spring
local GetUnitHealth = Spring.GetUnitHealth
local SetUnitHealth = Spring.SetUnitHealth
if (not gadgetHandler:IsSyncedCode()) then
return false -- silent removal
end
local inclusionMap = {}
for unitName, ud in pairs(UnitDefs) do
if(ud["customParams"]["noselfdamage"] == "1") then
inclusionMap[UnitDefNames[unitName].id] = true
end
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
function gadget:UnitDamaged(unitID, unitDefID, unitTeam, damage, paralyzer,
weaponID, attackerID, attackerDefID, attackerTeam)
if (unitID == attackerID and inclusionMap[unitDefID]) then
local health, _, paralyzeDamage = GetUnitHealth(unitID)
if (paralyzer) then
SetUnitHealth(unitID, {paralyze = paralyzeDamage + damage})
else
SetUnitHealth(unitID, health + damage)
end
end
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
Quick 5-second recutting of the noselfpwn to decide based on the noselfdamage tag. No idea if it works, but give it a go. Just killing time while update my project from source control here at work.
Re: Balanced Annihilation V6.21
Posted: 27 May 2008, 02:25
by Saktoth
Wingflier wrote:Some things
You realise the mobile antinukes are also mobile fusions right?
I mean you knew that, yeah? That they make 200 energy each and cost just the same metal and BT as the antinuke, only costing more in energy (though the extra e cost is significant, 50% more). They have roughly half the efficiency, purely as energy generators, of a fusion powerplant (though again, cost a lot more e and bp).
You realise that mobile antinukes dont leave ghosts, and are thus incredibly hard to spot, hit with berthas, air, or emp missiles or spies, right?
You realise the arm mobile antinuke is all-terrain, and can be placed on the back side of a cliff where the enemy has almost no chance of ever hitting it and in many cases, even seeing it visually?
You realise that an enemy cannot use the range widget to find the gaps in the enemy antinuke cover and aim a nuke inbetween those gaps, as the mobile antinuke doesnt show up on the range widget and might just move to close those gaps anyway, yes?
Im sure you took all of that into your assessment...
The only reason to -not- use mobile antinukes if you have the appropriate fac is the extra energy cost (which is paid back pretty fast). I dont even think they have the reduced chance of interception anymore, as looking at the modit stats, the mobile and static antinuke weapons are identical now. If he can find your antinuke, and get something in range of it, he can kill it. Its much better to have an antinuke which is much much harder to spot and hit than one that is just harder to kill. Many times ive wasted nukes on someone after having scouted them for antinukes and assuming they have none, only to realise they are using mobiles.
Re: Balanced Annihilation V6.21
Posted: 27 May 2008, 10:02
by det
I would never build static anti-nuke in BA if I had adv kbot available. I've argued that mobile anti-nuke range should be like 1/2 of static. So it would still be useful for mobile armies, but less useful for base defense.
Re: Balanced Annihilation V6.21
Posted: 27 May 2008, 19:45
by ZellSF
On the topic of balance, the Arm Scarab and Core Hedgehog only have 875 health, which is less than that of a Zipper. Nobody ever uses these anyways, but quite frankly, with less than 1000 health and such a huge cost and build time, nobody ever should. The point of the mobile anti-nuke is to be able to stick with your army so that they don't get nuked (I know, who would nuke an army?). But they even fail at that job, with 875 hp they would die within seconds to almost any attack, land or air.
Uh, I'd start with keeping them in the back of your army and not in the front. WAY in the back, do you even realize the range on those things? If they can get to the antinuke then, I would really assume they could just wipe out your army just as easily.
The point I'm trying to make is that they need some kind of cloaking mechanism like the stationary anti-nuke to make them even somewhat useful. I don't think this is too much to ask, and I think most people would agree with me that this is balanced and needed.
The stationary anti-nuke doesn't have some sort of cloaking mechanism. As already pointed out, they're plenty useful as is, the only time I don't build one is when I don't have a factory available for the task. Static antinukes are a so easily available target (I'd suggest readding cloaking to them really), that it's statics its stupid to build, not mobiles.
Re: Balanced Annihilation V6.21
Posted: 27 May 2008, 21:24
by Acidd_UK
Unless you make a dummy static, that's just a juicy bombing target, surround it with aa, dont bother loading it and then make some mobiles too

Re: Balanced Annihilation V6.21
Posted: 27 May 2008, 21:48
by Evil4Zerggin
You might as well put a couple missiles in even if it's not your main antinuke. Each missile only costs about as much as a Stumpy.
Re: Balanced Annihilation V6.21
Posted: 27 May 2008, 22:22
by Sleksa
A single antinuke system + 1 antinuke costs a lil bit under 2k M, which is like 15 flash' worth, so one can easily build multiple antinukes, which eliminates the possibility of your only antinuke getting emp'd/bombed
Static antinukes are a so easily available target
Try building more aa. Fighterscreens and screamers can do wonders ~~
Re: Balanced Annihilation V6.21
Posted: 27 May 2008, 22:29
by Pxtl
Not that I disagree, but you seem to be ignoring the 60,000 energy an antinuke takes to build. That's almost as much as a full nuke launcher - nothing to sneeze at. The build time of 95678 (that's twice the Annihilator, for example) is no mean feat either.
Re: Balanced Annihilation V6.21
Posted: 28 May 2008, 10:48
by Jim_Hatana
I really think leveler should damage itself.... Its a game feature after all. Sad that planes dont collide anymore but if it was causing lag its ok I guess. Without this features this game will be like SupCom there no friendly fire at all now.