Balanced Annihilation V6.21
Moderator: Moderators
Re: Balanced Annihilation V6.21
Bugfix time? :D
Good opportunity to bring ARM Triton tanks into balance with CORE's Croc.
Pelican's could use a beef up a bit so they can be useful also.
CORE also doesn't have a LVL-3 buster besides the DDM, Banisher could use a special damage against heavy units like the Penetrator and Sniper get, after all that is its intended role.
And quite honestly, LVL-2 bombers firepower still seems a bit much.
When 2 bombers can wipe out a Fusion plant, or an ANTI-nuke silo in a single pass, that seems a bit much.
Sure they can be knocked down by lvl-2 fighters easily enough, thats not the issue, its how OP their weapon damages are once they get there.
Id rather see Gunships such as Rapier and Brawler lose their death explosion radius so they don't chain react in groups when killed, than see bombers go on the way they are.
Good opportunity to bring ARM Triton tanks into balance with CORE's Croc.
Pelican's could use a beef up a bit so they can be useful also.
CORE also doesn't have a LVL-3 buster besides the DDM, Banisher could use a special damage against heavy units like the Penetrator and Sniper get, after all that is its intended role.
And quite honestly, LVL-2 bombers firepower still seems a bit much.
When 2 bombers can wipe out a Fusion plant, or an ANTI-nuke silo in a single pass, that seems a bit much.
Sure they can be knocked down by lvl-2 fighters easily enough, thats not the issue, its how OP their weapon damages are once they get there.
Id rather see Gunships such as Rapier and Brawler lose their death explosion radius so they don't chain react in groups when killed, than see bombers go on the way they are.
Re: Balanced Annihilation V6.21
luashockwave is that spherical distortion you see [like a lens] when something explodes.
Re: Balanced Annihilation V6.21
Did you do this in the units FBI's? Cuz that does nothing (Well, not exactly nothing- it defines the depth of the water the unit can be built in by a naval engineer).Made Minwaterdepth of all big ships the same
You need to change the MinWaterDepth in the moveinfo (this means everyone will have to repath too, just, FYI).
All the slope tolerance, minwater depth, max water depth etc tags in the fbi files are purely for factory-free construction by constructors, AFAIK the tags do nothing else and dont effect unit movement.
Re: Balanced Annihilation V6.2
same hereChojin wrote:Hi there!
Me and a few others (but not all) get spammed/flooded by this message during the game now:
Help?Code: Select all
LuaRules::RunCallIn: error = 2, DrawWorld, [string "lups/ParticleClasses/distortionfbo.lua "]:180: Incorrect arguments to gl.Texture()
Code: Select all
LuaRules::RunCallIn: error = 2, AllowCommand, [string "xᅴ..."]:572: attempt to call global '' (a nil value)
LuaRules::RunCallIn: error = 2, GameFrame, [string "xᅴ..."]:572: attempt to call global '' (a nil value)
LuaRules::RunCallIn: error = 2, Update, [string "xᅴ..."]:572: attempt to call global '' (a nil value)
LuaRules::RunCallIn: error = 2, DrawWorld, [string "xᅴ..."]:572: attempt to call global '' (a nil value)
??
Any graphic setting to disable to bypass?
//Edit nevermind seems to work since I redownloaded the mod from another source
Re: Balanced Annihilation V6.21
Actually it just did it again 

Re: Balanced Annihilation V6.21
@Mr. D - originally the Sumo was Caydr's anti-L3 Core unit (he also gave it a cloaking device for a while), iirc.
Most of the unit-specific damage mayhem got axed though, leaving only the anti-mech stuff and the crazy confusion that happens underwater and in the air.
Most of the unit-specific damage mayhem got axed though, leaving only the anti-mech stuff and the crazy confusion that happens underwater and in the air.
Re: Balanced Annihilation V6.21
Fix replay archive problem please.
Re: Balanced Annihilation V6.21
wut?JAZCASH wrote:Fix replay archive problem please.
Re: Balanced Annihilation V6.21
He appears to be talking about a bug a mod can't fix and is already taken care of in svn. 

Re: Balanced Annihilation V6.21
All i can say is that 6.21 is very polished piece of work atm. No more work for noize ?



Re: Balanced Annihilation V6.21
v 6.21 seems to lag out/crash more. I havent had crashes with older Ba's often, and this one seems to do it more. No stacktrace yet, cause i had to kill game with taskmanager and was angry and forgot.
Re: Balanced Annihilation V6.21
if you mean the "host has different mod" thing, just copy ur version of ba and rename it ba_installerversion or whatever that is.JAZCASH wrote:Fix replay archive problem please.
Re: Balanced Annihilation V6.21
BaNa wrote:v 6.21 seems to lag out/crash more. I havent had crashes with older Ba's often, and this one seems to do it more. No stacktrace yet, cause i had to kill game with taskmanager and was angry and forgot.
ppl say this every release :)
Re: Balanced Annihilation V6.21
My last game of BA had some weird graphical bugs I had never seen before, but I don't know if that was a transient thing or what. All of the explosions turned into monochromatic circular blobs.
Re: Balanced Annihilation V6.21
Yesterday I crashed Twice in a middle of a game, no mesg in infolog, mouse frozen... (Archlinux, ATI Catalyst).
People say that at every release, but, I can promise that before it didn't crash approx 1/2 game...
Any news about this?
People say that at every release, but, I can promise that before it didn't crash approx 1/2 game...
Any news about this?
alexmic wrote:Two crashes both on 621Code: Select all
LuaRules::RunCallIn: error = 2, AllowCommand, [string "xᅴ..."]:572: attempt to call global '' (a nil value) LuaRules::RunCallIn: error = 2, GameFrame, [string "xᅴ..."]:572: attempt to call global '' (a nil value) LuaRules::RunCallIn: error = 2, Update, [string "xᅴ..."]:572: attempt to call global '' (a nil value) LuaRules::RunCallIn: error = 2, DrawWorld, [string "xᅴ..."]:572: attempt to call global '' (a nil value)
??
Any graphic setting to disable to bypass?
Re: Balanced Annihilation V6.21
a continuation from the MA thread.
IF BA is all about ballance and IF BA is a single mod, why not just name it BA. If the mod is updated obviously the previous version was imba. The reason I ask this is so that people making what effectively is a modification to BA can go in and make mutators for the mod.
I will be doing this for gundam soon enough, even though gundam does not need mutators, I feel the change is warranted since mod specific mutators can be handled via mod options. That way players can modify BA without having to create a whole fork. ALL of your players going change this or change that can have their cake and stay the fuck out of the thread.
Just a suggestion, I have wanted to see a core TA mod for all others to pull from.
IF BA is all about ballance and IF BA is a single mod, why not just name it BA. If the mod is updated obviously the previous version was imba. The reason I ask this is so that people making what effectively is a modification to BA can go in and make mutators for the mod.
I will be doing this for gundam soon enough, even though gundam does not need mutators, I feel the change is warranted since mod specific mutators can be handled via mod options. That way players can modify BA without having to create a whole fork. ALL of your players going change this or change that can have their cake and stay the fuck out of the thread.
Just a suggestion, I have wanted to see a core TA mod for all others to pull from.
Re: Balanced Annihilation V6.21
alexmic wrote:Yesterday I crashed Twice in a middle of a game, no mesg in infolog, mouse frozen... (Archlinux, ATI Catalyst).
People say that at every release, but, I can promise that before it didn't crash approx 1/2 game...
Any news about this?alexmic wrote:Two crashes both on 621Code: Select all
LuaRules::RunCallIn: error = 2, AllowCommand, [string "xᅴ..."]:572: attempt to call global '' (a nil value) LuaRules::RunCallIn: error = 2, GameFrame, [string "xᅴ..."]:572: attempt to call global '' (a nil value) LuaRules::RunCallIn: error = 2, Update, [string "xᅴ..."]:572: attempt to call global '' (a nil value) LuaRules::RunCallIn: error = 2, DrawWorld, [string "xᅴ..."]:572: attempt to call global '' (a nil value)
??
Any graphic setting to disable to bypass?
If i dont know what it is, how am i supposed to fix it then? might as well be a spring bug :/
Re: Balanced Annihilation V6.21
See the first page of the thread, apparently I am not the only one seeing this bug appearing in BA 6.21 (never had it in 6.1). Yet you may be right, this might come from LUA.
So I'll investigate with disabling IceUI for a while and see if it reproduces
That's for the errors in the log obviously. Any Idea how I can get a backtrace or other log when spring crashes with no info in infolog?
Thanx for your interest.
So I'll investigate with disabling IceUI for a while and see if it reproduces
That's for the errors in the log obviously. Any Idea how I can get a backtrace or other log when spring crashes with no info in infolog?
Thanx for your interest.
Re: Balanced Annihilation V6.21
If crashes aren't producing error messages in the infolog, I think we can suspect spring =) (could be wrong though)
Re: Balanced Annihilation V6.21
Try disabling LUPS. Seeing as that is the only major thing that's changed...