Balanced Annihilation V6.31 - Page 2

Balanced Annihilation V6.31

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andre
Posts: 58
Joined: 21 Jun 2008, 04:52

Re: Balanced Annihilation V6.31

Post by andre »

Kill Everything: Just disables all of the gadgets and lets normal Spring rules apply.
We use this mode on our host but as soon as a com dies the player can't control it's units, so it seems to be 'com control' mode.
Shokwing
Posts: 21
Joined: 30 Jun 2008, 18:11

Re: Balanced Annihilation V6.31

Post by Shokwing »

how does the exact option order sound ?

!setmodoptions gameendmode=killeverything ? doesn't work :P
Satirik
Lobby Developer
Posts: 1688
Joined: 16 Mar 2007, 18:27

Re: Balanced Annihilation V6.31

Post by Satirik »

deathmode=killall
Omgpk
Posts: 1
Joined: 01 Jul 2008, 00:53

Re: Balanced Annihilation V6.31

Post by Omgpk »

ERROR




Team 9 (mrphil ) is without a Commander. Use ".luarules take" to take their units or share them a Commander.
<mrphil> mrphil gave everything to PepeAmpere[CZ].
<mrphil> mrphil gave everything to PepeAmpere[CZ].
Team 6 ([7uP]ShoX ) is without a Commander. Use ".luarules take" to take their units or share them a Commander.
No response from [7uP]ShoX for frame 42528
Player mrphil left
Lost connection to mrphil
Lost connection to player 14 (timeout)
<OMGPK> .take
Team9 (mrphil) has gone to robot heaven
<OMGPK> .luarules take
Team6 ([7uP]ShoX) was dominated
[Mephistos_Lair] mrphil has left lobby
No response from [7uP]ShoX for frame 42929
LuaUI::RunCallIn: error = 2, Update, [string "LuaUI/widgets.lua"]:1025: attempt to call global '' (a nil value)
LuaUI::RunCallIn: error = 2, IsAbove, [string "LuaUI/widgets.lua"]:1273: attempt to call global '' (a nil value)
LuaUI::RunCallIn: error = 2, IsAbove, [string "LuaUI/widgets.lua"]:1273: attempt to call global '' (a nil value)
LuaUI::RunCallIn: error = 2, IsAbove, [string "LuaUI/widgets.lua"]:1273: attempt to call global '' (a nil value)
LuaUI::RunCallIn: error = 2, IsAbove, [string "LuaUI/widgets.lua"]:1273: attempt to call global '' (a nil value)
LuaUI::RunCallIn: error = 2, IsAbove, [string "LuaUI/widgets.lua"]:1273: attempt to call global '' (a nil value)
LuaUI::RunCallIn: error = 2, IsAbove, [string "LuaUI/widgets.lua"]:1273: attempt to call global '' (a nil value)
LuaUI::RunCallIn: error = 2, IsAbove, [string "LuaUI/widgets.lua"]:1273: attempt to call global '' (a nil value)
LuaUI::RunCallIn: error = 2, DrawScreen, [string "LuaUI/widgets.lua"]:568: attempt to call method '├óÔé¼╦£├é┬Á' (a nil value)
LuaUI::RunCallIn: error = 2, AddConsoleLine, [string "LuaUI/widgets.lua"]:1085: attempt to call global '' (a nil value)
LuaUI::RunCallIn: error = 2, Update, [string "LuaUI/widgets.lua"]:1025: attempt to call global '' (a nil value)
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
5 errors deep in LuaUI, disabling...
LuaUI::RunCallIn: error = 2, Shutdown, [string "LuaUI/widgets.lua"]:234: attempt to call global '' (a nil value)
Disabled LuaUI
Type '/luaui reload' in the chat to reenable LuaUI.
===>>> Please report this error to the forum or mantis with your infolog.txt
Lost connection to [7uP]ShoX
Lost connection to player 11 (timeout)
User exited
Path cache hits 434 29%
Path cache hits 1178 14%
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Balanced Annihilation V6.31

Post by Gota »

What was wrong about BA 6.21(besides of the knows issues that will not be fixed)?
I thought it was done..
User avatar
Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Re: Balanced Annihilation V6.31

Post by Acidd_UK »

Gota wrote:What was wrong about BA 6.21(besides of the knows issues that will not be fixed)?
I thought it was done..
Did you look at the changelog?
Scratch
Posts: 191
Joined: 08 Aug 2006, 11:25

Comends default retardation

Post by Scratch »

Just wondering why it forces you to give all your units when your com dies. I hear this is optional and default. However my question is why the feature was put in. I don't recall having a problem with the way it was before.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Balanced Annihilation V6.31

Post by KDR_11k »

That infolog is caused by the ground decal dangling pointer issue, disable ground decals.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Comends default retardation

Post by KDR_11k »

You don't, Noize does. BTW, this is General Discussion, not BA Discussion.
Scratch
Posts: 191
Joined: 08 Aug 2006, 11:25

Re: Comends default retardation

Post by Scratch »

I'm fully aware this is general discussion. Before I draw my conclusion about BA, I'd like to hear what other people have to say.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Comends default retardation

Post by Forboding Angel »

Then discuss it in the BA thread. THis is Spring General DIscussion, not BA General DIscussion.

Spring is about a lot more than BA, mmmmmk?
Scratch
Posts: 191
Joined: 08 Aug 2006, 11:25

Re: Comends default retardation

Post by Scratch »

If you say so
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Comends default retardation

Post by Forboding Angel »

As a matter of fact, I do.

viewtopic.php?f=14&t=15346 Is what you are looking for.
Scratch
Posts: 191
Joined: 08 Aug 2006, 11:25

Re: Comends default retardation

Post by Scratch »

oh well, I found the feature was annoying enough to post here. This feature boggles my mind.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Comends default retardation

Post by KDR_11k »

BA was designed to be played 1v1, com ends. Since people love team games but com ends fails in those Noize asked for a different behaviour which you can see in action now, allowing people to play com ends in team games without lost coms jeopardizing the whole game. You're out but your contribution to the team stays.
Scratch
Posts: 191
Joined: 08 Aug 2006, 11:25

Re: Comends default retardation

Post by Scratch »

Oh, so it is only on com ends? And continues works the same is it did before, right?
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Comends default retardation

Post by KDR_11k »

No, it's on continues, Spring itself kills all your units on com ends, we can't prevent that. It's a separate mod option.
User avatar
LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Re: Balanced Annihilation V6.31

Post by LordMatt »

It makes for a better game imo. Now if only Noize would make dgun limit fail to work in BA.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Re: Balanced Annihilation V6.31

Post by NOiZE »

All this whining about the proper Game end setting did me remind of a post Stonewolf made ages ago on the TAU forums:
Stonewolf wrote:You are such whining girls it's not even funny. Playing TA with "rules" is undoubtably the most pathetic thing this community has ever had to endure ('no EMG' in the old modem days being a possible exception, more of a tech issue).

Though it's not what we're talking here, when I see rules like "no nukes", "no LRPC", or a worse offender "15 mins build time", etc., it just makes me want to puke, cry, and go play Quake. You hardly see "no rockets, no quads" in those games.

As for Commander Rushing, if you're playing on a small map with Commander Dead = Continues then that's your fault. IMHO it is an entirely valid and reasonable tactic to build a factory, walk over to meet the other Commanders, and start D-Gunning. Their Commander can walk back to your start. Or around. Or build a factory and RUN from his initial position. That the TA herd forces passive tactics in these situations is not to the community's credit.

If you can move and operate that unit, that unit should be under whatever operational control that player wants. Everything else is a cop-out.

I don't whine and cry like a little girly girl when I lose, or even if a Commander comes into my territory. I'm just pissed I didn't think of it first. It's up to me to run away, try to find his base, and return the favour.

It's pathetic, truly and completely pathetic, to see people whining about "Commander Ethics" in a game devoted to the complete and utter destruciton of all opponent Commanders and everything they have ever built. For crying out loud, this is a game based on trying to CAUSE EXTINCTION and you're asking "but did he do so HONOURABLY?"

There is no cheap tactic that cannot be countered somehow, Flashing, Slushing, Napping, Rushing. They might be annoying, but they're not the end of the world forever.
So basicly. You guys have to understand:

YOU ARE THE COMMANDER

WHEN YOU DIE, YOU ARE OUT OF THE GAME


But for all the pussy's out there you can still play old style Game Continues on Kill Everything. Please note that this is a very bad Spring community habbit.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Balanced Annihilation V6.31

Post by imbaczek »

NOiZE wrote:YOU ARE THE COMMANDER

WHEN YOU DIE, YOU ARE OUT OF THE GAME
Splattering this on your loadscreens warrants a 6.32 in itself.
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