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Re: Balanced Annihilation V7.02

Posted: 22 Oct 2009, 16:51
by bartvbl
That additional sounds widgte is really annoying. You get sounds all the time once the game has progressed for a bit.

Re: Balanced Annihilation V7.02

Posted: 22 Oct 2009, 17:00
by dizekat
1v0ry_k1ng wrote:
- Core Exploiter metal extraction raised to equal mex, metalcost (188->220).
the extra 0.1 metal extraction or so gained on a majority of maps is in no way worth the extra 32m, and the exploiter was barely ever used even when it cost 188m
- Arm Twilight metal extraction raised to equal mex, metalcost (159->190), minCloakDistance (48->66), energyUse(5->3), cloakCost(10->12).
virtually 4x the price of a normal mex now, for no defensive benefit besides increased survival?
- Core Wolverine AOE increased (88->113).
- Arm Shellshocker AOE increased (80-105).
this dosnt adress the issues with this unit at all - even if a greater proportion of its shells now do damage, even every shell doing damage outputs an absolutely dire DPS, which along with their lolzy speed and HP still makes them a nubtrap
u sire is a nub. Arty is for killing off defense lines, you keep arty behind tanks and attack their hlts.

Re: Balanced Annihilation V7.02

Posted: 22 Oct 2009, 17:12
by caldera
regarding the textures. i really think the solar is worse now. but good idea to change the textures, we need just better ones.

Re: Balanced Annihilation V7.02

Posted: 22 Oct 2009, 17:13
by Pxtl
I usually find that the advantage in range that the arty has over an HLT is often such a small sliver of land that it's very hard to even get any tanks into that space to defend the arties.

L1 Arties are functionally kamikaze units - they inevitably die in the counterattack.

Re: Balanced Annihilation V7.02

Posted: 22 Oct 2009, 17:14
by TheFatController
caldera wrote:regarding the textures. i really think the solar is worse now. but good idea to change the textures, we need just better ones.
Yeah I agree the new texture is ugly, I didn't notice it when I was scanning over all the units, i'll revert the solars and keep the others.

Re: Balanced Annihilation V7.02

Posted: 22 Oct 2009, 17:14
by TheFatController
Niobium wrote:Could you please add an own-team check to the prevent load hax gadget.

It is extremely irritating when trying to load your com, and having your trans move off in a RANDOM direction. Yes this will allow 'exploiters' to lift their own moving coms, but it lets the other 99% of people load their coms normally.

Change line 84 to:

Code: Select all

if (dist and (dist < 80) and (spGetUnitTeam(unitID) ~= spGetUnitTeam(cmdParams[1]))) then
This also checks that dist is not nil, before comparing it to a number, which the gadget currently doesn't do and results in it crashing and spamming warnings all over the place in certain cases.
This can be done.

I don't suppose you know of any condition that'd recreate dist being nil as i've never seen it yet.

Re: Balanced Annihilation V7.02

Posted: 22 Oct 2009, 17:24
by Blue_Falcon
Pxtl wrote:
TheFatController wrote:
REVENGE wrote:I see the KrogTaar is back, even though you can't build it yet. Future plans eh? 8)
Easter egg / archived to help people making mutators :P
This also gonna extend to Bertha ships and the Orcone?
YAAAAYYY!!!
:P

Yes, the solar texture needs to be reverted.

Other than that, I really need to test this out! :P

Re: Balanced Annihilation V7.02

Posted: 22 Oct 2009, 17:43
by Niobium
TheFatController wrote:I don't suppose you know of any condition that'd recreate dist being nil as i've never seen it yet.
Happens when units that are having load commands issued on them die. Presumably something to do with lag, and that by the time the command gets processed, cmdParams[1] refers to a unit that is now dead => nil separation. Or it could be that the transport itself is dead, but the gadget shouldn't be processing its commands if so.

I don't remember the exact line the error actually occurs on, but that line is the most probable cause (First use of cmdParams[1] as a unit ID)

Re: Balanced Annihilation V7.02

Posted: 22 Oct 2009, 17:48
by bartvbl
Hoqw about also reverting the core solar collector ones? I really don't like the new textures of that one

Re: Balanced Annihilation V7.02

Posted: 22 Oct 2009, 19:29
by very_bad_soldier
very_bad_soldier wrote:Would you update the pause screen widget to current version?
:cry:

Re: Balanced Annihilation V7.03

Posted: 22 Oct 2009, 20:26
by Daksad
You forgot to fix the Core Exploiter, it still produces 1/10

Re: Balanced Annihilation V7.03

Posted: 22 Oct 2009, 20:53
by TheFatController
Daksad wrote:You forgot to fix the Core Exploiter, it still produces 1/10
oh ffs noone reported this.. gonna remove this release from jobjol and update it later on.

Re: Balanced Annihilation V7.03

Posted: 22 Oct 2009, 21:35
by bartvbl
just make it v7.04. That solves any misunderstandings :P

Re: Balanced Annihilation V7.04

Posted: 22 Oct 2009, 23:25
by momfreeek
has BA adopted the CA release schedule now?

Re: Balanced Annihilation V7.04

Posted: 22 Oct 2009, 23:29
by TheFatController
momfreeek wrote:has BA adopted the CA release schedule now?
As long as stuff is broken sure

Re: Balanced Annihilation V7.04

Posted: 22 Oct 2009, 23:32
by bartvbl
I almost feel bad to report another bug...
Don't know if this is engine or BA related, though.
Anyways, the bars indicating reclaim progress and reserruct progress (perhaps capture as well. Didnt try that one) have got a smaller, simpler one behind it (see screens).
screen028.png
(1.7 MiB) Downloaded 41 times
screen1.JPG
(106.49 KiB) Downloaded 38 times
Secondly, and a minor mistake of me :P,
The line (in Stop() ):
wait-for-move arms along y-axis;
should be changed to:
wait-for-move stand along y-axis;
since now it starts turning straight away while on its way up. But this is just a minor minor thing, so it can wait if necessary :)
My bad, anyways :oops:

Re: Balanced Annihilation V7.04

Posted: 22 Oct 2009, 23:46
by Daksad
bartvbl wrote:Anyways, the bars indicating reclaim progress and reserruct progress (perhaps capture as well. Didnt try that one) have got a smaller, simpler one behind it (see screens).
I just checked in BA 7.01 and 6.96 and there's no difference, so I guess it's spring related.

Re: Balanced Annihilation V7.04

Posted: 23 Oct 2009, 00:02
by bartvbl
right. Then I suppose someone got to report it at mantis, so the spring devs can look into it.

edit:
reported it myself straight away:
http://springrts.com/mantis/view.php?id=1696

Re: Balanced Annihilation V7.02

Posted: 23 Oct 2009, 00:26
by dizekat
Pxtl wrote:I usually find that the advantage in range that the arty has over an HLT is often such a small sliver of land that it's very hard to even get any tanks into that space to defend the arties.

L1 Arties are functionally kamikaze units - they inevitably die in the counterattack.
I usually have my hlts near arty anyway, like typical borderline. Arty isn't something you spam, but its nice to have 5 t1 arty units or so. Counterattack dies = you get metal.

Re: Balanced Annihilation V7.04

Posted: 23 Oct 2009, 01:23
by 1v0ry_k1ng
what critical damage would happen to BA t1 veh gameplay if t1 arty was worth using?