Balanced Annihilation V6.31 - Page 17

Balanced Annihilation V6.31

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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Re: Balanced Annihilation V6.31

Post by NOiZE »

I am still around, not having much time to work on BA tough.

About the widgets, lurker is supposed to fix the last widget, but it seems he is busy too, so if any1 care, someone could take a look to the BA-Layout widget to fix it for 0.77

About the underwater mexes, on what maps it is a issue? What are you suggestions what it should be?

Futher more i havn't really payed attention to this thread i guess i will skim through it when i have some time :)
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Balanced Annihilation V6.31

Post by Jazcash »

NOiZE wrote:I am still around, not having much time to work on BA tough.

About the widgets, lurker is supposed to fix the last widget, but it seems he is busy too, so if any1 care, someone could take a look to the BA-Layout widget to fix it for 0.77

About the underwater mexes, on what maps it is a issue? What are you suggestions what it should be?

Futher more i havn't really payed attention to this thread i guess i will skim through it when i have some time :)
Make time. This is your purpose in life.
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ginekolog
Posts: 837
Joined: 27 Feb 2006, 13:49

Re: Balanced Annihilation V6.31

Post by ginekolog »

no wories noize, game is still stable and super playable :)
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KaiserJ
Community Representative
Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: Balanced Annihilation V6.31

Post by KaiserJ »

play this a lot, loving the new version.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Balanced Annihilation V6.31

Post by Saktoth »

Noize: EE river glade, EE crossing glade and Scorpio Battleground.

But you have to understand that mappers DESIGN for BA, so they tend to avoid putting metal spots in shallows altogether. The EE maps are designed for EE (since EE has floating mexes that can be placed anywhere) and Scorpio was designed for CA.

I would suggest 20 maxwaterdepth for land mexes and 1 minwaterdepth for floating mexes. So you can make land mexes in passable shallows, and water mexes anywhere there is water. This wont submerge the land mexes, so they'll still be able to be killed by surface weaponry. Ensure the same is done to mohos as well.

Of course its perfectly possible to just combine the two into one mex that can be built anywhere (Though you'd have to pick one model unless you set up a script swap).
el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Re: Balanced Annihilation V6.31

Post by el_matarife »

I think the time has come for Dragon's Teeth and Fort Walls to show up as ghosts on the map after you have scouted them. (Along with all the other units that don't ghost after being scouted.) I seem to remember the problem is that as corpses they would show up even without being scouted right? Maybe you could just make them into more traditional buildings, then they could even be targeted by units properly. Obviously, this may have unit count implications, but it would be a lot easier to attack bases covered in Teeth.
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Re: Balanced Annihilation V6.31

Post by Neddie »

el_matarife wrote:I think the time has come for Dragon's Teeth and Fort Walls to show up as ghosts on the map after you have scouted them. (Along with all the other units that don't ghost after being scouted.) I seem to remember the problem is that as corpses they would show up even without being scouted right? Maybe you could just make them into more traditional buildings, then they could even be targeted by units properly. Obviously, this may have unit count implications, but it would be a lot easier to attack bases covered in Teeth.
I don't really see why this is needed; I can just draw lines on the map to indicate. I don't even like ghosting as a player. And giving it a unit count is simply idiotic.
el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Re: Balanced Annihilation V6.31

Post by el_matarife »

neddiedrow wrote:And giving it a unit count is simply idiotic.
I agree, that's why I said making them a building was only a possibility. It would be nice to be able to easily target them, and have them show up on the map, but it is probably NOT worth them counting against your unit count. Maybe they could be gaia buildings? Anyway, I understand your feelings about ghosting but I really think they should obey the ghost setting set for the overall game. If you don't like ghosting feel free to turn it off for all buildings, or whatever. Actually, I bet someone could write a widget to automatically draw a line wherever it sees Dragon's Teeth, similar to the way modified defense range widget will flag certain buildings automatically.
BeefofAges
Posts: 31
Joined: 21 Sep 2008, 20:07

Re: Balanced Annihilation V6.31

Post by BeefofAges »

neddiedrow wrote:
el_matarife wrote:I think the time has come for Dragon's Teeth and Fort Walls to show up as ghosts on the map after you have scouted them. (Along with all the other units that don't ghost after being scouted.) I seem to remember the problem is that as corpses they would show up even without being scouted right? Maybe you could just make them into more traditional buildings, then they could even be targeted by units properly. Obviously, this may have unit count implications, but it would be a lot easier to attack bases covered in Teeth.
I don't really see why this is needed; I can just draw lines on the map to indicate. I don't even like ghosting as a player. And giving it a unit count is simply idiotic.
For a game that strives so hard to avoid pointless repetitive micro, forcing players to draw lines where they see walls is pretty retarded. You might not feel the need to have ghosted walls, but a lot of us would really prefer them to be ghosted. It doesn't affect gameplay in any way, it just removes some mindless micromanagement.
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: Balanced Annihilation V6.31

Post by BaNa »

el_matarife wrote:I think the time has come for Dragon's Teeth and Fort Walls to show up as ghosts on the map after you have scouted them. (Along with all the other units that don't ghost after being scouted.) I seem to remember the problem is that as corpses they would show up even without being scouted right? Maybe you could just make them into more traditional buildings, then they could even be targeted by units properly. Obviously, this may have unit count implications, but it would be a lot easier to attack bases covered in Teeth.
meh who builds dragons teeth anyway.
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Peet
Malcontent
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Joined: 27 Feb 2006, 22:04

Re: Balanced Annihilation V6.31

Post by Peet »

Thread for old version. Locked.
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