Re: Micro Modules 1.0
Posted: 17 Sep 2008, 20:40
http://www.darkstars.co.uk/downloads/vi ... es_107.sd7
Still can't upload at SpringFiles so I'll go here for now.
Changes I remember:
-Arty no longer auto attacks, it needs an attack order to fire. When it fires a red target marker appears for all players who have LOS on the target position. It also can't target units anymore, attack commands on units get converted to attack ground commands (so it can't e.g. track the com outside of LOS). Arty volleys come down faster though.
Note that the target marker does not show how much arty is coming down and you can still retarget (causes a new marker) or stop the attack, feel free to abuse this for mind games.
-Master Converters show the name of their player now
-Disruptor got a massive nerf, stun time is now uniformely 3 seconds, damage and AOE were seriously reduced, HP, speed and range lowered. It still ejects blobs at the same rate though (that IS its purpose), you just need some other unit to kill them now as the dis will no longer do that.
-Merge Helper widget added, shows what a merge order will result in (inaccurate if you have blobs of different colors selected but what happens then is unpredictable anyway as the first to arrive wins).
-Any higher unit can now be morphed into a Master Converter for a cost of 30 blobs the first time and 20 additional blobs every subsequent time if you don't have an MC (you can share it with allies or something, I just wanted to discourage multiple MCs as the ALT-clicks won't check for more than one MC)
-Air got HP increases except the bomber which got a decrease and also a damage nerf. Considering HOW powerful a high level bomber is that was necessary, the thing would be unstoppable otherwise and with its damage can already chew through tanks (a bombing run is stronger than a TH shot). Fighter got a damage buff vs air to compensate for the HP buff
-All AOEs except arty and bomber have been lowered to increase blob swarm survivability
-Blobs got more range, they had less than the higher units which doesn't work well with their vulnerability
-Jumps and dirtsplashes now no longer show outside LOS/ALOS (d'oh)
-Ejecting in corners is now handled by the crash workaround too
-Added buildpics so widgets that use them will draw something
-Added heuristic to make waves not spawn near player units, may still happen if the algorithm doesn't find a solution in a limited number of attempts
-Tank Hunter bullet velocity reduced so the shots won't clip through turrets anymore
-Waves will die after 2 minutes now, that should be enough to fight them but if a unit gets lost or something the caller can call new waves again later (note that 2 minutes is very long and you should try hunting the lost units down so you can spawn earlier)
I think that's everything though it wouldn't surprise me if there's more.
EDIT: Damn, had some bugs and had to go through two version numbers to fix them.
Still can't upload at SpringFiles so I'll go here for now.
Changes I remember:
-Arty no longer auto attacks, it needs an attack order to fire. When it fires a red target marker appears for all players who have LOS on the target position. It also can't target units anymore, attack commands on units get converted to attack ground commands (so it can't e.g. track the com outside of LOS). Arty volleys come down faster though.
Note that the target marker does not show how much arty is coming down and you can still retarget (causes a new marker) or stop the attack, feel free to abuse this for mind games.
-Master Converters show the name of their player now
-Disruptor got a massive nerf, stun time is now uniformely 3 seconds, damage and AOE were seriously reduced, HP, speed and range lowered. It still ejects blobs at the same rate though (that IS its purpose), you just need some other unit to kill them now as the dis will no longer do that.
-Merge Helper widget added, shows what a merge order will result in (inaccurate if you have blobs of different colors selected but what happens then is unpredictable anyway as the first to arrive wins).
-Any higher unit can now be morphed into a Master Converter for a cost of 30 blobs the first time and 20 additional blobs every subsequent time if you don't have an MC (you can share it with allies or something, I just wanted to discourage multiple MCs as the ALT-clicks won't check for more than one MC)
-Air got HP increases except the bomber which got a decrease and also a damage nerf. Considering HOW powerful a high level bomber is that was necessary, the thing would be unstoppable otherwise and with its damage can already chew through tanks (a bombing run is stronger than a TH shot). Fighter got a damage buff vs air to compensate for the HP buff
-All AOEs except arty and bomber have been lowered to increase blob swarm survivability
-Blobs got more range, they had less than the higher units which doesn't work well with their vulnerability
-Jumps and dirtsplashes now no longer show outside LOS/ALOS (d'oh)
-Ejecting in corners is now handled by the crash workaround too
-Added buildpics so widgets that use them will draw something
-Added heuristic to make waves not spawn near player units, may still happen if the algorithm doesn't find a solution in a limited number of attempts
-Tank Hunter bullet velocity reduced so the shots won't clip through turrets anymore
-Waves will die after 2 minutes now, that should be enough to fight them but if a unit gets lost or something the caller can call new waves again later (note that 2 minutes is very long and you should try hunting the lost units down so you can spawn earlier)
I think that's everything though it wouldn't surprise me if there's more.
EDIT: Damn, had some bugs and had to go through two version numbers to fix them.