Balanced Annihilation V6.92 - Page 3

Balanced Annihilation V6.92

Classic game design, maintained to please you...

Moderator: Content Developer

User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Balanced Annihilation V6.92

Post by Jazcash »

Gertkane wrote:
TheFatController wrote:Well the main reason for this update was flopflop messaging me nightly saying the thud change broke 1v1 gameplay.

Also the newer LolUI in CA was breaking the older one in BA.
Sorry but after inquiring from a bunch of regular 1v1-ers there was little to no consesus about thuds and hammers being op. Most people just said it took time to get used to them being actually used, as they brought in a whole bunch of new tactics.

Could it be that flop just couldnt handle change?
The Hammer/Thud revert is the only change I like about the new BA, they were obviously buffed too much.

http://springrts.com/phpbb/viewtopic.php?f=44&t=18585

A lot of good 1v1 players agree.

In my personal opinion, BA is now pretty much finished. It should only be updated for bug fixes and new gamemodes/major features.

Just please, don't fuxor up my widgets again.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Balanced Annihilation V6.92

Post by imbaczek »

no game is ever finished, only abandoned.
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Balanced Annihilation V6.92

Post by Jazcash »

imbaczek wrote:no game is ever finished, only abandoned.
That's not true ;)
User avatar
TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: Balanced Annihilation V6.92

Post by TheFatController »

JAZCASH wrote:Just please, don't fuxor up my widgets again.
Hopefully this should be the last time and just to remind everyone this change was going in the engine anyway
User avatar
hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: Balanced Annihilation V6.92

Post by hunterw »

TheFatController wrote: around 10:40 is when they get changed from 'Roam' to 'Hold Pos' which is why they break, not related to this update.

This always happens :| hold pos = don't chase anything
Weird - I've been ctrl-a + hold pos so many games now that I didn't think it was statistically possible for me to not experience stuff like that before. Guess I'll get that hold pos for ground factories widget, taht's the only real thing I want to be hold pos.







As for bloat / BA is done:

1. Widgets and game options are basically void of filesize, and as long as they aren't forced on by default they do nothing but add variety and fun.

2. BA is not done, it has some useless units and TONS of hideous unit models.

The hovercraft transport for instance unloads without any animation and is a near useless unit to boot. Done? Pls.
Gertkane
Posts: 156
Joined: 18 Mar 2006, 16:10

Re: Balanced Annihilation V6.92

Post by Gertkane »

JAZCASH wrote:...
Only one i see talking there is flop. What other good players are there saying thuds and hammers really were op?
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Balanced Annihilation V6.92

Post by Jazcash »

Gertkane wrote:
JAZCASH wrote:...
Only one i see talking there is flop. What other good players are there saying thuds and hammers really were op?
Wisse, Llama, Beh, Day etc...

Seriously, if you think that the Thud/Hammer change was for the better, you need to actually play some games. It made Kbots incredibly easy and better vs Veh in an unwanted way. People like to overcome enemies by good micro, not because their units are suddenly twice as good as they were before.

Micro Win = Satisfaction
Unit Win = Boring & Unskillful.

I say the best way to make units better is to make them more versatile and flexible. Make them respond quicker and obey commands more efficiently.
Gertkane
Posts: 156
Joined: 18 Mar 2006, 16:10

Re: Balanced Annihilation V6.92

Post by Gertkane »

I say the best way to make units better is to make them more versatile and flexible. Make them respond quicker and obey commands more efficiently.
If only that was so easy...

I havent played much 1v1s, pretty much only against behe (needless to say i havent been too successful :D) so im coming from a team-game point of view.

The only thing i have a grief with, is that thuds now are just only a little better than they used to when they were seriously underpowered, which makes them a niche unit, not a frontline fighter.

Up the costs or give core a frontline fighter that works similarly to arms warrior perhaps?
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Balanced Annihilation V6.92

Post by Forboding Angel »

TFC, when you make a new BA release, would you mind copying and pasting it in the community news forum? COnsidering that BA is the most popular mod in spring, news about new releases should be quite welcome I would think, and tbh I rarely have time to skim the entire forum for new news and it would make my life about a million times easier.

Thanks
YokoZar
Posts: 883
Joined: 15 Jul 2007, 22:02

Re: Balanced Annihilation V6.92

Post by YokoZar »

Code: Select all

LogOutput initialized.
Available log subsystems: mapinfo, CollisionVolume, unit, ArchiveScanner, VFS-detail, VFS
Enabled log subsystems: 
Enable or disable log subsystems using the LogSubsystems configuration key
  or the SPRING_LOG_SUBSYSTEMS environment variable (both comma separated).
Using script /home/scott/.spring//script.txt
using configuration source "/home/scott/.springrc"
OS: Linux
Using read-write data directory: /home/scott/.spring/
Using read-only  data directory: /usr/share/games/spring/
Using read-only  data directory: /usr/lib/spring/
Scanning: /usr/lib/spring/maps
Scanning: /usr/lib/spring/base
Scanning: /usr/lib/spring/mods
Scanning: /usr/share/games/spring/maps
Scanning: /usr/share/games/spring/base
Scanning: /usr/share/games/spring/mods
Scanning: /home/scott/.spring/maps
Scanning: /home/scott/.spring/base
Scanning: /home/scott/.spring/mods
Video mode set to  1440 x 900 / 32 bit
[      0] SDL:  1.2.13
[      0] GL:   3.0.0 NVIDIA 180.44
[      0] GL:   NVIDIA Corporation
[      0] GL:   GeForce 8600M GS/PCI/SSE2
[      0] GLEW: 1.5.0
[      0] Connecting to 97.104.44.136:1897 using name YokoZar
[      0] Starting demo recording
[      0] Using map Dividing_Wall-V2.smf
[      0] Recording demo demos/20090514_025824_Dividing_Wall-V2_0.78.2.sdf
[      0] Using script Commanders
[      0] Using mod Balanced Annihilation V6.92
[      0] Using mod archive BA692.sd7
[      0] Became player 2 (team 0, allyteam 0)
[      0] OpenAL: 1.1
[      0] OpenAL: AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_OFFSET AL_LOKI_quadriphonic
[      0] Parsing unit icons
[      0] Loading all definitions:  0.789000
[      0] You are missing the "ARB_shadow_ambient" extension (this will probably make shadows darker than they should be)
[      0] Opening map file
[      0] Loading Map
[      0] Loading detail textures
[      0] Creating overhead texture
[      0] Creating ground shading
[      0] Loading tile file
[      0] Reading tiles
[      0] Reading tile map
[      0] Creating projectile texture
[      0] Number of damage types: 40
[      0] Loading weapon definitions
[      0] Loading unit definitions
[      0] Loading feature definitions
[      0] Generating trees
[      0] Creating unit textures
[      0] Initializing map features
[      0] Couldnt find wreckage info pdrock1
[      0] Unknown map feature type pdrock1
[      0] Couldnt find wreckage info pdrock1a
[      0] Unknown map feature type pdrock1a
[      0] Couldnt find wreckage info pdrock2
[      0] Unknown map feature type pdrock2
[      0] Couldnt find wreckage info pdrock3a
[      0] Unknown map feature type pdrock3a
[      0] Couldnt find wreckage info pdrock3
[      0] Unknown map feature type pdrock3
[      0] Couldnt find wreckage info pdrock2a
[      0] Unknown map feature type pdrock2a
[      0] Couldnt find wreckage info pdrock4
[      0] Unknown map feature type pdrock4
[      0] Couldnt find wreckage info pdrock4a
[      0] Unknown map feature type pdrock4a
[      0] Couldnt find wreckage info palmetto_1
[      0] Unknown map feature type palmetto_1
[      0] Couldnt find wreckage info palmetto_2
[      0] Unknown map feature type palmetto_2
[      0] Couldnt find wreckage info palmetto_3
[      0] Unknown map feature type palmetto_3
[      0] Couldnt find wreckage info cluster0_dead
[      0] Unknown map feature type cluster0_dead
[      0] Couldnt find wreckage info cluster0
[      0] Unknown map feature type cluster0
[      0] Couldnt find wreckage info cluster1_dead
[      0] Unknown map feature type cluster1_dead
[      0] Couldnt find wreckage info cluster1
[      0] Unknown map feature type cluster1
[      0] Couldnt find wreckage info cluster2_dead
[      0] Unknown map feature type cluster2_dead
[      0] Couldnt find wreckage info cluster2
[      0] Unknown map feature type cluster2
[      0] Couldnt find wreckage info cactus1
[      0] Unknown map feature type cactus1
[      0] Couldnt find wreckage info cactus2
[      0] Unknown map feature type cactus2
[      0] Couldnt find wreckage info cactus3
[      0] Unknown map feature type cactus3
[      0] Couldnt find wreckage info cactus4
[      0] Unknown map feature type cactus4
[      0] Couldnt find wreckage info cactus5
[      0] Unknown map feature type cactus5
[      0] Couldnt find wreckage info cactus6
[      0] Unknown map feature type cactus6
[      0] Couldnt find wreckage info cactus7
[      0] Unknown map feature type cactus7
[      0] Reading estimate path costs
[      0] Pathing data checksum: 2338a497
[      0] Loading LuaRules
[      0] gf1 = LuaRules/Gadgets/areaattack.lua
[      0] gf1 = LuaRules/Gadgets/cmd_nocost.lua
[      0] gf1 = LuaRules/Gadgets/comiscontrol.lua
[      0] gf1 = LuaRules/Gadgets/fx_reclaim_shards.lua
[      0] gf1 = LuaRules/Gadgets/lups_manager.lua
[      0] gf1 = LuaRules/Gadgets/lups_shockwaves.lua
[      0] gf1 = LuaRules/Gadgets/lups_wrapper.lua
[      0] gf1 = LuaRules/Gadgets/mo_comgate.lua
[      0] gf1 = LuaRules/Gadgets/mo_coop.lua
[      0] gf1 = LuaRules/Gadgets/mo_greenfields.lua
[      0] gf1 = LuaRules/Gadgets/mo_koth.lua
[      0] gf1 = LuaRules/Gadgets/mo_ladder_rules.lua
[      0] gf1 = LuaRules/Gadgets/mo_noowner.lua
[      0] gf1 = LuaRules/Gadgets/mo_noshare.lua
[      0] gf1 = LuaRules/Gadgets/mo_nowrecks.lua
[      0] gf1 = LuaRules/Gadgets/teamcomends.lua
[      0] gf1 = LuaRules/Gadgets/unit_air_plants.lua
[      0] gf1 = LuaRules/Gadgets/unit_direct_control.lua
[      0] gf1 = LuaRules/Gadgets/unit_mex_upgrader.lua
[      0] gf1 = LuaRules/Gadgets/unit_missile_delay.lua
[      0] gf1 = LuaRules/Gadgets/unit_noselfd.lua
[      0] gf1 = LuaRules/Gadgets/unit_noselfpwn.lua
[      0] gf1 = LuaRules/Gadgets/unit_prevent_lab_hax.lua
[      0] gf1 = LuaRules/Gadgets/unit_prevent_range_hax.lua
[      0] gf1 = LuaRules/Gadgets/unit_set_neutral.lua
[      0] gf1 = LuaRules/Gadgets/unit_shield_watch.lua
[      0] gf2 = LuaRules/Gadgets/areaattack.lua
[      0] gf2 = LuaRules/Gadgets/cmd_nocost.lua
[      0] gf2 = LuaRules/Gadgets/comiscontrol.lua
[      0] gf2 = LuaRules/Gadgets/fx_reclaim_shards.lua
[      0] gf2 = LuaRules/Gadgets/lups_manager.lua
[      0] gf2 = LuaRules/Gadgets/lups_shockwaves.lua
[      0] gf2 = LuaRules/Gadgets/lups_wrapper.lua
[      0] gf2 = LuaRules/Gadgets/mo_comgate.lua
[      0] gf2 = LuaRules/Gadgets/mo_coop.lua
[      0] gf2 = LuaRules/Gadgets/mo_greenfields.lua
[      0] gf2 = LuaRules/Gadgets/mo_koth.lua
[      0] gf2 = LuaRules/Gadgets/mo_ladder_rules.lua
[      0] gf2 = LuaRules/Gadgets/mo_noowner.lua
[      0] gf2 = LuaRules/Gadgets/mo_noshare.lua
[      0] gf2 = LuaRules/Gadgets/mo_nowrecks.lua
[      0] gf2 = LuaRules/Gadgets/teamcomends.lua
[      0] gf2 = LuaRules/Gadgets/unit_air_plants.lua
[      0] gf2 = LuaRules/Gadgets/unit_direct_control.lua
[      0] gf2 = LuaRules/Gadgets/unit_mex_upgrader.lua
[      0] gf2 = LuaRules/Gadgets/unit_missile_delay.lua
[      0] gf2 = LuaRules/Gadgets/unit_noselfd.lua
[      0] gf2 = LuaRules/Gadgets/unit_noselfpwn.lua
[      0] gf2 = LuaRules/Gadgets/unit_prevent_lab_hax.lua
[      0] gf2 = LuaRules/Gadgets/unit_prevent_range_hax.lua
[      0] gf2 = LuaRules/Gadgets/unit_set_neutral.lua
[      0] gf2 = LuaRules/Gadgets/unit_shield_watch.lua
[      0] Loaded gadget:  No Self-D           <unit_noselfd.lua>
[      0] Loaded gadget:  AirPlantParents     <unit_air_plants.lua>
[      0] Loaded gadget:  DirectControl       <unit_direct_control.lua>
[      0] Loaded gadget:  DragonsDisguise     <unit_set_neutral.lua>
[      0] Loaded gadget:  MissileControl      <unit_missile_delay.lua>
[      0] Loaded gadget:  MultiCom            <mo_coop.lua>
[      0] Loaded gadget:  No Self Pwn         <unit_noselfpwn.lua>
[      0] Loaded gadget:  NoCost              <cmd_nocost.lua>
[      0] Loaded gadget:  Prevent Lab Hax     <unit_prevent_lab_hax.lua>
[      0] Loaded gadget:  Prevent Range Hax   <unit_prevent_range_hax.lua>
[      0] Loaded gadget:  ShieldDrain         <unit_shield_watch.lua>
[      0] Loaded gadget:  Shockwaves          <lups_shockwaves.lua>
[      0] Loaded gadget:  fx_reclaim_shards   <fx_reclaim_shards.lua>
[      0] Loaded gadget:  lups_wrapper.lua    <lups_wrapper.lua>
[      0] Loaded gadget:  mo_noshare          <mo_noshare.lua>
[      0] Loaded gadget:  Area Attack         <areaattack.lua>
[      0] Loaded gadget:  C Is For Control    <comiscontrol.lua>
[      0] Loaded gadget:  King of the Hill    <mo_koth.lua>
[      0] Loaded gadget:  Team Com Ends       <teamcomends.lua>
[      0] Loaded gadget:  LupsSyncedManager   <lups_manager.lua>
[      0] Loaded gadget:  Mex Upgrader Gadget  <unit_mex_upgrader.lua>
[      0] gf1 = LuaRules/Gadgets/areaattack.lua
[      0] gf1 = LuaRules/Gadgets/cmd_nocost.lua
[      0] gf1 = LuaRules/Gadgets/comiscontrol.lua
[      0] gf1 = LuaRules/Gadgets/fx_reclaim_shards.lua
[      0] gf1 = LuaRules/Gadgets/lups_manager.lua
[      0] gf1 = LuaRules/Gadgets/lups_shockwaves.lua
[      0] gf1 = LuaRules/Gadgets/lups_wrapper.lua
[      0] gf1 = LuaRules/Gadgets/mo_comgate.lua
[      0] gf1 = LuaRules/Gadgets/mo_coop.lua
[      0] gf1 = LuaRules/Gadgets/mo_greenfields.lua
[      0] gf1 = LuaRules/Gadgets/mo_koth.lua
[      0] gf1 = LuaRules/Gadgets/mo_ladder_rules.lua
[      0] gf1 = LuaRules/Gadgets/mo_noowner.lua
[      0] gf1 = LuaRules/Gadgets/mo_noshare.lua
[      0] gf1 = LuaRules/Gadgets/mo_nowrecks.lua
[      0] gf1 = LuaRules/Gadgets/teamcomends.lua
[      0] gf1 = LuaRules/Gadgets/unit_air_plants.lua
[      0] gf1 = LuaRules/Gadgets/unit_direct_control.lua
[      0] gf1 = LuaRules/Gadgets/unit_mex_upgrader.lua
[      0] gf1 = LuaRules/Gadgets/unit_missile_delay.lua
[      0] gf1 = LuaRules/Gadgets/unit_noselfd.lua
[      0] gf1 = LuaRules/Gadgets/unit_noselfpwn.lua
[      0] gf1 = LuaRules/Gadgets/unit_prevent_lab_hax.lua
[      0] gf1 = LuaRules/Gadgets/unit_prevent_range_hax.lua
[      0] gf1 = LuaRules/Gadgets/unit_set_neutral.lua
[      0] gf1 = LuaRules/Gadgets/unit_shield_watch.lua
[      0] gf2 = LuaRules/Gadgets/areaattack.lua
[      0] gf2 = LuaRules/Gadgets/cmd_nocost.lua
[      0] gf2 = LuaRules/Gadgets/comiscontrol.lua
[      0] gf2 = LuaRules/Gadgets/fx_reclaim_shards.lua
[      0] gf2 = LuaRules/Gadgets/lups_manager.lua
[      0] gf2 = LuaRules/Gadgets/lups_shockwaves.lua
[      0] gf2 = LuaRules/Gadgets/lups_wrapper.lua
[      0] gf2 = LuaRules/Gadgets/mo_comgate.lua
[      0] gf2 = LuaRules/Gadgets/mo_coop.lua
[      0] gf2 = LuaRules/Gadgets/mo_greenfields.lua
[      0] gf2 = LuaRules/Gadgets/mo_koth.lua
[      0] gf2 = LuaRules/Gadgets/mo_ladder_rules.lua
[      0] gf2 = LuaRules/Gadgets/mo_noowner.lua
[      0] gf2 = LuaRules/Gadgets/mo_noshare.lua
[      0] gf2 = LuaRules/Gadgets/mo_nowrecks.lua
[      0] gf2 = LuaRules/Gadgets/teamcomends.lua
[      0] gf2 = LuaRules/Gadgets/unit_air_plants.lua
[      0] gf2 = LuaRules/Gadgets/unit_direct_control.lua
[      0] gf2 = LuaRules/Gadgets/unit_mex_upgrader.lua
[      0] gf2 = LuaRules/Gadgets/unit_missile_delay.lua
[      0] gf2 = LuaRules/Gadgets/unit_noselfd.lua
[      0] gf2 = LuaRules/Gadgets/unit_noselfpwn.lua
[      0] gf2 = LuaRules/Gadgets/unit_prevent_lab_hax.lua
[      0] gf2 = LuaRules/Gadgets/unit_prevent_range_hax.lua
[      0] gf2 = LuaRules/Gadgets/unit_set_neutral.lua
[      0] gf2 = LuaRules/Gadgets/unit_shield_watch.lua
[      0] Loaded gadget:  AirPlantParents     <unit_air_plants.lua>
[      0] Loaded gadget:  DragonsDisguise     <unit_set_neutral.lua>
[      0] Loaded gadget:  MissileControl      <unit_missile_delay.lua>
[      0] Loaded gadget:  MultiCom            <mo_coop.lua>
[      0] Loaded gadget:  NoCost              <cmd_nocost.lua>
[      0] Loaded gadget:  ShieldDrain         <unit_shield_watch.lua>
[      0] Loaded gadget:  Shockwaves          <lups_shockwaves.lua>
[      0] Loaded gadget:  fx_reclaim_shards   <fx_reclaim_shards.lua>
[      0] Loaded gadget:  mo_greenfields      <mo_greenfields.lua>
[      0] Loaded gadget:  mo_noowner          <mo_noowner.lua>
[      0] Loaded gadget:  mo_noshare          <mo_noshare.lua>
[      0] Loaded gadget:  mo_nowrecks         <mo_nowrecks.lua>
[      0] Loaded gadget:  Area Attack         <areaattack.lua>
[      0] Loaded gadget:  C Is For Control    <comiscontrol.lua>
[      0] Loaded gadget:  King of the Hill    <mo_koth.lua>
[      0] Loaded gadget:  LupsSyncedManager   <lups_manager.lua>
[      0] Loaded gadget:  Mex Upgrader Gadget  <unit_mex_upgrader.lua>
[      0] Loaded gadget:  Lups                <lups_wrapper.lua>
[      0] Loading LuaGaia
[      0] Loading LuaUI
[      0] This mod has locked LuaUI access
[      0] Reloaded ctrlpanel with: LuaUI/ctrlpanel.txt
[      0] LuaUI: bound F11 to the widget selector
[      0] LuaUI: bound CTRL+F11 to tweak mode
[      0] Failed to load: gui_attack_aoe.lua  (duplicate name)
[      0] Loaded widget:  BlurApi             <api_gfx_blur.lua>
[      0] Loaded widget:  HealthBars          <unit_healthbars.lua>
[      0] Loaded widget:  BuildETA            <gui_build_eta.lua>
[      0] Loaded widget:  Auto First Build Facing  <autofirstbuildfacing.lua>
[      0] Loaded widget:  Autoquit            <autoquit.lua>
[      0] Loaded widget:  ComCounter          <unit_com_counter.lua>
[      0] Loaded widget:  MiniMap Start Boxes  <minimap_startbox.lua>
[      0] Loaded widget:  MohoExploiter       <unit_moho_exploiter.lua>
[      0] Loaded widget:  NoDuplicateOrders   <cmd_no_duplicate_orders.lua>
[      0] Loaded widget:  Point Tracker       <gui_point_tracker.lua>
[      0] Loaded widget:  ReclaimInfo         <gui_reclaiminfo.lua>
[      0] Loaded widget:  XrayHighlight       <gui_xray_highlight.lua>
[      0] Loaded widget:  Blast Radius        <gui_blastradius.lua>
[      0] Loaded widget:  ImmobileBuilder     <unit_immobile_buider.lua>
[      0] Loaded widget:  DT                  <gui_dt.lua>
[      0] Loaded widget:  Defense Range       <gui_defenserange.lua>
[      0] Loaded widget:  Ghost Site          <unit_ghostsite.lua>
[      0] Loaded widget:  Take Reminderv2.2   <gui_take_remind.lua>
[      0] Loaded widget:  Improved MetalMakers  <unit_improved_metal_maker.lua>
[      0] Loaded widget:  Coop StartBox replacement  <gui_coop_startbox_replacement.lua>
[      0] Loaded widget:  CoopInfo            <gui_coop_info.lua>
[      0] Loaded widget:  GameTypeInfo        <gui_game_type_info.lua>
[      0] Loaded widget:  Prospector          <gui_prospector.lua>
[      0] Loaded widget:  Attack AoE          <gui_attack_aoe.lua>
[      0] Loaded widget:  LupsManager         <gfx_lups_manager.lua>
[      0] Loaded widget:  BA_AllyCursors      <gui_ba_ally_cursors.lua>
[      0] Loaded widget:  Lups                <lups_wrapper.lua>
[      0] Loaded widget:  LolUI               <lolui.lua>
[      0] Loaded widget:  CustomFormations    <unit_customformations.lua>
[      0] LuaUI v0.3
[      0] Finalizing...
[      0] Spring 0.78.2.0
[      0] Build date/time: Mar 20 2009 09:01:01
[      0] Player YokoZar connected with number 2 (client version 0.78.2.0)
[      0] Player Evil_Whisk connected with number 4 (client version 0.78.2.1 (0.78.2.1-0-g768a2af{@}-s))
[      0] Player [SmuG]Knob connected with number 3 (client version 0.78.2.0 (0.78.2-0-g716ba18{@}-s))
[      0] Player Habibi connected with number 5 (client version 0.78.2.1 (0.78.2.1-0-g768a2af{@}-s))
[      0] Player dukeofurl finished loading and is now ingame
[      0] Player YokoZar finished loading and is now ingame
[      0] dukeofurl added point: Start 0
[      0] Player Evil_Whisk finished loading and is now ingame
[      0] Player [SmuG]Knob finished loading and is now ingame
[      0] YokoZar added point: Start 0
[      0] Player [SmuG]Knob left the game:  normal quit
[      0] Player [SmuG]Knob left
[      0] Player [TS]Knob connected with number 1 (client version 0.78.2.0 (0.78.2-0-g716ba18{@}-s))
[      0] YokoZar added point: Start 0
[      0] <dukeofurl> Private: >I am thinking we comnap him
[      0] <dukeofurl> and just run it back to the other side
[      0] Evil_Whisk added point: Start 0
[      0] Player Habibi left the game:  timeout
[      0] Lost connection to Habibi
[      0] Evil_Whisk added point: Start 0
[      0] <dukeofurl> Private: >what do you think?
[      0] Player [TS]Knob finished loading and is now ingame
[      0] dukeofurl added point: Start 0
[      0] <[TS]Knob> force
[      0] dukeofurl added point: Start 0
[      0] GameID: 83eb0b4a5fa6d15016feb621ecdbd8a5
[     21] Sync error for [TS]Knob in frame 1 (c1622b9d)
[     31] Team2 (Habibi) didn't have the guts
[     84] Buildings set to face West
[    274] <YokoZar> umm
[    296] <dukeofurl> whoa what the fucl
[    306] <YokoZar> sync issue
[    411] Sync error for [TS]Knob in frame 402 (8d61855e)
[    431] <dukeofurl> yeah, who's desyncing?
[    456] <[TS]Knob> lol
[    475] <YokoZar> and I bet a comm spawned in corner
[    492] <dukeofurl> there we are.
[    499] <YokoZar> knob
[    573] <dukeofurl> alright restart
[    584] <YokoZar> could you post infolog on forums
[    586] Server shutdown
[    586] <autoquit> Automatically exiting in 12 seconds. Move mouse to cancel.
[    586] <autoquit> Autoquit canceled.
[    586] Path cache hits 0 0%
[    586] Path cache hits 0 0%
[    586] Statistics for UDP connection:
Received: 26858 bytes in 1362 packets (19.7195 bytes/package)
Sent: 8618 bytes in 600 packets (14.3633 bytes/package)
Relative protocol overhead: 0.626595 up, 0.4564 down
82 incoming packets had been dropped, 0 outgoing packets had to be resent
0 packets were splitted due to MTU
had desync on first frame again
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Balanced Annihilation V6.92

Post by imbaczek »

compare

Code: Select all

[      0] Pathing data checksum: 2338a497
with other players to rule out pathing miscalculation.
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: Balanced Annihilation V6.92

Post by Neddie »

I honestly don't see why anybody thought it was smart to touch T1 balance, beyond naval units, at all. Overall, T1 was the most consistent and stable section of BA, with the most actual playtesting and tweaking since the primary developer and his consultants were for the most part either 1v1 players or high skill generalists.

Not to say balance was perfect, nothing ever is, but it was pretty solid.
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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: Balanced Annihilation V6.92

Post by TheFatController »

neddiedrow wrote:I honestly don't see why anybody thought it was smart to touch T1 balance, beyond naval units, at all. Overall, T1 was the most consistent and stable section of BA, with the most actual playtesting and tweaking since the primary developer and his consultants were for the most part either 1v1 players or high skill generalists.

Not to say balance was perfect, nothing ever is, but it was pretty solid.
Was? What's wrong in 6.92?
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Neddie
Community Lead
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Re: Balanced Annihilation V6.92

Post by Neddie »

I was commenting on the earlier Hammer/Thud changes and connected drama.
YokoZar
Posts: 883
Joined: 15 Jul 2007, 22:02

Re: Balanced Annihilation V6.92

Post by YokoZar »

imbaczek wrote:compare

Code: Select all

[      0] Pathing data checksum: 2338a497
with other players to rule out pathing miscalculation.
I couldn't get him to post it, but is it relevant that he didn't desync when we replayed the map?
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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: Balanced Annihilation V6.92

Post by TheFatController »

If coop was used its possible it was due to the synced lua messages failing in some way but that would most likely be an engine issue :?
YokoZar
Posts: 883
Joined: 15 Jul 2007, 22:02

Re: Balanced Annihilation V6.92

Post by YokoZar »

TheFatController wrote:If coop was used its possible it was due to the synced lua messages failing in some way but that would most likely be an engine issue :?
I'm still convinced it has to do with connecting late, even though we couldn't quite reproduce it on our own when we tried. Maybe lua messages aren't resent if game hasn't started and you're not connected?
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Balanced Annihilation V6.92

Post by imbaczek »

YokoZar wrote:I couldn't get him to post it, but is it relevant that he didn't desync when we replayed the map?
yes, that should rule this particular problem out.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Balanced Annihilation V6.92

Post by 1v0ry_k1ng »

you guys are great at slapping eachothers backs, but srsly, ak/pw e-costs are total lulz and hammers are just somthing you build instead of storm/rocko on any map with more than a certain amount of hill (or when there are more than a certain amount of wrecks)- thats not alot of tactical decision in what to build (ie, storms, forever, until you build a better lab on 95% of played maps)

that bullshit about "kbots being hard mode" is another way of saying they are terrible. likewise, saying "they need lots of micro AND MICRO IS FUN YAY"- is kinda an indicator of massive fail since all flash need to be at least as effective in combat is a move order into the enemy stuff

fair enough that giving hammer/thuds complete moving accuracy and high RoF increased their effectiveness a great deal too much for an incremental change, but a flat revert is just weak because now they are just as useless (and playing kbot just as boring) as before.
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[TS]Lollocide
Posts: 324
Joined: 30 Nov 2007, 18:24

Re: Balanced Annihilation V6.92

Post by [TS]Lollocide »

I've spent some time thinking about the revert.

Basically, it seems like thud's weapon is pisswater weak, along with its turret turning speed and its pathetic moving accuracy.

I'd suggest buffing either the turningspeed/accuracy or the damage, but not both.

And definately not range.
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