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Posted: 18 Dec 2006, 08:32
by Day
i indeed wonder why there has been tampered with the geos O_o

Posted: 18 Dec 2006, 09:04
by TradeMark
Sorry, its my fault, i have forgot one letter from the regexp which removes invalid letters from yardmap value :shock: Now its fixed in the Modit, which is only a beta now :P

Posted: 18 Dec 2006, 10:00
by NOiZE
RedDragon wrote:BUG!
Kill the bug!

We want v4.41!

Thanx.

P.S.

Check out all geo's... you can place them anywhere.
Its killed!
changelog wrote:4.4 v--> 4.41
Fixed Geo's
Minelayers will no longer follow enemy units


4.33 --> 4.4
Advanced Anti Air Kbots and AA hovers no longer follow ground units
Gave detpcharge some tracking again
Fixed the extraction rates of mexxes/twilights/exploiters, somehow they were mixed up
L1 Arty can shoot up hills again, due to faster weaponvelocity and hightrajectory
Floating radars can no longer be build on land
Adjusted sonar range rings, so that they reflect the real range
Builtime of Estorages reduced by 50 % (this included the underwater ones)
Reduced Ecosts and Builtime of the Juno by 20 %
Gave the Minelayer some AoE weapon, you still have to manual "attack" the enemy minefields

http://www.unknown-files.net/index.php? ... &dlid=2047


Enjoy!

Posted: 18 Dec 2006, 11:58
by ginekolog
afferimitive.

ARMGEO
YardMap=oooo oGGo oGGo oooo;

Posted: 18 Dec 2006, 17:08
by Lippy
Damn, I love the way BA is updated ASAP, instead of waiting for loadza fixes & changes before it is released.

Posted: 18 Dec 2006, 17:19
by el_matarife
Two comments on sea balance.

1. The Torpedo bombers and stationary torpedo launchers don't have sonar, which means they're useless at dealing with underwater units unless you bring along several sonar planes or build stationary sonars. This is very bad for the Torpedo bomber, because it makes it very difficult for it to get shots off at subs. (Also I'm not sure Torpedo bombers properly autotarget underwater units)
2. The Core flagship is not nearly as good as the Arm one. The Arm one has multiple plasma cannons that make it excellent for shore bombardment and groups of ships/units. The Core version has mostly beam weapons, that do a lot of damage but have no AOE and aren't good for shore bombardment. I'd suggest the Core flagships lasers need a damage boost to compensate for the lack of area damage, and perhaps the plasma cannons on it can get a damage boost or increase to rate of fire for better shore bombardment.

Posted: 18 Dec 2006, 17:59
by det
AA/BA bug that has never been fixed: blades (the level 2 gunship) will target air units but are unable to fire upon them.

Posted: 18 Dec 2006, 18:43
by LordMatt
el_matarife wrote: 1. The Torpedo bombers and stationary torpedo launchers don't have sonar, which means they're useless at dealing with underwater units unless you bring along several sonar planes or build stationary sonars. This is very bad for the Torpedo bomber, because it makes it very difficult for it to get shots off at subs. (Also I'm not sure Torpedo bombers properly autotarget underwater units)
Make a sonar plane...

Posted: 18 Dec 2006, 19:13
by tombom
LordMatt wrote:
el_matarife wrote: 1. The Torpedo bombers and stationary torpedo launchers don't have sonar, which means they're useless at dealing with underwater units unless you bring along several sonar planes or build stationary sonars. This is very bad for the Torpedo bomber, because it makes it very difficult for it to get shots off at subs. (Also I'm not sure Torpedo bombers properly autotarget underwater units)
Make a sonar plane...
There are no sonar planes except one seaplane. For some reason they all had sonar removed :|

Posted: 18 Dec 2006, 20:47
by det
There are no sonar planes except one seaplane. For some reason they all had sonar removed :|
I've noticed that too. I thought it was a bug. They really should get sonar back. Otherwise you have to spam jellydrops (to ward off subs) and then go sea in order to take out people who are dead but are hiding in sea.

Posted: 18 Dec 2006, 21:39
by Hellspawn
det wrote:
There are no sonar planes except one seaplane. For some reason they all had sonar removed :|
I've noticed that too. I thought it was a bug. They really should get sonar back. Otherwise you have to spam jellydrops (to ward off subs) and then go sea in order to take out people who are dead but are hiding in sea.
+1

Posted: 19 Dec 2006, 03:47
by LordMatt
tombom wrote: There are no sonar planes except one seaplane. For some reason they all had sonar removed :|
Oo +1 to adding it back in.

Posted: 19 Dec 2006, 04:53
by Saktoth
Yes, that was exactly what i was saying, about radar planes...

If Seaplanes were made viable, this might be less of an issue (The Sonar was removed from radar planes to make the seaplane variant more unique, i guess). The major problem is their position in the tech tree, but another is their movement. They behave just like normal planes and try to land. Couldnt the OTA seaplanes land underwater? Either give them back that functionality, or remove their ability to land entirely (Make them hover with airhoverfactor).

Posted: 21 Dec 2006, 03:53
by Neddie
We should give Sonar back to another plane, or give one of the hovercraft Sonar. It seems the only logical path.

Posted: 21 Dec 2006, 12:42
by el_matarife
If you use sonar planes, the sonar passes by the subs too fast so the torpedo bombers don't have time to turn and fire by the time the subs vanish again. Even with patrolling seaplanes over an area its very difficult for the torpedo planes to get torpedoes off at subs. Try it for yourself, start a game with a TestGlobalAi.dll, turn on cheats and nocost, switch to its team and build some level 2 subs, then switch back to your side and build torpedo bombers and a sonar plane.

Posted: 21 Dec 2006, 12:49
by NOiZE
Radar planes don['t have Sonar atm. Next version they will have sonar

Posted: 21 Dec 2006, 13:40
by NOiZE
Myg made us a nice installer again, thanks Myg!

http://www.unknown-files.net/index.php? ... &dlid=2063

Posted: 21 Dec 2006, 14:55
by el_matarife
I made an Excel spreadsheet to calculate the payback period of any of the energy producing buildings. I have uploaded it to Google Spreadsheets for all of you to check out. http://spreadsheets.google.com/pub?key= ... Wja4sOWbeA

Here's how it works. I take the metal cost and multiply it by the 60 energy -> 1 metal conversion rate of BA, then add the energy cost to that to get the units combined cost in only energy. Then I divide it by the production rate of the building. This gives us how long the building takes to pay for itself in ticks. I also calculated what average wind it takes for wind to have the same payback period of solar, and what tidal strength it takes to get tidal generators to have the same payback period as solars.

Posted: 21 Dec 2006, 15:18
by ginekolog
very good... the only think u forgot to include in table is build time colomn.

Table show that E buldings are good now.. the more expensive it is more effective it gets (not inluding geos, they rule anyway)

Cloacked fus could use buff imo... weahter its allways cloacked for no cost or its cost is rediced to regualr one (still 200E for cloacking-replacing regualr fus).

I was allways wonder why people were still bulding regular solars instead of adv ones... not too smart after u have 10 regular.

Posted: 21 Dec 2006, 15:26
by el_matarife
Yeah, I thought about including build time so I could figure out if certain stuff would have a faster payback period if you included the time to build the thing. The other thing I'd have calculated was production per build time, so you could find out what buildings would produce a lot of energy relative to how fast you build one/several of them. I'll probably go add those in later today or tomorrow.