Balanced Annihilation v4.7 !! - Page 31

Balanced Annihilation v4.7 !!

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Saktoth
Zero-K Developer
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Joined: 28 Nov 2006, 13:22

Post by Saktoth »

Why can torpedo planes target hovers then? All other torps hit hovers too, its just that they cant target them. I thought it was just a bad target category thing.
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LordMatt
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Joined: 15 May 2005, 04:26

Post by LordMatt »

Saktoth wrote:Why can torpedo planes target hovers then? All other torps hit hovers too, its just that they cant target them. I thought it was just a bad target category thing.
IT'S A CONSPIRACY! :evil:
Caydr wrote:Fighters *should* now have a slightly wider possible firing arc, allowing them to shoot at stuff on their first pass more easily
Could this change be ported over? It's pretty ridiculous when 3 level 1 fighters spend their time flying around a combomb rather than firing at it when you sighted it plenty far in advance to stop it, because they can't seem to find the right angle.
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Dragon45
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Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

ModIt's 4.33 Analysis:

http://modinfo.unknown-files.net/modit/ ... finderrors

Corpses which gives more or equal metal than unit costs (6):
armcom (2500) -> 2500
armfdrag (20) -> 20
armtarg (757) -> 1967
corcom (2500) -> 2500
corfdrag (20) -> 20
cortarg (749) -> 1947


Heaps which gives more or equal metal than unit costs or wreck gives (2):
armtarg (757) -> 1967 -> 787
cortarg (749) -> 1947 -> 779
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Caydr
Omnidouche
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Post by Caydr »

Could this change be ported over?
Beware that it's not very much tested, but here's the code:

Code: Select all

	WeaponMainDir1=0 0 1;
	maxangledif1=30;
This should give it a 30 degree firing cone.

Also, set the fighter missiles to turret=1.
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jackalope
Posts: 695
Joined: 18 Jun 2006, 22:43

Post by jackalope »

LordMatt wrote: Could this change be ported over? It's pretty ridiculous when 3 level 1 fighters spend their time flying around a combomb rather than firing at it when you sighted it plenty far in advance to stop it, because they can't seem to find the right angle.
fighters are quite good at their role as it is,why buff them?
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Machiosabre
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Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

I don't think his intention is to buff them in general, just to make it so they don't screw around so much when trying to kill a transport.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

NEW VERSION
changelog wrote:4.41 --> 4.5
Fixed the metalammount of the Targeting facility's corpses and heaps
Gave Janus its "arc" Weapon as in AA
Decreased Doomsday Costs by 30% (also adjusted corpses)
Increased Doomsday HP by 11%
Made radar planes, Radar/Sonar planes
Arm Blade (Level2 Gunship) will no longer chase planes
Greatly reduced the bugginess of skeeters/searchers to fire their AA missle.
Corpse of Hive no longer floats
All seaplanes have floater=1; now, so they can land on the water
Seaplane radar/sonar planes, sonarrange doubled.
The advanced Construction subs are deeper in the water now, so their buildturret will not come to the surface.
Decreased Core Mohomine costs/builtime/corpsevalues to match the Arm version more.
Made the lasers thicker and more colourfull.
Vamps/Hawks Flare reloadtime increased by 40%, grounddamage reduced by 10 %
Seaplanes can now be build by L1 Con Ships
Seaplaneplatform costs increased by 20 % (and corpse)
Juggernaut costs reduced by 10 % (and corpse)
Pelican maxvelocity increased by 30 %
Gave NavalEngineers more buildpower
Seismic detectors costs Halved (and corpse)
Made the Destroyerships able to fire while retreating/turning.
Underwaterfusions produce more E now, they are on par with regular fusions now
Floating metalmakers make 1.1 metal per 60 E now
Underwater Mohomakers make 13 metal per 600 E now
Increased adv sonar range to be more inline with the regular sonars
Removed HAX rangerings as they are no longer needed
Included a somewhat GUI, you have to enable LuaUI in settings.exe (gui.lua was made by Napkin, Thanks!)
Image

installer: http://www.unknown-files.net/index.php? ... &dlid=2105

zip: http://www.unknown-files.net/index.php? ... &dlid=2104
Last edited by NOiZE on 30 Dec 2006, 20:45, edited 1 time in total.
DemO
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Joined: 18 Jul 2006, 02:05

Post by DemO »

<3
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Relative
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Joined: 15 Oct 2006, 13:17

Post by Relative »

Yay
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Neddie
Community Lead
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Post by Neddie »

Thanks, lads.
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Caydr
Omnidouche
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Post by Caydr »

Eh, those thin-cored lasers look pretty flashy... might reduce my core sizes a little too.
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

You should, yours look like candy.
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Peekaboom
Posts: 94
Joined: 09 Mar 2006, 03:54

Post by Peekaboom »

Hmm, the new AA version was released and I think I'll be sticking with BA as long as people continue to play it. I just want to reiterate to day/noize and others that I think BA has been a breath of fresh air and I hope it continues to be worked on and preserved as solid TA mod.
Lippy
Posts: 327
Joined: 16 Jul 2006, 00:24

Post by Lippy »

Ok, this needs to be sorted:

Pillager vs Luger

Pillager is far cheaper and yet its stats are quite close:

metal 214 vs 304
Energy 3005 vs 3840
Build time 4270 vs 5530

Pillager has better overall manoeuvrability (even though it is core).

life 560 vs 600
DPS 63.33 vs 73.33
Range: 900 vs 950

All the luger has going for it is a 40 extra life and 10 extra DPS and yet it is nearly 50% more expensive (in metal)

I would recommend:
1) swapping movement stats (as arm should in theory be more manoeuvrable)
2) Swap the max damage (core should have more life)
3) Make DPS & range about the same
4) decrease luger price & increase pillager price so that they meet about in the middle
hammydude
Posts: 49
Joined: 26 Jun 2006, 20:59

Post by hammydude »

"Pillager vs Luger"

Keep the Pillager the way it is, Core has a specialty in heavy weapons/artillery, just raise the metal and energy costs slightly.

Not everything has to be perfectly and absolutely balanced, here core should have the advantage.
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MR.D
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Joined: 06 Aug 2005, 13:15

Post by MR.D »

Why even bother with Pillager, or Merl?

When a tremor does it all..
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Machiosabre
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Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

depends on if you're in a hurry, or if you need a precision strike.
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ginekolog
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Joined: 27 Feb 2006, 13:49

Post by ginekolog »

Machiosabre wrote:depends on if you're in a hurry, or if you need a precision strike.
Tremor with its 600DPS is sooo much better than diplo or pill ... makes both totally obsolete.. But who cares, all other cor adv veh have good uses.
Bhaal
Posts: 102
Joined: 03 Jan 2006, 19:54

Post by Bhaal »

please make a mod without ta stuff that plays like BA !
so many people could work together to make the models and stuff.
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

Bhaal wrote:please make a mod without ta stuff that plays like BA !
so many people could work together to make the models and stuff.
ugh, if you say it's because of copyright, im gonna kill you.
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