Balanced Annihilation v4.7 !!
Moderator: Moderators
IT'S A CONSPIRACY!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.

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.Caydr wrote:Fighters *should* now have a slightly wider possible firing arc, allowing them to shoot at stuff on their first pass more easily
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
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
Beware that it's not very much tested, but here's the code:Could this change be ported over?
Code: Select all
WeaponMainDir1=0 0 1;
maxangledif1=30;
Also, set the fighter missiles to turret=1.
fighters are quite good at their role as it is,why buff them?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.
- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56
NEW VERSION

installer: http://www.unknown-files.net/index.php? ... &dlid=2105
zip: http://www.unknown-files.net/index.php? ... &dlid=2104
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!)

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.
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
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
- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56