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Posted: 19 Nov 2007, 06:56
by KDR_11k
Saktoth wrote:In addition, bombs are hard-coded to only drop in bursts, and you cannot at the moment make them drop continuously.
In SVN that might be possible, I haven't tested it but manualBombSettings, your desired reload time and a long burstrate (determines the bomb drop radius) should make it possible. The problem is that queued attack commands get worked down with one shot/burst each instead of a whole run so I'm not sure what will happen when you queue orders.

Posted: 24 Nov 2007, 18:59
by Foeggy
So what would be the best AI to use in conjunction with this mod?

Posted: 24 Nov 2007, 21:52
by Neddie
Both KAI and RAI can be effective with large handicaps and superior teams, in terms of AI number.

Posted: 24 Nov 2007, 23:09
by ZellSF
Why do banishers have 2 missiles when they're built, and after you fire them, they're never seen again?

It seems rather stupid.

Posted: 25 Nov 2007, 10:05
by KDR_11k
Wouldn't surprise me if the command to show them again is in FireWeapon. Spring conveniently assumes any part that gets shown in FireWepaon is a flare so it refuses to show the part and instead spawns one of those ugly smoke pillar things.

Posted: 25 Nov 2007, 11:25
by MR.D
Does it happen to Merl/Diplomats too?

Those vehicles have dummy objects that dissappear, and reappear once they've reloaded, as far as I can remember they work just fine..

Posted: 25 Nov 2007, 11:59
by Saktoth
Its not some bug or error, its just the way the script is set up. I believe the missiles were out of sequence with the firing and so this was 'fixed' by just preventing them from being shown ever again after the first time they are fired.

Posted: 25 Nov 2007, 13:17
by ZellSF
Shouldn't they be always hidden or always shown then? would make more sense...

Posted: 27 Nov 2007, 01:20
by [Krogoth86]
I think I found another minor flaw:
The Arm Rector corpse gives 312 metal, its heap 156. Building it now just costs 102 metal. You though won't make any profit from it recently as the FBI doesn't include a corpse but maybe you fix it now just in case you want to introduce it again in the future... :wink:

Posted: 27 Nov 2007, 03:03
by [Krogoth86]
Ok - here are some more things you might want to fix:

Wrong metal in corpse_dead (though pretty irrelevant most times):
- Core Necro
- Arm Thunder
- Core Vamp
- Core Avenger

Corpses (_dead) that aren't needed:
- corfhpE/W (this means corfhpe_dead and corfhpw_dead)
- corgantE/N/W
- landmine
- armlabE/W
- armalabE/W
- armasyE/N/W
- armavpE/N/W
- armsyE/N/W
- armvpE/N/W
- corakick
- coralabE/N/W
- corasy E/N/W
- coravpE/N/W
- corlabE/W
- corsyE/N/W
- corvpE/N/W
- corhpE/W
- armvader_dead (there is a armvader_corpse which is correct as the _dead version misses the model call)

Corpses I don't know what they are for (so there's not just a corpse entry but also a 3do model):
- armgant_dead
- castle_dead

Superfluous units (most times models with corpse model, corpse entry plus a COB-script):
- armscorp
- armtick
- corbeac
- cormlk
- corscorp
- tawf103
- aHermes
- corbuild
- corebfort (a whole collection)
- armbfort (also a whole collection of em)
- corplas

Posted: 29 Nov 2007, 14:11
by KingRaptor

Posted: 29 Nov 2007, 14:26
by Hellspawn
KingRaptor wrote:Who wants some funnies?!
In case you haven't notice, this thread is about BA.

If you want discussion about other mod, open new thread.

Posted: 29 Nov 2007, 15:14
by lurker
In case you haven't noticed, sky annihilation is about BA.

If you want to be condescending to other posters, use PMs.

Posted: 29 Nov 2007, 19:21
by Neddie
The same applies to you, lurker.

Sky Annihilation is an attempt to balance BA, but if NOiZE objects to the inclusion of SA in this thread, we can split it off.

Posted: 29 Nov 2007, 20:04
by kiki
Hmm... a need to balance Balanced annihilation... That sounds like a phail somewhere...

Just kidding NoiZe, BA is balanced, and I probably will never try SA.

Posted: 29 Nov 2007, 20:26
by ZellSF
I don't like mods where the entire changelog can be shortened to "nerfed Core by a lot".

Posted: 29 Nov 2007, 21:21
by kiki
ZellSF wrote:I don't like mods where the entire changelog can be shortened to "nerfed Core by a lot".
Yes, very well said.

Posted: 30 Nov 2007, 00:09
by Hellspawn
lurker wrote:In case you haven't noticed, sky annihilation is about BA.

If you want to be condescending to other posters, use PMs.
Ok maybe I was a bit to harsh, but it looks like new fork to me.

Posted: 30 Nov 2007, 03:09
by LordMatt
Balanced Balanced Annihilation already exists, however it's still in testing stages (and after that Balanced Balanced Balanced Annihilation). ;)

Posted: 30 Nov 2007, 03:43
by KingRaptor
:(
[9:54:47 PM] <[LCC]KingRaptor> my attempt at funny on BA thread has failed
[9:54:49 PM] <[LCC]KingRaptor> :<
[9:55:55 PM] <[SmuG]tombom> wghar waas funny
[9:56:25 PM] <[LCC]KingRaptor> I posted the link to sky annihilation
[9:56:31 PM] <[LCC]KingRaptor> I was fishing for a sleksa response
[9:56:44 PM] <[LCC]KingRaptor> but Hellspawn ruined all the potential for lulz
[9:56:46 PM] <[LCC]KingRaptor> ;_;
[10:15:08 PM] <lurker[simbaes]> well I tried to put in a little bit of lulz to the BA thread
[10:15:59 PM] <[LCC]KingRaptor> lol lurker
[10:16:41 PM] <lurker[simbaes]> yay a lol \o/