Re: Balanced Annihilation V6.5
Posted: 13 Oct 2008, 16:27
afaik the radar dot targeting problem is that the dot you see is the "radar estimation" (inaccurate) but the click as to be made where the unit actually is on the map.
Open Source Realtime Strategy Game Engine
https://springrts.com/phpbb/
So you can figure out the units actual position by moving the mouse around a bit?Yatta wrote:afaik the radar dot targeting problem is that the dot you see is the "radar estimation" (inaccurate) but the click as to be made where the unit actually is on the map.
Doesn't seem to be that way on everything. I've only really noticed this bug in BA Chicken where levelers send the smaller chickens all over the map but barely touch the bigger ones. I'll have to test this later today to get a good feel for the issue, I'll report back with results.MR.D wrote:Noize, you might want to do some testing on Impulse factors for the units that use them.
Not sure if the new momentum ect additions for the new spring version is the cause or what, but Push force from impulse weapons seem to be magnified alot now.
yep its a problem,until its fixed though u can use area attack.MR.D wrote:Noize, you might want to do some testing on Impulse factors for the units that use them.
Not sure if the new momentum ect additions for the new spring version is the cause or what, but Push force from impulse weapons seem to be magnified alot now.
Another issue which might not be Mod specific, is how attacking and selecting a radar dot seems really off, trying to select specific targets to attack is very hard to do.
I end up hunting forever to get an attack command locked onto the dot, like its showing the dot as being a certain place, but the selectable target is somewhere else completely.
WHAT?blublub wrote: first would be option to disable sharing (units and resources) that would help team games especially in tournament team games or ladder team games
note that you still could share the resources by supporting your allies with your construction vehicles (guarding factory or helping building stuff, and the only way to give a unit would be a capture by com from an ally unit)
(...)
All who are in favor say AYE!
just an option in game modes to disable sharingsillynanny wrote:WHAT?blublub wrote: first would be option to disable sharing (units and resources) that would help team games especially in tournament team games or ladder team games
note that you still could share the resources by supporting your allies with your construction vehicles (guarding factory or helping building stuff, and the only way to give a unit would be a capture by com from an ally unit)
(...)
All who are in favor say AYE!
But more importantly...Gator>>>>flash now for some reason, making core really the only option in most 1v1 games. Flop did a couple tests, with .76 and .77, and found that in .76 Flash beat gator(1v1) barely in 1v1, where in .77 gatorz won by a significant margin.[10:07:08 PM] <[XHC]DavetheBrave> do you know what the reasoning behind the change to anti air in the engine was, and if there is a tag or something to fix it?
[10:07:28 PM] <[SmuG]lurker> what change?
[10:07:37 PM] <[XHC]DavetheBrave> all i know is that defenders miss a ton
[10:07:40 PM] <[SmuG]lurker> I know the default flighttime is different... not much else
[10:07:42 PM] <[XHC]DavetheBrave> and ba hasnt changed
[10:07:47 PM] <[SmuG]lurker> that's probably it
[10:08:05 PM] <[XHC]DavetheBrave> default flighttime?
[10:08:08 PM] <[SmuG]lurker> might be hitsphere behavior changes
[10:08:20 PM] <[SmuG]lurker> how long the missile's engine lasts
[10:08:27 PM] <[XHC]DavetheBrave> ahhh
[10:08:30 PM] <[XHC]DavetheBrave> thats prob it
[10:08:46 PM] <[XHC]DavetheBrave> can that be changed in the mod?
[10:08:52 PM] <[SmuG]lurker> yes
[10:08:56 PM] <[SmuG]lurker> it's part of the weapondef
[10:09:01 PM] <[XHC]DavetheBrave> kk
[10:09:14 PM] <[SmuG]lurker> and if they're tunnelling through hitspheres then they can be set to raytracing collision mode
Code: Select all
local doPreviewOnly = true
local echoColor = "Black"
local groundTargetV = 100
local airTargetV = 300
for unit, weapon, weaponDef in IteratorWeapons() do
if weaponDef.weaponType == "MissileLauncher" then
local echoFront = "Unit " .. ToString(unit.unitname) .. " weapon " .. ToString(weaponDef.name)
local targetV = groundTargetV
if (string.find(weapon.onlyTargetCategory or "", "VTOL")) then
targetV = airTargetV
end
local v0 = weaponDef.startVelocity or 0.01
local v1 = weaponDef.weaponVelocity or v0
local deltav = v1 - v0
local a = weaponDef.weaponAcceleration
if (a == 0) then
deltav = 0
a = 1
end
local range = weaponDef.range or 10
local t = math.ceil((range + 0.5 * deltav * deltav / a) / math.max(v1 - targetV, 0.01)) + 1
SetTableValue(weaponDef, "flightTime", t, doPreviewOnly, echoFront, echoColor)
end
end
I gave Flash a significant buff in agility in 6.5+3, but didn't actually increase its max velocity or change its weapon range. You should try playing a few games of Arm vs. Core on Comet Catcher to test for balance. As for defenders, I've noticed that problem as well. Might push out a fix for it in 6.5+4.DavetheBrave wrote:Due to the new spring version, Balance is currently borked
lvl 1 anti air missiles miss a lot more now. recently, I played a game where i was comm bombed when i had defenders in front of my comm. In the same game, a few bombers raped steve's and my base, even though we had anti air. It looks like this has a relatively easy fix:
But more importantly...Gator>>>>flash now for some reason, making core really the only option in most 1v1 games. Flop did a couple tests, with .76 and .77, and found that in .76 Flash beat gator(1v1) barely in 1v1, where in .77 gatorz won by a significant margin.[10:07:08 PM] <[XHC]DavetheBrave> do you know what the reasoning behind the change to anti air in the engine was, and if there is a tag or something to fix it?
[10:07:28 PM] <[SmuG]lurker> what change?
[10:07:37 PM] <[XHC]DavetheBrave> all i know is that defenders miss a ton
[10:07:40 PM] <[SmuG]lurker> I know the default flighttime is different... not much else
[10:07:42 PM] <[XHC]DavetheBrave> and ba hasnt changed
[10:07:47 PM] <[SmuG]lurker> that's probably it
[10:08:05 PM] <[XHC]DavetheBrave> default flighttime?
[10:08:08 PM] <[SmuG]lurker> might be hitsphere behavior changes
[10:08:20 PM] <[SmuG]lurker> how long the missile's engine lasts
[10:08:27 PM] <[XHC]DavetheBrave> ahhh
[10:08:30 PM] <[XHC]DavetheBrave> thats prob it
[10:08:46 PM] <[XHC]DavetheBrave> can that be changed in the mod?
[10:08:52 PM] <[SmuG]lurker> yes
[10:08:56 PM] <[SmuG]lurker> it's part of the weapondef
[10:09:01 PM] <[XHC]DavetheBrave> kk
[10:09:14 PM] <[SmuG]lurker> and if they're tunnelling through hitspheres then they can be set to raytracing collision mode
Holy shit, more importantly, so I can use SetTableValue to edit defs without having to do .cheat??? Is this for weapon defs only, or can I do it for all def tables?Evil4Zerggin wrote:To fix flightTimes, do something like this (CA's flightTime fix algorithm):
You probably won't be able to run the code above directly, but the general ideas are there.Code: Select all
local doPreviewOnly = true local echoColor = "Black" local groundTargetV = 100 local airTargetV = 300 for unit, weapon, weaponDef in IteratorWeapons() do if weaponDef.weaponType == "MissileLauncher" then local echoFront = "Unit " .. ToString(unit.unitname) .. " weapon " .. ToString(weaponDef.name) local targetV = groundTargetV if (string.find(weapon.onlyTargetCategory or "", "VTOL")) then targetV = airTargetV end local v0 = weaponDef.startVelocity or 0.01 local v1 = weaponDef.weaponVelocity or v0 local deltav = v1 - v0 local a = weaponDef.weaponAcceleration if (a == 0) then deltav = 0 a = 1 end local range = weaponDef.range or 10 local t = math.ceil((range + 0.5 * deltav * deltav / a) / math.max(v1 - targetV, 0.01)) + 1 SetTableValue(weaponDef, "flightTime", t, doPreviewOnly, echoFront, echoColor) end end
As to what changed: The old flightTime was weaponRange / weaponVelocity + 25 (everything in frames). However, in 0.77 only selfExplode weapons get the + 25 frames; thus any missile weapon with startVelocity below weaponVelocity has its engine cut out before reaching maximum range. You can override this by specifying an explicit flightTime (as above). In fact it might improve performance (by a very small amount) because for some reason the engine recalculates the default flightTime every time the weapon is fired unless you provide an explicit one.
... DAMMIT!Evil4Zerggin wrote:Sorry to disappoint you, but it's a SpringModEdit thing. It's not in the engine. Although you can use SpringModEdit to mass-edit any mod that uses Lua unit files.
Also apparently this widget can convert .fbis to Lua. Not sure if it's compatible with the current version.