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Balanced Annihilation 5.61 is out!

Posted: 22 Aug 2007, 18:40
by NOiZE
changelog wrote:5.6 --> 5.61

Fixed typo which caused the Core Adv Kbot lab to be 10 times expensive as it should be.

5.5 --> 5.6

Increased Juggernaut's Size, and costs
Put the Juggernaut in the Krogoth armor class, so it receives the same special damages
Maverick leaves a wreck now
Informer and Seer wrecks metal worth adjusted.
Increased Halberd's size, and fixed the firepoint, Saktoth fixed the script
Juno's Missle Now also destroys minefields
Increased Ground damage of Avengers and Freedomfighters
Increased Sonar Range of Destroyers a bit
Triton costs reduced
EMP-bombs damage reduced, to fix the screenshaking if you use the screenshaking widget
Added some gfx to some units, took from XTA and modified them a bit to fit BA, thanks Noruas and Gizmo!
Improved Vulcan/Buzzsaw's accuracy, but it takes a shitload of E now :)
Fixed bladewing patrols, thanks to Saktoth
Jammers/Radars now disable when you E-Stall, lua script by licho
Made Juno's weapon go less high
Dragon Eyes can no longer be build in the water
Spies are no longer amphib
Pelican a bit more hp and dps
Core skuttle is now amphib and cost some less BT
Increased Viper/Pittbull costs a bit
T2 Factory's cost less now
Replaced the loadscreens
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Have Fun!

Re: Balanced Annihilation 5.6 is out!

Posted: 22 Aug 2007, 18:43
by lurker
Increased Juggernaut's Size, and costs
Put the Juggernaut in the Krogoth armor class, so it receives the same special damages

:cry: not the poor juggernaut! why nerf the juggernaut? :(


:roll:

Posted: 22 Aug 2007, 19:46
by richw
I've seen people "spam" juggernaut's, its a welcome change in my eyes...

Posted: 22 Aug 2007, 20:42
by Acidd_UK
Looks sexy :-)

Posted: 22 Aug 2007, 20:51
by BrainDamage
where are ivory king's start screens? :(

Posted: 22 Aug 2007, 21:48
by Machiosabre
nothing about kbot radar/jamming units having tank movement classes?

Posted: 22 Aug 2007, 22:01
by NOiZE
Sorry for the typo :)


And no Machio, it wasn't on my todo list, its on my next list though :P

Posted: 22 Aug 2007, 22:10
by lurker
*snicker*
5.61
:lol:

Posted: 22 Aug 2007, 22:18
by 1v0ry_k1ng
guess my loads were just too leet :P

Posted: 22 Aug 2007, 22:37
by ginekolog
playin nice so far. awsome load screens btw

Re: Balanced Annihilation 5.61 is out!

Posted: 23 Aug 2007, 00:06
by Lippy
Looks Good!

NOiZE wrote: Juno's Missle Now also destroys minefields
My favourite; awesome idea!

Re: Balanced Annihilation 5.61 is out!

Posted: 23 Aug 2007, 00:30
by el_matarife
NOiZE wrote:
changelog wrote: 5.5 --> 5.6

Spies are no longer amphib
I don't suppose you could make spies act like the Arm Pelican and hover over the water?

Re: Balanced Annihilation 5.61 is out!

Posted: 23 Aug 2007, 00:55
by Harbinger
el_matarife wrote:
NOiZE wrote:
changelog wrote: 5.5 --> 5.6

Spies are no longer amphib
I don't suppose you could make spies act like the Arm Pelican and hover over the water?
Why?

Re: Balanced Annihilation 5.61 is out!

Posted: 23 Aug 2007, 01:09
by REVENGE
Harbinger wrote:
el_matarife wrote:
NOiZE wrote:
I don't suppose you could make spies act like the Arm Pelican and hover over the water?
Why?
Because it's useful and spies have been amphib for ages?

Posted: 23 Aug 2007, 01:10
by REVENGE
Pelican a bit more hp and dps
Yeah, these things were pretty useless before, like amphibious weasels. :roll:
Fixed bladewing patrols, thanks to Saktoth
Thank you Sak indeed. This issue has pissed me off for a long time. :P
What fixed it btw? Was it script issues?

Posted: 23 Aug 2007, 02:05
by MR.D
Now that Vulcans are even stronger, how about making shields worth a shit?

Even standard bertha shots penetrate shields with ease, how are we to expect that an even higher velocity shot is going to be deflected?

Posted: 23 Aug 2007, 02:18
by url_00
Could I hold a BA 5.61 1vs1 tourney?
Just for kicks? :P

Posted: 23 Aug 2007, 03:57
by trepan
About the loadscreens:

1. xray shader, cool ;-)

2. "/shadows 1 4096"
(the shadows look really grainy, increasing the shadow map size should help)

Posted: 23 Aug 2007, 03:59
by Peet
/shadows 1 8192 if you have a high-end nvidia card, makes them look nice and crisp at any zoom :)

Posted: 23 Aug 2007, 04:38
by Saktoth
Finally, bugfixes. :P

Mostly looks good, the ground damages changes to fighters might be 'interesting'.
REVENGE wrote: Thank you Sak indeed. This issue has pissed me off for a long time. :P
What fixed it btw? Was it script issues?
The patrol is -still- broken (Noize couldnt reproduce the bug), however, they had two 'nochasecategory' tags one for 'vtol' and one for 'all', the 'all' was taking precedence, meaning the bladewings would only attack if something strayed into their line of fire.

So you can now give them a move order, or just sit them somewhere, and they'll acquire targets and shoot at stuff etc.

However, if you patrol them in a group, they might still act zany. So avoid patrolling them.