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[old] Balanced Annihilation V6.85
Posted: 28 Mar 2009, 03:48
by TheFatController
Changelog 6.84 --> 6.85 wrote:- Fixed Core Termite weapon sound (should not sound super loud on linux.)
- Fixed Bladewings chasing air units, improved their script & behaviour somewhat.
- Fixed Sea planes getting stuck in limbo in certain conditions.
- Fixed amphibious units speed in and out of water (removed scripts, used depthmod).
- Fixed a character encoding issue that prevented the Core Spectre being loaded.
- Fixed Arm Advanced Radar Tower script imprived (thanks [PiRO]Pizzi1)
- Razorback walk script improved (thanks [PiRO]Pizzi1)
- Mobile AA units should no longer chase ground units.
- Fixed Liche and Krow chasing after aircraft.
- Tech 1 Submarines FPS exploit fixed (manual flighttime added).
- Removed 'no wrecks mode' modoption (Never saw a game where players were happy with it being turned on).
- Added Evil4Zerggin & zwzsg's autoquit widget (exits spring at game end if no mousemove after 10 seconds).
- Arm Rector and Core Necro script & acceleration improvements (faster reaction times).
- Arm Rector and Core Necro autoheal waittime reduced, sight distance increased, buildrange increased slightly.
- Construction kbots build distance raised slightly (90->100).
- Core AK and Arm Peewee number of exploding death shards reduced.
- Core Thud and Arm Hammer mass increased (resistance to impulse).
- Core Thud and Arm Hammer damage and reload time reduced (slight dps increase, faster shots).
- Arm Warrior buildtime reduced by 15%.
- Arm Zeus weapon now costs 35 energy to fire.
- turninplace=0 added to spiders and crawling bombs (experimental).
- Commander energy cost raised significantly (for the purpose of ressurection costs).
- Commander capture speed tripled.
- Terraform (Restore) speed on most builders tripled (thanks Trademark).
- Arm and Core Ressurection Sub's Metalcost and Buildtime reduced by 30%.
- Arm and Core AA Hovercraft DPS increased ~30%.
- Arm Consul now builds Panther and Fatboy in place of Fido and Zeus.
- Jeffy and Wezel no longer do self damage.
Have fun!
http://spring.jobjol.nl/show_file.php?id=1849
Re: Balanced Annihilation V6.85
Posted: 28 Mar 2009, 05:34
by kburts
cool! thanks!
Re: Balanced Annihilation V6.85
Posted: 28 Mar 2009, 07:11
by Niobium
Bug: Torpedos from T1 subs (And maybe others) start falling before max range. Its possible to order a sub to attack another sub, and it will go to max range, then constantly fire torpedos which fall short.
Re: Balanced Annihilation V6.85
Posted: 28 Mar 2009, 09:42
by Jazcash
"Commander capture speed tripled."
JOY!
Re: Balanced Annihilation V6.85
Posted: 28 Mar 2009, 09:54
by el_matarife
How about adding capture to the T2 combat engineers with the same capture speed tweak?
Re: Balanced Annihilation V6.85
Posted: 28 Mar 2009, 12:50
by TheFatController
Niobium wrote:Bug: Torpedos from T1 subs (And maybe others) start falling before max range. Its possible to order a sub to attack another sub, and it will go to max range, then constantly fire torpedos which fall short.
Ugh I tested this.. will fix..
(It turns out if flighttime takes something nicely just outside its range then using the same value for weapontimer doesn't work the same way!)
Re: Balanced Annihilation V6.85
Posted: 28 Mar 2009, 18:34
by 1v0ry_k1ng
how does increasing the build distance of conbots buff them in any way? they can sit a little further back from the metal extractor? what happened to making them a good choice :/
bleugh didnt fix teh ak/pw e-costs
thud/hammer stuff looks good at least
Re: Balanced Annihilation V6.85
Posted: 28 Mar 2009, 19:08
by Pxtl
Love it. My only complaint is the minimalist lovin' for the Conbots, but otherwise it's perfect. Either way, I'm sure you considered it and then decided "nope, not gonna do that" which is fine with me.
Nice to see so many bugfixes too - kinda sad that so many of those are still in there. How far back do those bugs date?
Re: Balanced Annihilation V6.85
Posted: 28 Mar 2009, 19:26
by Jazcash
I agree, con bots need a serious buff.
Re: Balanced Annihilation V6.85
Posted: 28 Mar 2009, 19:35
by Noruas
fleas could use a buff too.
Re: Balanced Annihilation V6.85
Posted: 28 Mar 2009, 19:51
by TheFatController
The buildrange increase wasn't meant to be the buff, I wanted to see how the other changes worked out before making conbots better.
I don't think they should be faster personally, so the other things that can be improved are quite limited (workertime, hp etc.)
Re: Balanced Annihilation V6.85
Posted: 28 Mar 2009, 20:03
by Wisse
I like conveh > conbot > conplane stuff. It should stay like that.
Re: Balanced Annihilation V6.85
Posted: 28 Mar 2009, 20:19
by Jazcash
Well I guess Kbot labs and Con bots are a lot cheaper than veh.
Re: Balanced Annihilation V6.85
Posted: 28 Mar 2009, 23:57
by Lancefighter
I dont suppose capture range could be increased?
A sub killed a com of mine before I could get close enough even to start capturing it.
The sub wasnt moving.
Re: Balanced Annihilation V6.85
Posted: 29 Mar 2009, 13:34
by 1v0ry_k1ng
JAZCASH wrote:Well I guess Kbot labs and Con bots are a lot cheaper than veh.
it dosnt work out cheaper, especially on solar-only maps, because you need alot more energy to run a kbot lab and that usually results in the lab costing the same all up. conbots really arent much cheaper, its less than 10m iirc which is pretty meaningless compared to how much worse they are. I'd say increase their HP to somewhere between its current and vehicles, maybe reduce their mcost by a small increment
Re: Balanced Annihilation V6.85
Posted: 30 Mar 2009, 08:03
by darkdog
uhhh, is there anyway i can turn the " no unit wreck " mod option back on there?
i like the fixs you got there i really love the no AA chasing ground units
but the unit wrecks... totally ruins the game for me and my friends.
mostly because, sometimes one or two people always make huge hugee defenses, and i spam units, send hundreds of units, and they will never make it through >.> and, if i ever get to T3, banthas can walk over those destroyed units, but once the bantha blows up, they cannot walk over destroyed bantha metal.
TIA, if you can lemme know how to turn that option back on.
Re: Balanced Annihilation V6.85
Posted: 30 Mar 2009, 11:57
by hunterw
TheFatController wrote:- Jeffy and Wezel no longer do self damage.
excellent...
any progress on the turbo amphib out of shallows bug?
Re: Balanced Annihilation V6.85
Posted: 30 Mar 2009, 14:39
by TheFatController
hunterw wrote:any progress on the turbo amphib out of shallows bug?
Should be 100% fixed (unless I missed a script somewhere

)
Re: Balanced Annihilation V6.85
Posted: 30 Mar 2009, 15:22
by Pxtl
darkdog wrote:uhhh, is there anyway i can turn the " no unit wreck " mod option back on there?
i like the fixs you got there i really love the no AA chasing ground units
but the unit wrecks... totally ruins the game for me and my friends.
mostly because, sometimes one or two people always make huge hugee defenses, and i spam units, send hundreds of units, and they will never make it through >.> and, if i ever get to T3, banthas can walk over those destroyed units, but once the bantha blows up, they cannot walk over destroyed bantha metal.
TIA, if you can lemme know how to turn that option back on.
Honestly, this is gonna sound rough, but L2P. That wreckage is a farktonne of metal that you're ignoring and you should be making it your top priority to harvest. The only players who need no-wreck BA are players who play on speedmetal maps, and really, Speedmetal isn't BA.
Re: Balanced Annihilation V6.85
Posted: 30 Mar 2009, 15:45
by Pxtl
1v0ry_k1ng wrote:JAZCASH wrote:Well I guess Kbot labs and Con bots are a lot cheaper than veh.
it dosnt work out cheaper, especially on solar-only maps, because you need alot more energy to run a kbot lab and that usually results in the lab costing the same all up. conbots really arent much cheaper, its less than 10m iirc which is pretty meaningless compared to how much worse they are. I'd say increase their HP to somewhere between its current and vehicles, maybe reduce their mcost by a small increment
Well, if you wanted a really weird solution, you could crank up the energymake on conbots. If each conbot made 20 energy, it might help.
Either way, my preferred "crazy con-buffing idea" is to just give the conbots a little more buildpower and speed up their open/close animations so they're better for spamming econ. Combine that with a buff to their energymake, and the conbots start to look like a useful unit that isn't just a "kbot version of the construction vehicle".
That and let the rezbots build DTs, metal extractors, and radar towers (or move the radar kbots to L1)