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Perfectly Balanced Annihilation v0.22

Posted: 23 Mar 2009, 21:04
by aegis
Perfectly Balanced Annihilation v0.22

- Download -

This is my take on what it means to have perfect formula-based balance. Formulas are included if you want to get frisky with an archive utility.

Note this is a beta release, so bugs might be present.

Feedback welcome!

changelog
0.1:
initial release

0.2:
tweaked balance
added loadscreen
various bugfixes

0.21
fixed builders and incorrect parsing
made HP a little more sane
added some damage to spice things up a little

0.22
added KDR's weapon balancing formula

Re: Perfectly Balanced Annihilation v0.1

Posted: 23 Mar 2009, 21:58
by aegis
please don't make off-topic posts, i.e. thoughts about balance in general and philosophy.

this thread is specifically for discussion of this mod, and I'd like you to wait until you play a game of it to comment.

Re: Perfectly Balanced Annihilation v0.1

Posted: 23 Mar 2009, 22:12
by Gota
This mod is awesome!!!holy shit man how did u do it?

Re: Perfectly Balanced Annihilation v0.1

Posted: 23 Mar 2009, 22:23
by Hoi
Lol it's in otd.

I'll try it tomorrow :P

Re: Perfectly Balanced Annihilation v0.1

Posted: 23 Mar 2009, 22:53
by Jazcash
Omfg. Best. Balance. Ever.

Re: Perfectly Balanced Annihilation v0.21

Posted: 24 Mar 2009, 07:21
by 1v0ry_k1ng
rly?

Re: Perfectly Balanced Annihilation v0.21

Posted: 24 Mar 2009, 10:43
by KDR_11k
Suggested changes:

- Noexplode is currently not dealt out by the formula. I suggest to make noexplode 1 when the energy per shot is >200
- The weapon projectile count should be calculated by the squareroot of the inaccuracy, for proper spread the accuracy tag will have to be converted to the sprayangle tag (if both are present add them).
- Reloadtimes of 6 seconds and over indicate weapons that should be stockpiled, make those have stockpile = 1
- Your damage function is boring, the damage of a weapon should be equal to the combined energy cost of its users.

I'll go and brew up a weapondefs_post.lua to implement that.

Re: Perfectly Balanced Annihilation v0.21

Posted: 24 Mar 2009, 10:53
by Regret
# if 'name' in unit: # uses cultural popularity to increase unit's effectiveness
# wikilength = urllib.urlopen('http://www.google.com/search?btnI=I%27m ... g+Lucky&q=' + urllib.quote('wikipedia %s' % unit['name'])).read().count(' ')
oh snap

Re: Perfectly Balanced Annihilation v0.21

Posted: 24 Mar 2009, 13:48
by Pxtl
Regret wrote:
# if 'name' in unit: # uses cultural popularity to increase unit's effectiveness
# wikilength = urllib.urlopen('http://www.google.com/search?btnI=I%27m ... g+Lucky&q=' + urllib.quote('wikipedia %s' % unit['name'])).read().count(' ')
oh snap
I lol'd - it tweaks the unit based on their page on wikipedia? Considering 90% of the "i feel lucky" pages will probably be disambiguation pages, that's hilarious.

Re: Perfectly Balanced Annihilation v0.21

Posted: 24 Mar 2009, 16:13
by aegis
first result for "Commander" was Commander Keen

Re: Perfectly Balanced Annihilation v0.21

Posted: 24 Mar 2009, 17:58
by Forboding Angel
lol win

Re: Perfectly Balanced Annihilation v0.21

Posted: 24 Mar 2009, 18:08
by Jazcash
This Mod is great, me and Aegis had an amazing 1v1 yesterday, it was so balanced it lasted for half an hour. In the end we called it a draw because it was too balanced to allow players to compete. It was great fun though, we didn't want it to end?

Re: Perfectly Balanced Annihilation v0.21

Posted: 24 Mar 2009, 19:59
by aegis
as this is still a beta (version less than 1.0), the balance isn't quite perfect yet, just as close as possible.

more tweaks and algorithms have been added and will be added in future releases!

Re: Perfectly Balanced Annihilation v0.21

Posted: 24 Mar 2009, 23:16
by rattle
we build for china

Re: Perfectly Balanced Annihilation v0.21

Posted: 25 Mar 2009, 06:05
by Apollo
constructors reclaiming units are op in this mod

Re: Perfectly Balanced Annihilation v0.21

Posted: 25 Mar 2009, 11:30
by aegis
will be taken into consideration.

Re: Perfectly Balanced Annihilation v0.21

Posted: 25 Mar 2009, 11:47
by KDR_11k
Hi I balanced the weapons for you.
http://www.pastebin.ca/1370433
Use it as a weapondefs_post.lua. Sorry I had to special case the bombers but bombs simply lacked some of the necessary variables for the formula.

Re: Perfectly Balanced Annihilation v0.21

Posted: 25 Mar 2009, 12:14
by 1v0ry_k1ng
what is it this mod does exactly?

Re: Perfectly Balanced Annihilation v0.21

Posted: 25 Mar 2009, 15:46
by smoth
It doeses the baalenziz wiff da maffs

Re: Perfectly Balanced Annihilation v0.21

Posted: 25 Mar 2009, 18:13
by TradeMark
wtf... you like added HP 1000% more and removed damage from weapons almost all:
http://modinfo.adune.nl/index.php?U=&W= ... OD2=pba021


http://modinfo.adune.nl/index.php?act=i ... MOD=pba021
Seems like corroach & armvader and corpyro are best mobile units...