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Balanced Annihilation V6.92

Posted: 08 May 2009, 23:19
by TheFatController
Changelog 6.91 --> 6.92 wrote:- Added Coop mode + Mod option to enable.
- Added Alchemist's King of the Hill mode + Mod option to enable.
- Re-added No Wrecks mode.

- Added the new LuaUI code which saves a seperate widget config for BA (will allow you to have a config for each mod, some settings may reset on first load.)

- Added modified allied cursors widget (default on).
- Added Com Counter widget, echos number of remaining Commanders in 'Kill all Commanders' mode (default on).
- Updated LolUI to 9th, custom tweaks to make it work better with other UI's (default on).
- Updated Old BA Layout, now disables LolUI when enabled (default off).
- Updated Defense Range widget (default on), added ghostSite (default on), blastRadius (default on), unit_marker (default off).
- Updated Commander Gate effect so it doesn't break with BA Coop.

- Reverted Thud and Hammer weapon to 6.84 stats (see: http://springrts.com/phpbb/viewtopic.php?f=44&t=18585)
- Advanced Metal and Energy storage HP increased 50%, added to 'ANTIBOMBER' armour class, renamed 'Hardened Energy/Metal Storage'.
Another small release to address issues with LolUI and other stuff and roll out the mod options, a release more focused on broken units will be coming soon.

Download Balanced Annihilation V6.92

Have fun!

Re: Balanced Annihilation V6.92

Posted: 08 May 2009, 23:25
by RickoniX
I kinda wish thuds didn't get nerfed so hard but I'm glad co-op mode is now an included mutator anyways.

Re: Balanced Annihilation V6.92

Posted: 08 May 2009, 23:57
by el_matarife
Excellent, I assume a chicken version is coming real soon now too?

Also, is it possible for us to feed the included unit marker widget our own list of units we want to flag automatically?

Re: Balanced Annihilation V6.92

Posted: 09 May 2009, 00:13
by Jazcash
Zomg, LolUI Default on :<

Re: Balanced Annihilation V6.92

Posted: 09 May 2009, 00:46
by TheFatController
JAZCASH wrote:Zomg, LolUI Default on :<
It was in 6.91 already

Re: Balanced Annihilation V6.92

Posted: 09 May 2009, 00:47
by TheFatController
el_matarife wrote:Excellent, I assume a chicken version is coming real soon now too?

Also, is it possible for us to feed the included unit marker widget our own list of units we want to flag automatically?
http://spring.jobjol.nl/show_file.php?id=2040

Nein you'd have to have your own copy with a list I believe

Re: Balanced Annihilation V6.92

Posted: 09 May 2009, 00:50
by Jazcash
TheFatController wrote:
JAZCASH wrote:Zomg, LolUI Default on :<
It was in 6.91 already
I know, but now I have to go and disable it, ALL OVER AGAIN!! :O

Btw, I have some of the widgets you've implemented in this new BA already. This won't overwrite my settings for those widgets will it?

Re: Balanced Annihilation V6.92

Posted: 09 May 2009, 00:54
by TheFatController
JAZCASH wrote:
TheFatController wrote:
JAZCASH wrote:Zomg, LolUI Default on :<
It was in 6.91 already
I know, but now I have to go and disable it, ALL OVER AGAIN!! :O

Btw, I have some of the widgets you've implemented in this new BA already. This won't overwrite my settings for those widgets will it?
Nope the ones you have always overwrite the mods ones, the only issue is that any that store info in widget_data.lua will now store it in BA.lua and this file will be blank (or if you're feeling advanced copy your widget_data.lua and rename it to BA.lua first)

Re: Balanced Annihilation V6.92

Posted: 09 May 2009, 09:24
by ==Troy==
I have thought about this for quite a bit, and if there is a widget that does that already, then just redirect me to the search page.


What I wanted is to have a _minimum_ marker on the resource bar. If the resources go lower than the minimum, none of the labs or cons will build (basically all unit/base buildin stalls) the only way to useup lower than the marker is to have hlts firing/ etc.

This is especially important in communist mode, since if someone at the backs starts to E stall you, and your htl stops firing, you usually do not have time to get to that lab and shut it off, and end up loosing a lot of precious time.

As for the new storages, does anti-bomber mean that they cannot be killed by bombers? And even then, I still see little reason to build a storage, since metal is often if not always is at 0.

Re: Balanced Annihilation V6.92

Posted: 10 May 2009, 02:19
by Beherith
Regrets sh*tUI totally screws up all of my widget settings. It disables most of my previous ones, while enabling the ones I had disabled before.
Do not want. 5.91 did not do this.

Re: Balanced Annihilation V6.92

Posted: 10 May 2009, 03:54
by kburts
this is so cash...

Re: Balanced Annihilation V6.92

Posted: 10 May 2009, 04:12
by TheFatController
Beherith wrote:Regrets sh*tUI totally screws up all of my widget settings. It disables most of my previous ones, while enabling the ones I had disabled before.
Do not want. 5.91 did not do this.
This has nothing to do with lolui, BA now saves its own widget config - all widget settings will be reset on the first load

Re: Balanced Annihilation V6.92

Posted: 10 May 2009, 11:21
by ginekolog
TheFatController wrote:(or if you're feeling advanced copy your widget_data.lua and rename it to BA.lua first)
I did that + took 5 mins to fix which widgets i want. Works now.

Re: Balanced Annihilation V6.92

Posted: 10 May 2009, 18:16
by Jazcash
yeah, this just fuxors up all my widgets.

Btw, immobile builders does not work anymore for me and a few others I've spoken too. We have to get our nanos to patrol manually.

New fusions look weird.
Glow on energy storage is nice.
I like allied cursors for my team, when I'm speccing I see all the other specs cursors too, do not want.
I now have some weird GUI bug, the old GUI console is enabled at start of every game no matter if I disable it or not.
A lot of my widgets are fuxored and can't remember which ones I was using before, also got a load enabled I did not want. Sure I can set it all back to how it was eventully, but wtf...

Re: Balanced Annihilation V6.92

Posted: 10 May 2009, 20:00
by TheFatController
This was going to happen in the next spring release anyway, none of those things are new it sounds like LUPS just got turned back on and you had it off before.

Re: Balanced Annihilation V6.92

Posted: 10 May 2009, 21:28
by JohannesH
I have the LolUI player list on, and can't turn it off... Stays on after LolUI is turned off, just the box it is in disappears. How to get it off, I want AdvPlayerlist.

Re: Balanced Annihilation V6.92

Posted: 10 May 2009, 22:22
by YHCIR
JohannesH wrote:I have the LolUI player list on, and can't turn it off... Stays on after LolUI is turned off, just the box it is in disappears. How to get it off, I want AdvPlayerlist.
Are you sure it's not just springs playerlist? Try typing /info

Re: Balanced Annihilation V6.92

Posted: 10 May 2009, 22:30
by el_matarife
JAZCASH wrote:Btw, immobile builders does not work anymore for me and a few others I've spoken too. We have to get our nanos to patrol manually.
Man, I was having this but I thought I was either crazy or that the coop dude I was playing with had another nano management widget. Good to know I'm not crazy.

Re: Balanced Annihilation V6.92

Posted: 10 May 2009, 23:47
by MR.D
Is the ingame /clock widget fixed yet?

Re: Balanced Annihilation V6.92

Posted: 11 May 2009, 05:52
by YokoZar
So why aren't immobile builders and improved metal makers on by default?