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Balanced Annihilation V7.01

Posted: 03 Sep 2009, 02:02
by TheFatController
Changelog 7.00 --> 7.01 wrote:- Fixed enemy dragons teeth showing up outside LOS.
- Fixed some missing sounds.
- Fixed warning and point sounds being played non-globally.

- Added mod option "Commander Ends No Draw", when com-ends is on this makes last com alive immune to comblast and disqualifies players who dgun the last com with their last com. (default on)
- Added mod option "Show Enemy Wrecks", disable and you only gain instant LOS on your own wrecks. (default on)
- Added a gadget to reduce damage of torpedos / depthcharges to land units when out of water by 80%.
- Fixed the hack in the reclaim fix gadget.

- Updated Defense Range widget to 6.2.
- Updated Take Reminder widget to 3.2.
- Updated Health Bars widget to latest version (faster).
- Added very_bad_soldier's Pause Screen widget (default on).
- Fixed Ghost Site widget rotation and tracking of buildframes, added tracking for enemy features if needed.
- Fixed vertical text centering on some widgets including LolUI.
- Removed a rare FPS loss issue in waypoint dragger widget.
- Tweaked display of Transporting widget (+default on).

- Improved bantha blaster FX.
Download Balanced Annihilation V7.01

Release just to clean up some issues caused by new spring release(s) and add some small fixes & features.

Have fun!

Re: Balanced Annihilation V7.01

Posted: 03 Sep 2009, 08:27
by hoijui
still has the

Code: Select all

[      0] gf1 = LuaRules/Gadgets/unit_shield_watch.lua
[      0] gf2 = LuaRules/Gadgets/areaattack.lua
spam.
not done any further tests yet.

Re: Balanced Annihilation V7.01

Posted: 03 Sep 2009, 09:05
by TheFatController
hoijui wrote:still has the

Code: Select all

[      0] gf1 = LuaRules/Gadgets/unit_shield_watch.lua
[      0] gf2 = LuaRules/Gadgets/areaattack.lua
spam.
not done any further tests yet.
Hmm, what spam? Just in infolog?

Re: Balanced Annihilation V7.01

Posted: 03 Sep 2009, 10:31
by REVENGE
So for No Draw mode, is the last com immune to another last com's comblast, or is it immune to all comblasts?

Re: Balanced Annihilation V7.01

Posted: 03 Sep 2009, 14:27
by albator
I got a fps problem.

1)At the start of the game, i used to have about 70 fps (athlon 3000, ati 9800, all setting at minimum).
2) With new version i have 2fps at start, even in small maps.
3)I tought it was a widget problem so i desactive them all -> no change -> still 2fps. I cannot play BA anymore.

My question is : who wants to play Suprem Annihilation ? Supreme Legacy ? :lol:

Re: Balanced Annihilation V7.01

Posted: 03 Sep 2009, 14:48
by TheFatController
So if you open BA7.00 you get normal FPS and BA7.01 you get 2fps correct?

I haven't really changed anything that should cause this, can you give more info please ie map/mod options and how you started spring.

Thanks

Re: Balanced Annihilation V7.01

Posted: 03 Sep 2009, 16:15
by Wombat
albator wrote:I cannot play BA anymore.
rest of mars got same problem... right ? 8)

Re: Balanced Annihilation V7.01

Posted: 03 Sep 2009, 18:42
by albator
TheFatController wrote:So if you open BA7.00 you get normal FPS and BA7.01 you get 2fps correct?

I haven't really changed anything that should cause this, can you give more info please ie map/mod options and how you started spring.

Thanks
That was correct : on anymap and ... BA mods after checking...
solved by erasing ~/LuaUI/config/BA

Re: Balanced Annihilation V7.01

Posted: 04 Sep 2009, 15:11
by YokoZar
Marauders seem to have problems shooting uphill - I saw a few of them just hitting the rocks in front of them.

Re: Balanced Annihilation V7.01

Posted: 08 Sep 2009, 06:31
by el_matarife
Should you sticky the latest BA and BA Chicken threads? It seems like it would make this subforum easier to use.

Re: Balanced Annihilation V7.01

Posted: 08 Sep 2009, 08:54
by Wombat
u can share stuff to spectating ex-player and game doesnt autoquit when there is no players left in one of the teams... just so u know ;]

Re: Balanced Annihilation V7.01

Posted: 08 Sep 2009, 11:55
by 1v0ry_k1ng
any chance of increasing slope tolerance of solars slightly? atm its feeble enough to make finding spots to build them across the map annoying

Re: Balanced Annihilation V7.01

Posted: 09 Sep 2009, 00:11
by AreaFire
1v0ry_k1ng wrote:any chance of increasing slope tolerance of solars slightly? atm its feeble enough to make finding spots to build them across the map annoying
Agreed. If you get one of the "ramp" starting positions in DSD it's difficult to build solars.

Re: Balanced Annihilation V7.01

Posted: 09 Sep 2009, 01:21
by Gota
I think since dsd is a rectangle Solars should be as well.

Re: Balanced Annihilation V7.01

Posted: 09 Sep 2009, 13:52
by Nixa
This is true, clearly BA needs to be balanced for DSD!!! Wait no, balanced for DSD and regrets play style - if you did this you wouldn't ever have to worry about balance issues ever again and isn't that the goal of a perfect mod?

Re: Balanced Annihilation V7.01

Posted: 10 Sep 2009, 00:24
by Auswaschbar
I dislike the new anti-combomb rules. Imho its stupid and unintuitive.

Re: Balanced Annihilation V7.01

Posted: 10 Sep 2009, 02:18
by Pxtl
Honestly, with all the fighting over commcheese and modoptions and whatnot, I'd rather that BA just leave the comm as is and offer a CA-style (no-D-gun, cheap wreck, no boom) comm as a modoption and give up on more elaborate tweaks.

Re: Balanced Annihilation V7.01

Posted: 10 Sep 2009, 02:21
by JohannesH
Auswaschbar wrote:I dislike the new anti-combomb rules. Imho its stupid and unintuitive.
They make perfect sense to me, isnt that how its been always played in practice?

Re: Balanced Annihilation V7.01

Posted: 10 Sep 2009, 06:23
by YokoZar
Has the flakker received a buff since 6.85? I was looking at modinfo and it seems like then the flakker did about 4/3 the damage of the mobile flakker (phalanx) but cost twice as much. Seems like it should be much cheaper, especially the flakker NS.

Re: Balanced Annihilation V7.01

Posted: 10 Sep 2009, 06:25
by YokoZar
Possible bug: the Resurrection sub and the con sub aren't in the sub armor class