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Balanced Annihilation V7.04

Posted: 22 Oct 2009, 00:43
by TheFatController
Changelog 7.03 --> 7.04 wrote:- Core Exploiter metal extraction fixed.
- Updated Pause Screen widget.
Changelog 7.02 --> 7.03 wrote:- Arm Twilight fixed metal extraction, buildtime reduced.
- Core Exploiter buildtime reduced.
- Load hax gadget should ignore loading your own units.
- Reverted solar textures.
- Minor tweak to Core Metal Extractor Script (thanks bartvbl).
Changelog 7.01 --> 7.02 wrote:- Fixed an issue with the prevent draw gadget.
- Prevent Draw mode no longer on by default.
- Added a new patch to the load hax gadget.
- Fixed no wrecks mode to use a whitelist for walls rather than a blacklist for wreck names.
- Imported jk's updated otatextures from CA where applicable.

- Added More Sounds widget (default on).
- Rolled back Take Remind widget due to reports of bugs.

- Improved commander laser aim script a little more.

- Juno explosion effect size decreased a bit.
- Core Exploiter metal extraction raised to equal mex, metalcost (188->220).
- Core Moho Exploiter metal extraction raised to equal moho mine.
- Arm Twilight metal extraction raised to equal mex, metalcost (159->190), minCloakDistance (48->66), energyUse(5->3), cloakCost(10->12).

- Core Wolverine AOE increased (88->113).
- Arm Shellshocker AOE increased (80-105).

- Arm Dragon's Claw HP increased (900->1200), closed damage reduction reduced 5%.
- Core Dragon's Maw HP increased (1100->1450), closed damage reduction reduced 5%.

- Arm Banshee buildtime reduced (15%), damage to commanders raised (2->3).

- Added Decoy Commander to amphibious complex.
- Added minor energy generation to Can, Sumo, Juggernaut and Zeus (still all use significantly more to fire their weapons).

- Core Doomsday machine self destruct damage increased (1800->2400).

- Core Karganeth Removed BadTargetCategory=VTOL.
- Core Juggernaut sightdistance increased (720).
- Core Buzzsaw and Arm Vulcan turret rotation speed increased.
Hopefully all issues with the 7.01 release are now resolved...

Download Balanced Annihilation V7.04

Re: Balanced Annihilation V7.02

Posted: 22 Oct 2009, 03:13
by BaNa
TheFatController wrote: - Arm Banshee buildtime reduced (15%), damage to commanders raised (2->3).

bansheerush win!

Re: Balanced Annihilation V7.02

Posted: 22 Oct 2009, 05:21
by Niobium
Could you please add an own-team check to the prevent load hax gadget.

It is extremely irritating when trying to load your com, and having your trans move off in a RANDOM direction. Yes this will allow 'exploiters' to lift their own moving coms, but it lets the other 99% of people load their coms normally.

Change line 84 to:

Code: Select all

if (dist and (dist < 80) and (spGetUnitTeam(unitID) ~= spGetUnitTeam(cmdParams[1]))) then
This also checks that dist is not nil, before comparing it to a number, which the gadget currently doesn't do and results in it crashing and spamming warnings all over the place in certain cases.

Re: Balanced Annihilation V7.02

Posted: 22 Oct 2009, 07:16
by polarstar_111
Core Buzzsaw and Arm Vulcan turret rotation speed increased.
Why'd you do this? No-one builds them anyway save when range is needed more than bertha or inty.

Re: Balanced Annihilation V7.02

Posted: 22 Oct 2009, 08:30
by JohannesH
polarstar_111 wrote:
Core Buzzsaw and Arm Vulcan turret rotation speed increased.
Why'd you do this? No-one builds them anyway save when range is needed more than bertha or inty.
I dont understand

Re: Balanced Annihilation V7.02

Posted: 22 Oct 2009, 10:15
by bartvbl
the arm solar collector looks like crap now.
Something is wrong with the textures I think :(

edit:
strange...
the arm twilight extractos far less now..
While the arm metal extractor extracts 1.8 on a spot, the arm twilight only extracts 0.2 :S

Re: Balanced Annihilation V7.02

Posted: 22 Oct 2009, 10:25
by TheFatController
polarstar_111 wrote:
Core Buzzsaw and Arm Vulcan turret rotation speed increased.
Why'd you do this? No-one builds them anyway save when range is needed more than bertha or inty.
Cause no-one builds them.
bartvbl wrote:the arm solar collector looks like crap now.
Something is wrong with the textures I think :(
I'll check it out, they're supposed to look better but if not i'll revert that texture.
bartvbl wrote:edit:
strange...
the arm twilight extractos far less now..
While the arm metal extractor extracts 1.8 on a spot, the arm twilight only extracts 0.2 :S
Aghhh, if this is cause of an error expect 7.03 soon :? will check when I get home.

Re: Balanced Annihilation V7.02

Posted: 22 Oct 2009, 10:51
by bartvbl
Found this in the twilight fbi file:
extractsMetal=0.0001;
I think that causes the problem ;)
This is the one from the arm metal extractor:
extractsMetal=0.001;
you added a 0 :P

And about the textures: it looks like the BA ones have been exchanged for another set. I actually like the first set better.

Re: Balanced Annihilation V7.02

Posted: 22 Oct 2009, 11:15
by TheFatController
Since i'm fixing the twilight error this evening can people post feedback on the texture changes so I can decide whether to keep them or not.

Re: Balanced Annihilation V7.02

Posted: 22 Oct 2009, 11:21
by bartvbl
Just a small request:
In the file cormex.cob, could you change the line (in Go() ):
move arms to y-axis [6.000000] speed [5.000000];
to:
move stand to y-axis [6.000000] speed [5.000000];

And the line (in Stop() ):
move arms to y-axis [0.000000] speed [10.000000];
to:
move stand to y-axis [0.000000] speed [10.000000];

This makes the core metal extractor look a bit more realistic, as the arms are not "flying" in the air anymore, but supported by the stand part.

Re: Balanced Annihilation V7.02

Posted: 22 Oct 2009, 12:08
by JohannesH
twilight and exploiter cost increase is bad imo, its not like they would be too worthwhile even with full extraction and old cost...

Otherwise nice stuff.

Re: Balanced Annihilation V7.02

Posted: 22 Oct 2009, 12:33
by very_bad_soldier
Would you update the pause screen widget to current version? It makes it more clear that the window can be made transparent when clicking on it. People who dont know about it seem to be raging.

Re: Balanced Annihilation V7.02

Posted: 22 Oct 2009, 12:38
by REVENGE
I see the KrogTaar is back, even though you can't build it yet. Future plans eh? 8)

Re: Balanced Annihilation V7.02

Posted: 22 Oct 2009, 13:04
by polarstar_111
Any news on 7.03? If you release it soon, I might not actually bother to dl 7.02. :mrgreen:

Re: Balanced Annihilation V7.02

Posted: 22 Oct 2009, 13:26
by TheFatController
REVENGE wrote:I see the KrogTaar is back, even though you can't build it yet. Future plans eh? 8)
Easter egg / archived to help people making mutators :P
polarstar_111 wrote:Any news on 7.03? If you release it soon, I might not actually bother to dl 7.02. :mrgreen:
I'm posting from work at the moment :P will update this evening UK time, would recommend people play 7.01 for now I suppose but I do want more feedback on the texture updates.

Re: Balanced Annihilation V7.02

Posted: 22 Oct 2009, 13:45
by Daksad
I don't really like the new solar collector textures either (both ARM and CORE). The rest looks better than the older versions though.

Re: Balanced Annihilation V7.02

Posted: 22 Oct 2009, 14:12
by 1v0ry_k1ng
- Core Exploiter metal extraction raised to equal mex, metalcost (188->220).
the extra 0.1 metal extraction or so gained on a majority of maps is in no way worth the extra 32m, and the exploiter was barely ever used even when it cost 188m
- Arm Twilight metal extraction raised to equal mex, metalcost (159->190), minCloakDistance (48->66), energyUse(5->3), cloakCost(10->12).
virtually 4x the price of a normal mex now, for no defensive benefit besides increased survival?
- Core Wolverine AOE increased (88->113).
- Arm Shellshocker AOE increased (80-105).
this dosnt adress the issues with this unit at all - even if a greater proportion of its shells now do damage, even every shell doing damage outputs an absolutely dire DPS, which along with their lolzy speed and HP still makes them a nubtrap

Re: Balanced Annihilation V7.02

Posted: 22 Oct 2009, 14:21
by JohannesH
1v0ry_k1ng wrote:
- Core Wolverine AOE increased (88->113).
- Arm Shellshocker AOE increased (80-105).
this dosnt adress the issues with this unit at all - even if a greater proportion of its shells now do damage, even every shell doing damage outputs an absolutely dire DPS, which along with their lolzy speed and HP still makes them a nubtrap
If this unit would be a valid option in every game, it would change the gameplay of all units too much... Its a niche unit but now at least a niche unit that might accomplish something under good circumstances.

Re: Balanced Annihilation V7.02

Posted: 22 Oct 2009, 14:35
by Pxtl
TheFatController wrote:
REVENGE wrote:I see the KrogTaar is back, even though you can't build it yet. Future plans eh? 8)
Easter egg / archived to help people making mutators :P
This also gonna extend to Bertha ships and the Orcone?

@Ivory

At the very least, larger blast-radius will make it harder to ignore bombardment with repair units.

But yes, BA's L1 gameplay would be completely screwed up if L1 arty was viable. Imho the least-destructive way to make that unit useful would be a speed boost.

As for the special-mexes, I would have rather seen them keep their old stats and get their 1.0 extraction-rate. They're overprice either way, but making them even-more-overpriced seems like FAIL. Particularly the Twilight, a unit which is most effective when it dies (a big stun-explosion).

Re: Balanced Annihilation V7.02

Posted: 22 Oct 2009, 16:11
by NOiZE
Krogtaar does look cool ~~