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UberHack 4.0 For Spring Version 1.1 (15 Sept 05)

Posted: 14 Sep 2005, 15:21
by NOiZE
Are you tired with XTA, try this balance mod!!

Major changes from OTA/XTA:

- LLT's are cheap (less than 100 m)
- All missles are now anti air only!! Rockets still hit both.
- Instigators are quite good
- Krogoth is amphious (and killable, "only" takes 6 - 7 nukes)
- U got Floatin radar/hovercraft plant
- Level 2 units are better than level 1 units, but level 1 units aren't renderd useless (well of course that is my opinion)
- Big Bertha and Intimidator hav better ranges than XTA, Vulcan and Buzzsaw shoot even futher.
- Underwater mohoextractor, underwater mohometal maker
- Nuclear missles really kills stuff
- Minelayer which can charge up with rockets, for minefield sweeping
- Core has exploiters (metal extractor + LLT turret) with excellent armor against EMG units, Also a Moho version availible
- Most ships have Lasers added on them
- The Core Executioner has its cannon replaced for 2 big ass lasers

More info about Uberhack: http://www.planetannihilation.com/bsr/

Fixed in this release:

-Fixed Cor AA Hover
-Fixed Rapier
-Unit specific damage implented. ( one of the best things of UH )
-Fixed mines (made them cloaked and stealthed), Also removed the XTA mines.

Download

next release:
- Fixed Necro
- The Arm Devastator no longer needs to be turned Off, and then back on before it will fire
- Core wind generator will spin immediate
- The spy units are stealthed, but hav there mincloacking disance increased
- Slight increase in maxslope of the hovers
- The Gimp fires torpedo's when in the water
- Fixed Advanced torpedo launchers
- Deptlauncher drops torpedo's like a brick (i think this is a spring issue, probaly fixed next spring version)
- Given Missle towers a slight firepower boost, as they no longer can shoot trough each other


Pending bugs:
- Make Finks/Peepers to hold fire on default so they don't circle a target @ once (Spring Issue)



If u find bugs please report them here.

Some eyecandy:
Image
Image

Posted: 14 Sep 2005, 16:16
by SinbadEV
man I need to get a card that's good enough to support reflections...

Posted: 14 Sep 2005, 16:19
by IMSabbel
Reflectons are cheap... they run on my 3year old radeon 9500 at 1280x1024 without problems. Shadows are an entirely different matter, though :)

Posted: 14 Sep 2005, 16:25
by SinbadEV
I got a 2 year old 9200... it was very cheap... it has a lot of issue...

Posted: 14 Sep 2005, 16:29
by NOiZE
Also i still need a nice logo for it..

Posted: 14 Sep 2005, 16:45
by Torrasque
Nice!
All knows bug have been fixed?

Have you got any plan for the futur of the mod ? (As everybody know, Spring break the balance of a lot of units, so, even if UH was balanced in OTA, it's not in Spring)

Or new races ? ^^ (I ask that question for all mods)

Posted: 14 Sep 2005, 18:19
by NOiZE
to determine how broken the balance is, we first need lots of games..

Posted: 14 Sep 2005, 18:21
by FizWizz
Hey, can we have a loosely defined "UH time" on the client, meaning Uhers should look for each other during certain hours on like Saturday or Sunday? I'd like to know when other UHers come on.

[edit] also, is the Badger's laser-resistance fixed?[/edit]

[edit] I also noticed that the devestator behaves a little funny when it is first built, it didn't go into attack mode automatically until you force-fired it once I think. something with the script I'll bet.[/edit]

Posted: 15 Sep 2005, 00:13
by MrSpontaneous
I don't think that the Lazer immunity is working, also The core aa hovercraft does not fire at air units.

I noticed that some times when jammers are up, while you cannot see the units on your radar (or map) that they will be shot at any way (anoying the victem). Meaning you have your opponents base under radar or have units neer by (but not in los) and they still shoot even though they have a jammer up.

While I have not observed this bug myself, (I do play core mostly) the care rapier at least some times fires at the ground rather that at its targets. This may have been due to the maps gravity. I have not personaly expeirnced this but when I played against some one they had this problem.

I can't recall any others but I thought there was one more.

Posted: 15 Sep 2005, 00:59
by GrOuNd_ZeRo
My GeForce FX 5700 supports reflective water and shadows (only in windowed mode).

It's not expensive anymore so I suggest you try to get one.

I was quite pleased that I could run Spring on 90FPS when turning off all the major features...

I'll download UH and see what could change about it..

Posted: 15 Sep 2005, 08:39
by NOiZE
Thanks MrSpontaneous. for reporting those bugs
MrSpontaneous wrote: I noticed that some times when jammers are up, while you cannot see the units on your radar (or map) that they will be shot at any way (anoying the victem). Meaning you have your opponents base under radar or have units neer by (but not in los) and they still shoot even though they have a jammer up.
tested that and that's not true... You notice that because the radar also jams your radar... But the units some how still do hav radar, only u can't see it.

Posted: 16 Sep 2005, 04:53
by MrSpontaneous
Sorry that was badly worded, what I mean is the base I am shelling has a jammer up, and my units have radar. Now they are not in los, and my oppenent has a jammer up so. . .should not automaticaly fire. but they do any way (sometimes).

hope that is more clear
sorry if it was already clear :S

Posted: 16 Sep 2005, 08:41
by MrSpontaneous
I have confirmed that the rapiers do fire strait donw. and are rather usless.
so. . .there ya go :P

Posted: 16 Sep 2005, 09:02
by NOiZE
MrSpontaneous wrote:I have confirmed that the rapiers do fire strait donw. and are rather usless.
so. . .there ya go :P
it's already fixed in the new version

Posted: 16 Sep 2005, 14:07
by SinbadEV
the radar/jammer issue is spring wide, not Uberhack specific

Posted: 16 Sep 2005, 21:26
by Jon Micheelsen
How do I get UH to work? I replaced it with the XTA mod file, but then Spring i missing all sorts of stuff on loading :(

Jon M.

Posted: 16 Sep 2005, 22:03
by NOiZE
just put the .sd7 file into your /mods/ folder

Posted: 16 Sep 2005, 22:50
by Jon Micheelsen
No, that doesn't work, but emptying the XTA mod file of data and replacing it with the UH data makes it work :?

Jon M.

Posted: 17 Sep 2005, 02:05
by zwzsg
Putting it into /mods/ works for online play.

Offline play doesn't have the mod selection menu.

Posted: 18 Sep 2005, 07:20
by MrSpontaneous
I can not seam to get the devestator to fire, even force firing or going into it.
Just kinda reminding people :|