Page 1 of 2

UberHack, Spring Version 1.2 (28-sept-05)

Posted: 28 Sep 2005, 21:11
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
- 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/

This 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.
- Mines are stealth now.

DOWNLOAD

Next version:
- Made the leveler come back (he was removed by accident)
- Fixed Arm Centurion
- Fixed, wheels in ground problem with the weasel.
- Mines will cost enery to operate
- Most Kbots can climb steeper hills now
- Nicer explosions
- Made Dragon's eyes stealthed
- 25 % larger LOS

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


This mod is made possible with effort from: zwzsg, Gnome, Kuroneko. Many thanks for all the help u guys provided.

If u find bugs please report them here.

Image

Posted: 28 Sep 2005, 21:34
by Dwarden
neat now what i would like to see fixed :

- readded support for high trajectory fire for some balistic turrets and units ...

- disable or add "option" for units / turrets to NOT shoot AA (for example popup slow balistic or long range missile launchers) ... usually it ends in style 1 enemy airplane over Your base = more damage from own "defence" than enemy ...

- increase LOS for units 5-25% by unit type ...

Posted: 28 Sep 2005, 22:38
by Torrasque
Nice, I'm downloading it !
Shame only a few people playing it :( ...

Why not add it to the "community news" ?

Have you seen the 4 black square on the centurion heavy rocket launcher?

Posted: 28 Sep 2005, 23:02
by NOiZE
Torrasque wrote:Why not add it to the "community news" ?
Added.
Torrasque wrote:Have you seen the 4 black square on the centurion heavy rocket launcher?
Nope didn't noticed that, added to pending bugs list :D
Dwarden wrote: - increase LOS for units 5-25% by unit type ...
Open for debate, personal i think a small incres like 15 % wouldn't hurt, what do u guys think?

Thanks Noize =)

Posted: 28 Sep 2005, 23:46
by munch
Thanks Noize for doing this - my fave mod =)
NOiZE wrote:
Dwarden wrote: - increase LOS for units 5-25% by unit type ...
Open for debate, personal i think a small incres like 15 % wouldn't hurt, what do u guys think?
I think it's one of those things that creeps up and up once you start changing it. One of the main things in UH is that managing your LOS is part of your strategy, that's what Dragons Eyes are for - they do nothing other than increase your LoS. I guess if you're not used to playing UH (or out of practice like I am) they you forget to put dragons eyes down, but they're key, and the main reason energy management is important in UH - if your DE's decloak and you lose em, your defense suddenly becomes a whole lot less effective. Well to an extent anyway, I guess in Spring because you get radar targetting for free it's less of an issue than it was before.

On the flip side, if you're attacking it means you need to build spy kbots, or send in finks/peepers so that you can spot the enemy defensive positions.

Just my opinion.

Munch

PS I agree about adding the high trajectory tag to some units, this was a gripe of mine that was missing from the original UH (not that it was possible to do anything about it - the Cavedog engine didn't support HT). Anyway, must stop talking and go d/l it!

Posted: 29 Sep 2005, 00:16
by Torrasque
I'm not sure, but in spring, the los is updated every second, or more that's why it can be good to improve the los. But only for moving units ihmo.

And adding some feature of spring like High Trajectory cannot hurt too.

Posted: 29 Sep 2005, 23:17
by Gabba
Do dragon's eyes work now? Last time I checked Uberhack Spring, you couldn't build them anywhere - I looked like their footprint was actually too small for Spring!

Posted: 30 Sep 2005, 00:46
by SinbadEV
yes tey do

Posted: 30 Sep 2005, 03:39
by FizWizz
Dragon's Eyes always worked in Spring, the issue was that they had absurdly low tolerance for build slopes.

Posted: 30 Sep 2005, 08:51
by NOiZE
FizWizz wrote:Dragon's Eyes always worked in Spring, the issue was that they had absurdly low tolerance for build slopes.
which was fixed some versions ago :D

Posted: 30 Sep 2005, 09:46
by Maelstrom
Weasel's drive half in the ground. You can only just see the tops of the wheels. Forgot to get a screenshot, but its pretty noticable if you zoom in. Was playing the map Comet Catcher if the map has anything to do with it.

Posted: 30 Sep 2005, 14:47
by Dwarden
i was able build Core Geo Plasma batery over GeoThermal Plant ... was like cliping issue and they were 60% within each other ... not sure if it's TAS or UH related bug ...

Posted: 02 Oct 2005, 12:03
by AlienDNA
I can confirm the weasel-thing, it's not map related...

Posted: 02 Oct 2005, 13:10
by zwzsg
In TA too the weasel drive half buried. But since TA engine doesn't draw buried units buried unless they have the digger=1; FBI tag, you don't see it in TA unless you use the tademo 3D replayer.

Posted: 03 Oct 2005, 00:02
by FizWizz
Isn't that just an issue of raising the .3do model of the Weasel up by the desired height?

Posted: 03 Oct 2005, 10:08
by NOiZE
it's fixed in next version

Posted: 04 Oct 2005, 19:21
by Snooky
Does salvo scripting from the Behemoth and Battleships work properly? I thought I had some problems with these, but just wanted to confirm.

Posted: 10 Oct 2005, 20:35
by NOiZE
Snooky wrote:Does salvo scripting from the Behemoth and Battleships work properly? I thought I had some problems with these, but just wanted to confirm.
i didn't noticed anything wrong with them? but somebody did?

Posted: 11 Oct 2005, 05:06
by FizWizz
NOiZE wrote:
Snooky wrote:Does salvo scripting from the Behemoth and Battleships work properly? I thought I had some problems with these, but just wanted to confirm.
i didn't noticed anything wrong with them? but somebody did?
...nope, they've worked fine for me last time I checked (The Behemoth anyway...)

Posted: 11 Oct 2005, 09:53
by NOiZE
Also i'm considering to increase the LOS by 25% how do you guys feel about that?