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Balanced Annihilation V7.15

Posted: 14 Aug 2010, 21:23
by TheFatController
Changelog 7.14 --> 7.15 wrote:- Fixed reclaim bug for negative/zero resource features.
- Start resources and storage now belong to the commander not the team.
- Fixed coop mode not spawning units for non coop players.
- Moved start resources into mod options.
Small patch for 'urgent' issues with the new Spring release, another release will come soon with more content!

Download Balanced Annihilation V7.15



*Hotfix for the commander icon not showing up, download and extract to your spring folder: http://consternationstation.com/custom_icons_fix.zip

Re: Balanced Annihilation V7.15

Posted: 14 Aug 2010, 21:32
by Jazcash
Nice quick fix, glad to know you're around again at this crucial time :P

Re: Balanced Annihilation V7.15

Posted: 14 Aug 2010, 22:27
by Sucky_Lord
runs smoothly, good work :)

Re: Balanced Annihilation V7.15

Posted: 14 Aug 2010, 22:29
by Jazcash
Yup, just played my first game of BA without it crashing or me d/cing in 3 days.

Re: Balanced Annihilation V7.15

Posted: 15 Aug 2010, 09:53
by Wombat
dunno if someone mentioned it but players receive error spam every time spec try to fps unit

Re: Balanced Annihilation V7.15

Posted: 15 Aug 2010, 11:07
by Yuri
I got some visual shit report.
In spec mode it sometimes shows the projection of LOS models. It has been confirmed by other players.

Screens will explain:
def, llt, mex
llt

Some mexs re not rotating although they are properly placed and switched to on...

Re: Balanced Annihilation V7.15

Posted: 15 Aug 2010, 12:01
by TheFatController
Wombat wrote:dunno if someone mentioned it but players receive error spam every time spec try to fps unit
Part of the engine now i'm afraid!

Re: Balanced Annihilation V7.15

Posted: 15 Aug 2010, 13:19
by Yuri
Super sized start pos markers here :)

Re: Balanced Annihilation V7.15

Posted: 15 Aug 2010, 16:15
by TheFatController
Yuri wrote:I got some visual shit report.
In spec mode it sometimes shows the projection of LOS models. It has been confirmed by other players.

Screens will explain:
def, llt, mex
llt

Some mexs re not rotating although they are properly placed and switched to on...
Can't recreate this, are you using a custom ghost site widget or the one bundled with BA? and also if you got the replay of this that might help if it also occurs there.

Re: Balanced Annihilation V7.15

Posted: 15 Aug 2010, 19:50
by Hobo Joe
Yeah, if you use the ghost building widget, when a worker builds its last building in a queue, the ghost will remain, even though the building is finished, until that builder is given a new command. Maybe not what you're talking about, but just throwing that out there.

Re: Balanced Annihilation V7.15

Posted: 15 Aug 2010, 20:10
by Jazcash
Thanks for the Custom Icons fix <3

Re: Balanced Annihilation V7.15

Posted: 16 Aug 2010, 01:21
by TheFatController
Question for the masses:
It's been ages and i'm not 100% sure I remember - since i've fixed the com wrecks flying across the map in a test build now what happens when 1 com dguns another is that one's blast destroys the others wreck so only 1 wreck is left - is this what used to happen before the flying change or did both survive in this situation?

Re: Balanced Annihilation V7.15

Posted: 16 Aug 2010, 04:39
by Hobo Joe
TheFatController wrote:Question for the masses:
It's been ages and i'm not 100% sure I remember - since i've fixed the com wrecks flying across the map in a test build now what happens when 1 com dguns another is that one's blast destroys the others wreck so only 1 wreck is left - is this what used to happen before the flying change or did both survive in this situation?
I don't remember how it used to be, but imo com-blast shouldn't destroy another wreck - but dgun probably should prevent a wreck from being made.

So if one com dies in range of another, there's 2 wrecks, but if one dguns the other, there's only 1 wreck.

Re: Balanced Annihilation V7.15

Posted: 17 Aug 2010, 10:14
by Wombat
bugz, very often when someone start at front, his start pos moves back after start

Re: Balanced Annihilation V7.15

Posted: 23 Aug 2010, 15:54
by PeanutsRevenge
The D-Gunned com would usually only leave 1250 wreckage. It wouldn't be the usual com wreck shape either, instead being flat.

Re: Balanced Annihilation V7.15

Posted: 23 Aug 2010, 21:18
by Hobo Joe
Bomber exploit needs serious fixing. It didn't used to be very bad bug now everyone is learning how to do it and it's getting out of hand.

Re: Balanced Annihilation V7.15

Posted: 23 Aug 2010, 21:21
by JohannesH
Hobo Joe wrote:Bomber exploit needs serious fixing. It didn't used to be very bad bug now everyone is learning how to do it and it's getting out of hand.
What is this exploit? You mean bomber micro?

Re: Balanced Annihilation V7.15

Posted: 23 Aug 2010, 21:23
by Sucky_Lord
JohannesH wrote:
Hobo Joe wrote:Bomber exploit needs serious fixing. It didn't used to be very bad bug now everyone is learning how to do it and it's getting out of hand.
What is this exploit? You mean bomber micro?
Attack a spot, press wait just as bombs are released, wait for reload, press wait again to release 2nd load.

Re: Balanced Annihilation V7.15

Posted: 23 Aug 2010, 21:33
by JohannesH
=Bomber micro

Nothing wrong with it

Re: Balanced Annihilation V7.15

Posted: 23 Aug 2010, 21:53
by Pxtl
I'm just clarifying, never having seen this bug... it means a bomber can release more than one load, and is effectively breaking the "one bomb per flyby" behaviour that is rather rigidly enforced for aircraft?

Because if so, this phrase below:
JohannesH wrote:=Bomber micro

Nothing wrong with it
is spectacularly, amazingly, stunningly wrong.