[REL][Server Mod] Statera Balance Mod

Discussion in 'Released Mods' started by squishypon3, June 1, 2014.

  1. sycspysycspy

    sycspysycspy Active Member

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    Have you guys noticed that Smasher does not attack air when you command them to.
  2. stuart98

    stuart98 Post Master General

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    It has a fairly slow turret rotation speed. They attack air.
  3. sycspysycspy

    sycspysycspy Active Member

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    I know they attack air, what I mean is that they does not react to attack order when the target is an air unit.
  4. stuart98

    stuart98 Post Master General

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    Might be a turret aim limit issue (Can't aim all of the way up). I'll look into it.
  5. stuart98

    stuart98 Post Master General

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    v0.8.2 released!

    Fixed an issue where air/naval factories couldn't rally point into a teleporter.
    Tweaked wreckage values somewhat; have fun reclaiming.
    New model for Obliterator (Icon was messed up on first downloads; redownload the mod if it's the wrong color for you).
    Fixed an issue where the Astreaus couldn't pick up anything (Still can't pick up coms but can properly pick up 4 units; Use a teleporter to evac coms and don't even think about doing some astreaus transfer trolling because you can't).
    Fixed icons in the Galactic War Edition.

    Galactic War Edition also enables hotbuild in Statera. I am unsure of whether or not there's a way to use hotbuild without the galactic war edition.
    Last edited: August 14, 2014
  6. epicblaster117

    epicblaster117 Active Member

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    Uhh huge bug with the GW edition.

    Building modded in turrets causes the Server to crash, for example if I build a rocket turret and it shoots, the game crashes.
  7. squishypon3

    squishypon3 Post Master General

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    Is that only in GW? Is that after some sort of galactic war card? Like... anything else that always seems to occur/might cause it. It's just odd that a turret would crash GW yet work in skirmish.
  8. epicblaster117

    epicblaster117 Active Member

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    Yeah GW only, for example Rocket Turret
  9. stuart98

    stuart98 Post Master General

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    No idea what might be causing this. GW modding is less well understood than normal server modding and easier to break.
  10. igncom1

    igncom1 Post Master General

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    Will you guys be making promotional material to show off the mods features and stuff?

    It's kinda hard to always visualise the stat changes.
  11. sycspysycspy

    sycspysycspy Active Member

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    Moddb maybe?
    igncom1 likes this.
  12. stuart98

    stuart98 Post Master General

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    For someone you can't make planetary annihilation mod pages on ModdDB. :\
  13. squishypon3

    squishypon3 Post Master General

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    Alright guys, not sure if Stuart's done anything with these yet, but I'm planning on doing an orbital rework, with new units and such, as orbital is much to stale at the moment. I also plan on doing some work with catalysts and the jigs on gas giants.
  14. squishypon3

    squishypon3 Post Master General

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    I planned on getting Zombiefan564 to, but he's a bit too busy. I want to make some sort of epic trailer for the mod at some point, showing off a bunch of the units and such. :D
    igncom1 likes this.
  15. stuart98

    stuart98 Post Master General

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    I'm working on revamping orbital. I can confirm that the next version of Statera will include the "Awesome Avengers" mod by @mered4 and @burntcustard, so expect orbital to be heavily improved.
  16. squishypon3

    squishypon3 Post Master General

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    I actually planned on my own approach to it, including a couple separate orbital units being added to add variaty. Harassment based orbital fighters, interceptors, etc...
  17. broadsideet

    broadsideet Active Member

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    IMO, Orbital should just be delegated for support roles. Not combat.
    It SHOULD have actually orbited planets (not be able to move to points, only change their orbit path) and supplied things like Intel, fab support, and Orbital-to-ground laser shots.

    I think that trying to make orbital combat interesting will be a bust. It should complement ground/naval/air combat rather than be an extra layer on it's own...
  18. squishypon3

    squishypon3 Post Master General

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    I sort of agree... But I'm pretty on the fence with it.
  19. stuart98

    stuart98 Post Master General

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    This was my own thinking and I planned to remove all orbital combat from the game entirely, but with gas giants we're basically forced to do something and leaving orbital combat as is was not an option.
    squishypon3 likes this.
  20. stuart98

    stuart98 Post Master General

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    In what might quite possibly be our largest release ever, we have released Statera version 1.0, making this the first balance mod to reach what we feel is a state of completion. We will of course continue making updates, but the gameplay should not change substantially from here on out and the unit roster is mostly final. We feel proud to have made this what it is today. It's so strange to think that a mere 112 days ago our mod didn't exist. We have come a long way in 3 and a half months and are very excited to see what the future will hold.

    Now, onto the changes.

    Commanders:
    Cost reduced to 6250 from 25000.
    Now properly explodes again.
    Health reduced to 12500 from 25000.

    Economy:

    T1 Energy Plant - Energy Plant:
    Cost reduced to 300 (From 450).
    Production reduced to 675 (From 1000).

    Factories:

    All Generalist Factories:
    Health reduced to 2000 from 4000.

    All Specialist Factories:
    Health reduced to 5000 from 20000.

    Air:

    T1 Bomber - Bumblebee:
    Can no longer bomb sea floor.

    T1 Gunship - Dragonfly:
    Can no longer fire missiles at ground or water layers.
    Can no longer fire cannon at air layer or sea floor.
    Now has a unique model.

    T2 Bomber - Hornet:
    Can no longer bomb sea floor.

    T2 Torpedo Bomber - Kingfisher:
    Cost reduced from 650 to 550.
    Damage increased to 950 from 450.

    Bots:

    T1 Assault Bot - Scamperer:
    Health increased to 160 from 120.

    T1 Artillery Bot - Stomper:
    Renamed to Smasher.
    Is now amphibious.
    Gains torpedos formerly owned by the now removed crasher rocket bot.
    Damage increased to 120 (from 80).

    T1 Amphibious Rocket Bot - Crasher:
    Removed.

    T1 Bomb Bot - Detonator:
    Now properly explodes on death again.
    On a related note, works properly again. Thanks for fixing the bug where they caused team splash damage Uber!

    T1 Anti-Anything Gatling Bot - Smasher:
    Renamed to Crasher.
    Should now be able to shoot directly above it.

    T1 Combat Fabrication Bot- Combat Fabrication Bot:
    Removed.

    T1 Economic Exploitment Fabber - Bot of Economic Exploitment Fabrication (BEEF):
    New unit.
    Uses old combat fab model.
    Amphibious.
    Can only make economic structures.
    More efficient than normal fabbers.
    More durable than normal fabbers.
    Can make both T1 and T2 economy.

    T2 Combat Fabrication Bot - Advanced Combat Fabrication Bot:
    Moved to T1
    Is now amphibious.
    Renamed to Bot of Assault Construction and Offensive Nanolathing (BACON).
    Damage per shot decreased to 20 (From 60); RoF increased to 4 times a second (From once every two seconds).
    Cost reduced to 450 from 800.
    Health increased to 800 from 300.
    Fabricates at 40 metal per second for 4500 energy.
    Fabricates most T1 and T2 defenses.

    T2 Sniper Bot - Hunter:
    Range increased to 160 (From 140).
    Should now be able to shoot directly above it at the orbital layer (With any luck).

    T2 Tactical Missile Bot - Clobberer:
    Ammo demand reduced to 2000 from 8000.
    Rate of fire is now once every 5 seconds from once every four.
    Now is able to attack while retreating.

    T2 Artillery Bot - Stomper:
    New unit.
    Uses model from removed crasher.
    Rapid fires 10 artillery shells within about 3 seconds.
    Takes 2 seconds per shell after burst attack.
    Shells have wide spread pattern.

    Vehicles:

    T1 Assault Tank - Radar Satellite:
    Rate of Fire increased to once every two seconds from once every 3.

    T1 Fast Attack Tank - Strider:
    No longer turns in place.

    T1 Mobile Wall - Vanguard:
    Name changed to Shielder by Foerest, winner of the Statera tourney.

    T2 Heavy Assault Tank - Obliterator:
    Cost reduced to 1000 from 1500.

    Naval:

    T1 Anti-Air Attack Boat - Sunfish:
    Vision increased to 145 from 120.
    Max range increased to 135 from 125.
    Damage increased to 65 from 25.
    Should now be able to shoot above it.

    T1 Destroyer - Bluebottle:
    Cost increased to 650 from 550.
    Damage per shot increased to 60 from 50.

    T1 Combat Fabrication Boat - Combat Fabrication Boat:
    Can now build several anti-naval and anti-air defenses.

    T2 Missile Ship - Stingray:
    Now has animations.

    Orbital:

    T1 Anti-Air and Anti-Orbital Satellite - Anchor:
    Max health reduced to 1500 from 4000.
    Projectiles now home in on aircraft.

    T1 Gas Mining Platform - Jig:
    Added to mod.
    Produces 10 metal per second and 9000 energy per second.
    Costs 2000 metal.
    Only so many can be built per gas giant.

    T1 Orbital Fabrication Bot - Orbital Fabrication Bot:
    Cost reduced to 300 from 500.
    Acceleration decreased; max speed increased.

    T2 Orbital Factory - Orbital Factory:
    Health reduced to 2000 from 20000.

    T1 Fighter - Avenger:
    Now exactly the same as it is in Awesome Avengers.
    Expect some tweaking on this within the next couple of weeks or so.

    T2 Inter-Planetary Transport - Astreaus:
    Moved to T1.

    T2 Orbital Bombardment Platform - SXX:
    Cost increased to 2500 from 1500.
    Health reduced to 500 from 1000.

    T1 Radar Satellite - ARKYDE:
    Cost reduced to 800 (From 1200).
    Health reduced to 500 from 2000.
    Acceleration reduced, max speed increased.

    T1 Camera Satellite - TORZYDE:
    Health reduced to 500 from 10000.
    Acceleration reduced, max speed inceased.

    T1 Orbital Solar Platform - Solar Array:
    Health reduced to 750 from 1000.
    No longer leaves wreckage upon death.

    Defenses:

    T1 Anti-Rush Turret - Light Laser Tower:
    Range increased to 115 from 105.

    T1 Anti-Air - Missile Offense Tower:
    Ammo per shot and ammo capacity reduced to 300.
    Build cost reduced to 600 (From 800).

    T1 Torpedo Launcher - Torpedo Launcher:
    Damage reduced to 60 from 80.

    T1 Mine - Mine:
    Now properly explodes again.

    T1 Anti-Orbital Cannon - Umbrella:
    Cost reduced to 500 from 1750.
    Damage reduced to 100 from 200.

    Miscellaneous:

    T2 Annihilaser Control Module - Catalyst:
    Added to mod.
    Cost set to 30000.
    Now takes more time to charge up before firing.
    Now rotates metal planet more slowly before firing.

    T2 Heavy Nuke - ISBM-96 Pacifier:
    Cost increased to 35000 from 25000.

    T2 Planetary Movement Engine - Halley:
    Cost increased to 30000 from 20000.

    I hope everyone enjoys the changes. If you have questions about something, think that you've found a potential balance issue, or think that you've found a bug please post below. Have fun with the largest and greatest balance mod out there!
    trialq, optimi and christer1966 like this.

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