I've already noticed a bunch of things wrong with v1.4 (most notably Giant Booms should not be able to build teleporters!), so will be doing a v1.4.1 tonight. Hopefully, some people can join me for games right now, in the PTE, to test v1.4.1, and give me feedback I might be able to squeeze in some changes for in v1.4.1 as well. Edit: Too slow! But v1.4.1 is up on PAMM now, with the teleporter build option removed from the Giant Boom, and a bunch of unit description improvements.
Right now in v1.4.1 there's a broken commander that can't build anything. I've fixed that in the next version, and I'm working on trying to balance a flamethrower defense tower and get it firing nicely:
Double barrel flamethrowers? Triple? Also, just a visual effect request. Try add Code: "crater_scale": 0.2, "crater_radius": 1, Or whatever scale fits to the big boombot death nuke explosion ammo file
v1.5 is on PAMM! Updates: Uber cannon cost increased: 2500/s for 6 seconds -> 4000/s for 5 seconds. Added support for new commanders. Fixed T2 fabbers not being able to build T2 factories. AI improvements. Flamethrower defence towers! Reminder: Mini Mods Mayhem tournament going on today! You should sign up, even if it's just to play Boom Bot Wars! (You should play the other rounds too, but clearly they won't be as fun ). I'll be talking about the mod at some point during the livestream in some sort of interview, so that would be a good opportunity for people to ask questions, make suggestions, and scream about how OP the flamethrower towers are.
Flamethrowers + mines are unbeatable until t2. I don't know if that is what you want, but that is just what I found in the 10 player FFA after the tournament.
Yeah that is a good point about using the commander. What I meant is when you have turrets behind a line of mines where they have to attack that point. Maybe the attacks weren't done properly but that is what I found. But it is just a minor issue and doesn't matter that much.
hi dude i could use some help in modding my Planetary Annihilation. I need some help with boom bots. Is it possible to change their exploding death animation or radius of their AoE explosion?
All you have to do is edit the ammo for the boom bot's weapon tool. There's parameters called "splash_radius" and then you can change the death effect spec to something else.
Oh yeah! Fixed for next release (which should be soonish because need to update for commanders and add unit cannon). Everything still works even with the extra } though, so nothing to worry about
More-or-less works. Working on update for balance / parity with vanilla / bug fixes (why wont the giant booms go through the teleporter?!) / fixing AI / adding flying booms and AA. I want to persuade people to do a skin for the flying boom and (if possible) a fancy 6-legged AA unit made from the base of the boom bot, but I'm lazy so haven't requested it yet. If @stuart98 wants to spam names do draw attention to this I'd be okay with it. An up to date version of the mod is available on GitHub if anyone wants to fiddle.
@zx0 @nicb1 @KillerKiwiJuice @mgmetal13 Did you figure out why the giant booms wouldn't go through the teleporters?
I have no idea why some units go through teleporters and others don't. Although the chance of a unit being unable to go through seems to increase x^10 times as unit size increases :3 The giant ant doesn't go through teles in ant4lyf for example. I usually don't like tagging devs (they're busy), but I do wonder if @Sorian has any idea why this is an issue. It's probably some kind of path finding thing.
Some units (factories, teleporter) hav nav mesh. Apparently if unit is too big/nav mesh too small, unit will be pushed out of the factory. Maybe that's the same case with teleporter, idk.