[WIP] The Realm Community Balance Mod

Discussion in 'Work-In-Progress Mods' started by nanolathe, April 23, 2014.

  1. KNight

    KNight Post Master General

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    I think now I'll be forever known as the "Ant Guy"! xD Nothing says "Fun" like Surprise Ant Attacks! xD Also it's probably worth noting that we were specifically focusing on Land Combat.

    Mike
  2. cwarner7264

    cwarner7264 Moderator Alumni

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    Aha - looks like number 2 must have been the culprit for me. I shall remedy that when I get home tonight, thanks!
  3. Clopse

    Clopse Post Master General

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    Will try this build out tonight and stream if that's ok. Haven't checked the numbers but what damage, dps and new range does the Aa turret have. Reason I'm asking is that it is possible to force attack the ground with aa turrets to kill land units and this may make them quite strong.
  4. nanolathe

    nanolathe Post Master General

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    Basic AA turrets can't target the ground layer at the moment (not touched defensive structures so far). Also, as pointed out in the video/stream we haven't gone in and tweaked individual unit health just yet... we just doubled it. :p

    Please feel free to stream it and link it here. Just be aware that it's broken at the moment; a Frankenstein's monster of changes :D
    Last edited: June 3, 2014
  5. KNight

    KNight Post Master General

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    Yeah we purposely tried to stay away from air units during our initial testing because the changes sitar had focused primarily on land units first.

    Mike
  6. brianpurkiss

    brianpurkiss Post Master General

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    Just watched the video. Look awesome!

    I want to get in on this action!
  7. tatsujb

    tatsujb Post Master General

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    you guys manged to add more miss?? hooray!

    is target leading impossible in PA, though?
  8. ace63

    ace63 Post Master General

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    After watching a part of the stream (was getting too late for me to watch everything) and now the youtube video, I have to say you guys are really on to something.
    This is gonna be very interesting.
  9. Neumeusis

    Neumeusis Active Member

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    You guys are putting a lot of work in this !
    Thanks !

    But wouldn't it be wasted if Uber apply a strong rebalance patch themself ?
    Or you want to make it an "universal mod" that will stay independant from the current balance ?
  10. cwarner7264

    cwarner7264 Moderator Alumni

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    [​IMG]
    squishypon3 and tatsujb like this.
  11. Clopse

    Clopse Post Master General

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    Would appreciate a "how to install this for dummies" section in the op please.

    I downloaded a pa folder and and a modinfo.json file. May not me called modinfo.

    Does one go in the folder with stable and PTE builds or do I just merge the new files with the pa folder and stick the json somewhere?
  12. YourLocalMadSci

    YourLocalMadSci Well-Known Member

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    At the moment, because we havn't got a lot of stuff done yet, we haven't really advertised easy installation yet. The up to date installation is really only for those folks who are super excited about things, and want to give it a try before waiting for more polish.

    However, if people really do want to install the current latest version, the best bet is to go to the most recently updated branch on github (currently "land-balance"). Then:

    1. Hit the "download zip" button in the bottom corner.
    2. Extract the contents of the sub-folder "realm-rebalance-Land-Balance\src"
    3. Paste those into "[username]\AppData\Local\Uber Entertainment\Planetary Annihilation\server_mods\RCBM". You will need to create this directory
    4. Fire up PTE.

    Again, we want to stress that we are still very much in the early stages of this mod and we are deliberately not going to huge amounts of effort to make it easy to install, so that we don't get deluged with information. As we go forwards, expect much more convenient zips or mod-manager installations to arise as we roll things out when we are ready for them. However, anyone who wants to give it a download just to see what we are up to is more than welcome.
  13. Clopse

    Clopse Post Master General

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    Thanks very much. Totally understand the reasoning. Yeah I'm super interested in trying these and understand what I'm getting into. :D
    cwarner7264 likes this.
  14. tatsujb

    tatsujb Post Master General

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    MadSci has forgotten a tiny steps :
    first : de-activate all mods in PAMM as a security measure.

    i'll try to make a list of what mods are compatible with this
  15. cwarner7264

    cwarner7264 Moderator Alumni

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    I shouldn't trouble yourself with that just yet - not until we're much closer to having something releasable.
    tatsujb likes this.
  16. tatsujb

    tatsujb Post Master General

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    btw trying it out, would you mind humoring me in a match?
  17. cwarner7264

    cwarner7264 Moderator Alumni

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    When I get home from work tonight, sure. Add me on Steam (same as my Uber forums username <<---)
  18. tatsujb

    tatsujb Post Master General

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    added :) , 'xcept tonight I won't be available.
  19. cwarner7264

    cwarner7264 Moderator Alumni

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    Drat. We'll schedule something soon.
  20. Neumeusis

    Neumeusis Active Member

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    Altrough i higly respect the work and idea, i find it sad.
    You and Uber's people will do the same work at the same time.
    The modders have more brain power and hands to test things than the devs (and even more time in theory...), wouldn't it be better to try a lot of things then provide your results to the Balance team (with details on why the modifications) for them to be analyzed and possibly integrated ?
    Then make final adjustments if the balance pass made by Uber appears to be unsatisfactory ?
    Feel more right than a brute remplacement of all the already done work, and would certainly please the dev teams a lot, while giving you what you need !

    Edit : rephrasing. And Typos. Hate Typos. Die Typos. In Pain.

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