Statera Playtest again, enable mods in browser if you'd like to join.

Discussion in 'Planetary Annihilation General Discussion' started by squishypon3, June 10, 2014.

  1. squishypon3

    squishypon3 Post Master General

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    Hello, hosting a little PTE build match with the new Balance mod I and a couple others have been working on as of late, anyone willing to play should join to have a little fun with slightly broken, and a bunch of new, units! :D

    It's fun I swear. ;)

    Edit: Oh and if anyone's wondering, I believe statera means balance in latin. :D
    Last edited: June 10, 2014
  2. squishypon3

    squishypon3 Post Master General

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    17 views and not one comment, when Brad did this it worked fine!

    Then again Brad wasn't working with a new balance mod, nor PTE, nor at like 4am... Oh well.. ;)
    PeggleFrank and thetrophysystem like this.
  3. popededi

    popededi Well-Known Member

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    Do this next weekend and I might join you, but be preared, I'm lame. :)
  4. squishypon3

    squishypon3 Post Master General

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    No problem, I actually chose a horrible time to attempt this, everyone's asleep. :D

    Though I may try again tonight, when more people are on. It really is quite a bit of fun, though pretty unbalanced in some aspects, it also adds quite a few units. ;)
  5. nanolathe

    nanolathe Post Master General

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    Care to provide a list of broad changes?
  6. squishypon3

    squishypon3 Post Master General

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    Mind waiting a couple hours? I'm pretty tired and don't have the best memory in the first place, some I can think of now though are:
    • Doubled health of all units.
    • T1 tank slowed to speed 8, turn rate slower as well.
    • Added t1 hover tank, the Strider. It's similar to the Flash from TA
    • Added T1 general purpose anti-land and anti-air gunship.
    • Added T1 missile platform, it's the T1 nuke equivalent, about 8 to take out a comm. One for any t1 building.
    • Added a few extra T1 bots to the game, including changing the new Grenadier model to be used for a getting gun bot.
    • Added stomper and another bot. One kind of conflicts with sniper atm though.
    • Added amphibious tank, meant for fast ambushes.
    • Skitter is similar to the jeffy
    • T1 bot aa is now pot shot aa, and it fires bullets towards the air.
    • T1 veh aa can now shoot land targets (may change this )
    • T1 scout boat now has general purpose gun, can fire at other ships and air I believe.
    • T1 aa ship now in t2
    • T2 missile ship lost its aa capabilities (may change this a bit, give more ships pot shot aa)
    • Added some AOE to the Comm. (Uber Cannon)
    • Economy changes I think, Stuart started with a factory so I imagine so.
    • T2 fighter is now a riot fighter, low alpha, high aoe, damage.
    • Will later change more prices.
    • Maybe more stuff I can't remember
    Actually this might be most of them... but I still might be missing some.
    Last edited: June 10, 2014
  7. popededi

    popededi Well-Known Member

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    Sounds good, let's play a bit over the weekend. Add me on steam for the purpose of being in touch, and I have the launcher with the PTE ready to go.
  8. thetrophysystem

    thetrophysystem Post Master General

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    I am about to do some naval. If allowed, I will make the naval a standalone option to obtain. Also, the former weren't all the changes, no durastic eco shift, but non upgrade t2 and no upgrade eco and several unit variants are the broad pillars of the mod. Oh a smaller thing is radar ranges are reduced, did you know vanilla t1 radar has t2 artillery range, and t2 radar has 80% the coverage of a 450 planet?

    that being said, some naval things I want to try:
    -a basic naval factory, then a t2 ship factory and t2 amphibious bot factory.
    -basic ship fabber becomes as efficient as bot fabber, fast as bot fabber, and longer build range for shoreline.
    -basic ship will have its long cannons, but will get tank range machineguns for close range ship and for defense AA.
    -basic scout will get seeking missiles for longer range more reliable AA as well as scouting raiding harassing and flanking.
    -advanced naval fabber also longer build range
    -advanced leviathan given 2 machineguns, one on each tip, left as slow as is, given a much healthier health.
    -advanced stingray pretty much left alone
    -advanced narwahl has a few short range weapons while having reliable AA
    -plans for an advanced aircraft carrier with a unique unit system, if I get it working Uber themselves better put it in the game.
    -advanced amphibious bot fabber will be less efficient than air fabber but amphibious and can only build t1 stuff.
    -amphibious booms, cost more but just as fast and deadly
    -slammer
    -amphibious combat fabber, high repair but point blank range only.
    -the tank factory should have an amphibious tank I believe.
    Last edited: June 10, 2014
  9. spainardslayer

    spainardslayer Well-Known Member

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    I'm not sure what time zone you live in but I'm in PST and I don't have much to do for a while. Send me a message for when you are testing again and I will probably be able to join.
  10. brianpurkiss

    brianpurkiss Post Master General

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    Sounds like some pretty drastic changes throughout all this.

    I'll definitely have to give it a try sometime. Probably won't have time to do so today. Gotta make progress on a client job.
  11. stuart98

    stuart98 Post Master General

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    A few things he forgot:

    Slammer is now a shotgun bot.
    Fighter missiles are less effective and air units in general have had a speed nerf.
    Dox damage doubled.
    Spinner speed nerfed to 7.
    Inferno moved to T2. (May change this)
    Decreased advanced cost.
    Nerfed advanced units except for Gil-E, which needs a rework (On my todo list)
    Gave destroyer torp launcher
    Nerfed destroyer weapon power.
    Nerfed T2 mex output.
    Increased T2 PGen health, increased cost.
    Decreased T1 PGen cost, increased output slightly.
    Decreased T1 vehicle factory power usage.
    Increased T1 mex cost.
    Doubled commander storage.
    Added multi-unit transport (Does not use area load or sequential load commands properly)
    Moved pelican to T1
    Added megabot (Lacks weapons so just wastes metal ATM, not sure if he'll be in the final version of this mod)
    Nerfed orbital and deepspace radar. (Now provides radar instead of vision for celestial view)
    Regular com cannon shoots slower but does more damage with small AoE. More range.

    Stomper is a renamed grenadier using the old model.
    Last edited: June 10, 2014
  12. stuart98

    stuart98 Post Master General

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    Y U NO COME
    Last edited: June 10, 2014
  13. squishypon3

    squishypon3 Post Master General

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    Would you still be up for that game of PTE? I might get one up in a little bit.

    (Hopefully we can get more players)
  14. spainardslayer

    spainardslayer Well-Known Member

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    Yeah, I just have to update first.
  15. squishypon3

    squishypon3 Post Master General

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    Alright, sorry I was out, my internet died for a bit due to storms. :l
  16. spainardslayer

    spainardslayer Well-Known Member

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  17. squishypon3

    squishypon3 Post Master General

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    Yep I have steam MarshmallowVinyl you'll find me! :D
  18. stuart98

    stuart98 Post Master General

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    Got a 4 player FFA open with it right now if anyone wants to join.
  19. stuart98

    stuart98 Post Master General

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    Squishy's returned!
  20. spainardslayer

    spainardslayer Well-Known Member

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    Do I need to actually download the mod somewhere? It says Login Accepted, but doesn't get past that.

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