[REL][Server Mod] Statera Balance Mod

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

  1. wondible

    wondible Post Master General

    Messages:
    3,315
    Likes Received:
    2,089
    That's the version UberLauncher shows.
  2. squishypon3

    squishypon3 Post Master General

    Messages:
    7,971
    Likes Received:
    4,357
    Yeah, it may be my mod breaking the game for some reason. I can't figure out why though. May need to just recreate the folder and do it again, didn't do much thankfully.

    Edit: Alright, this finally works. Had quite a bit of fun replacing the commander with the avatar commander. :D
    Last edited: June 2, 2014
    thetrophysystem likes this.
  3. squishypon3

    squishypon3 Post Master General

    Messages:
    7,971
    Likes Received:
    4,357
    Okay adding in an experimental testing build to the main post so people can muck around with some of the stuff... Commander given is the Avatar so you might want to disable AI eco because otherwise it'll build things like no tomorrow.

    ChangeLog:
    • Given separate roles to all turrets: Single is sniper, double is all round, and triple is rapid fire low alpha.
    • (Hopefully) added in a hover tank to t1 tank fac, I'd really appreciate conformation as I can't test it. (It'll have no icon.)
    • Avatar is base comm for the moment (for testing purposes)
    • T1 Bot AA now uses a modified dox weapon, it fires up into the sky with high damage shells.
    • T2 Fighter now has wide AOE with low damage, decently slow movement speed and slow acceleration. Range is also limited. (may change range later.)
    • (There might be more that I'm forgetting...)
    Please Note: This is a development test build, I really just want to test out if the hover tanks shows up... and felt like people might want to play around with some of the stuff.

    Attached Files:

    stuart98 likes this.
  4. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    Shouldwe get a git repo up?
  5. squishypon3

    squishypon3 Post Master General

    Messages:
    7,971
    Likes Received:
    4,357
    I was using Tortoise SVN with Zombiefan564, we could commit then download without needing to upload the files anywhere nor download said files from anywhere, they just updated whenever we hit commit... It's a confusing process though. You could set up a git repo if you'd like to simplify things.
  6. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
  7. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    Version 0.2.0 has been released.

    We are still experimenting with many things. Much of the game is still unbalanced.

    The new name, Statera, means balance in latin.
  8. Mereth

    Mereth Active Member

    Messages:
    330
    Likes Received:
    164
    Please, don't store releases in the git repository, use tags instead.
  9. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    Updated to version 0.2.1. What's new? Shotguns!

    Slammer is now a shotgun bot.

    Also, this mod is BradNicholson approved.
    Last edited: June 10, 2014
  10. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    0.2.2 Includes some small balance changes to the previously unbalanced T2 veh.

    Play around with this please. We need your feedback!
  11. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    0.2.5

    Fixed some broken stuff, made a first pass at T2 fac balance. Added a new amphibious bot.
  12. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    Updated to 0.2.9

    Fixed a bug with the combat fabrication boat, did a quick and dirty balance pass to T2 buildings, messed with other balance things.
    PeggleFrank likes this.
  13. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    Version 0.2.91 fixes a few issues with 0.2.9, notably nukes doing too much damage, battleships being OP, and peregrines not shooting.
    PeggleFrank likes this.
  14. squishypon3

    squishypon3 Post Master General

    Messages:
    7,971
    Likes Received:
    4,357
    Nukes didn't do too much damage? o.o

    Three to take out a comm.
  15. nuketf

    nuketf Active Member

    Messages:
    702
    Likes Received:
    130
    hey squishypon3 where you able to rig the WWII models?
  16. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    I nerfed their cost to make them more accessible and meant to reduce their damage down to about 1/3 of its former amount. Evidently I forgot to change enough numbers.
  17. squishypon3

    squishypon3 Post Master General

    Messages:
    7,971
    Likes Received:
    4,357
    I really don't know if you should do that honestly. It already takes two to take out an advanced factory.

    Edit: Like I said we shouldn't nerf the nuke that hard, it'd make more sense to just make a separate missile for lower damage higher aoe.
  18. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    The way I see it:

    Halley: Complete area destruction.
    Nuke: Army destruction.
    Precision: Structure Destruction

    Might change this, or just add in a few types of nukes.

    Going to buff the precision missile a bit. Armor types mean that we can buff them vs structures without compromising them vs coms.
  19. brianpurkiss

    brianpurkiss Post Master General

    Messages:
    7,879
    Likes Received:
    7,438
    Statera Balance Mod Gameplay!

  20. nanolathe

    nanolathe Post Master General

    Messages:
    3,839
    Likes Received:
    1,887
    Why is nobody raiding?

    10:00 mins into the game and there's a complete lack of interaction between players.
    stuart98 likes this.

Share This Page