[REL][Server Mod] Statera Balance Mod

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

  1. stuart98

    stuart98 Post Master General

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    Derped up the filename, derpy me. Fixed.
  2. stuart98

    stuart98 Post Master General

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    Updated to 0.4.1!

    Fixed assorted issues with 0.4.0.

    Notable:
    Boom renamed to Boomer to fit name conventions. Health lowered from 100 to 60.
    Crasher missile speed increased from 40 to 50, damage increased from 160 to 245.
    Leveler turret turn rate increased slightly.
    Energy plant cost increased by 100, energy production increased by 325. Health decreased by 50.
    Stomper should be working again. No matter what I do, it either aims too low, too high, or doesn't aim at all (What happened here). Ideally it should go over walls but the projectile should take no more than 1.5 seconds to hit its target.
    Sunfish and Seabass speed increased from 10 to 12.
    Last edited: July 10, 2014
  3. trialq

    trialq Post Master General

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    The mod now has a page here: Statera balance mod

    I copied the description from the OP for now, and the changelog is a little rough. Can you get together some representative media of the game (images or video) in its current state that I can add to the page please? I would add the existing videos, but I don't know if they're new enough to be representative. In particular, images representing things that differentiate the balance from vanilla, that are certain to stick around, would be great (saves constantly updating the page). I would get them myself, but I don't have an intimate knowledge with the mod, so don't know what is representative, and what will stick around.
  4. RazrWolf

    RazrWolf New Member

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    Been messing with the mod a little, and the Lobber seems unable to attack targets at range. It will expend the shot and recharge but the shot doesn't actually fire out of the end. It seems to function at short range.
  5. stuart98

    stuart98 Post Master General

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    I'll increase the max velocity a bit.
  6. stuart98

    stuart98 Post Master General

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    I'm just going to stick this here:
    [​IMG]

    Screen courtesy of Burntcustard.
    broadsideet and ace63 like this.
  7. christer1966

    christer1966 Member

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    I played a game against the AI just now and i was unable to us transports of any kind to pick up any of my units. Not sure if this is related to the mod or the current build but i thought it would be worth mentioning.
  8. squishypon3

    squishypon3 Post Master General

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    Of /any/ kind? Are you sure?.. that's odd, I know hover tank can't because we hadn't put it in yet, the commander can't be picked up by the basic transport as its too heavy (takes of five slots of the t2 transport)

    We'll have to go check it out! Also for future games, this isn't the best with ai yet, as it hasn't been taught to use our units at all. :p
    christer1966 likes this.
  9. stuart98

    stuart98 Post Master General

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    Vanguards are broken. I wasn't aware that pels were though...
    squishypon3 and christer1966 like this.
  10. squishypon3

    squishypon3 Post Master General

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    Stuart I'm having an odd problem with the new bomber, it seems to be crashing my game.

    Either that, or my computer sucks and just happened to work (Finally) after disabling the mod. :p

    (Like I can't even get into the game without my PA crashing, I get to the lobby, load planet, then try... nuthin, even after multiple rejoins.)
  11. stuart98

    stuart98 Post Master General

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    Could you upload everything to github?
  12. squishypon3

    squishypon3 Post Master General

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    By they way, to anyone interested, I'm working on a new bomber, thinking of making it a naval bomber.

    Here's what will hopefully be in soon:

    NavalBomberFinishedPic.PNG

    Edit: At the moment it's about the size of the T2 bomber, I might down size it to be about the size of t1 fighter or t2 fighter... or just some random in-betweener. :p
    Last edited: July 15, 2014
  13. squishypon3

    squishypon3 Post Master General

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    Sure thing!
  14. archmagecarn

    archmagecarn Active Member

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    Is it going to be T1 or T2?
  15. squishypon3

    squishypon3 Post Master General

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    I'm not entirely sure, maybe T2, what would be your suggestion?
  16. archmagecarn

    archmagecarn Active Member

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    I think T2 if it's going to be specifically an anti-naval bomber; that's the sort of specialization I feel T2 was designed for.
  17. squishypon3

    squishypon3 Post Master General

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    True, that's what I was thinking. Advanced it is! :D
  18. archmagecarn

    archmagecarn Active Member

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    In that case, leaving it Hornet-sized would probably be for the best.
  19. squishypon3

    squishypon3 Post Master General

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    Wing span wise it's about the same size, but the tail does go a bit further back than the Hornet's does.
  20. squishypon3

    squishypon3 Post Master General

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    Okay so I was pretty satisfied with where I was, but after some thought I decided it didn't have enough random useless triangles/squares (The PA's aesthetic it seems. :p )

    So here we go! (With comparison to T2 bomber)

    BombersCompare.PNG BombersCompare2.PNG BomberCloseUp.PNG

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