[REL][Server Mod] Statera Balance Mod

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

  1. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    v1.01 fixes some gunship related derps. Remember kids, test your mods before you release them!

    There may be some freeze bugs that snuck in. If you have any idea what causes them, please PM me or post below ASAP!
    christer1966 likes this.
  2. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    v1.0.2 fixes the derp that I didn't finish fixing.

    [​IMG]
    Raevn, trialq and christer1966 like this.
  3. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    v1.05 makes a few minor changes, some of which are balance and others are cosmetic.

    Dragonfly bottom engine effect should be in correct position.
    Dragonfly fire effect improved.
    Aeson commander no longer turns in place.
    Strider now makes wider turns.
    T1 torpedo launcher health reduced to 3000 from 3500.
    T2 torpedo launcher health reduced to 4000 from 9200.
    Icons for several T1 units improved; now look passably good.
    Mine no longer kills units in orbital layer upon death (lawl).
    Rocket Defense Tower health increased to 200 from 150.
    Catapult cost increased to 2500.
  4. twiex

    twiex New Member

    Messages:
    5
    Likes Received:
    6
    Allow me to just say: congrats on release.

    Congratulations on release/finished?-ness. I feel like it needed to be said. o3o
  5. squishypon3

    squishypon3 Post Master General

    Messages:
    7,971
    Likes Received:
    4,357
    Not sure if it's necessarily finished, like Uber, I plan on continuing development every once and a while, personally. A couple new units and such for types lacking, I'll definitely take a spin at bots once it's possible, I already have two more at the ready.

    Thanks for the congratulations though, much appreciated! :D
    Last edited: September 25, 2014
    christer1966 and stuart98 like this.
  6. squishypon3

    squishypon3 Post Master General

    Messages:
    7,971
    Likes Received:
    4,357
    Just wanted to say, I'm loving the wide turns for the strider, worked exactly as I pictured it, and it really gives the incentive that it's hovering.

    Now to wait for the api to have multiple movement types. :p
  7. twiex

    twiex New Member

    Messages:
    5
    Likes Received:
    6
    Personally, I'm sad that the release hasn't resulted in any tournaments, videos on youtube, or champagne that I'm aware of. x3
  8. squishypon3

    squishypon3 Post Master General

    Messages:
    7,971
    Likes Received:
    4,357
    Hmm.. I could see doing another tourney, a better organized one hopefully, haha. :p
    proeleert likes this.
  9. twiex

    twiex New Member

    Messages:
    5
    Likes Received:
    6
    Quick newb mod question: When I have the mod installed, what should the folders look like?The things I downloaded have folders inside folders and for some reason I don't understand the internet's explanations. D:
  10. squishypon3

    squishypon3 Post Master General

    Messages:
    7,971
    Likes Received:
    4,357
    If you're using PAMM it should have installed completely correctly, there's a number of folders.

    What server mods currently do with PA is they shadow the game. Basically we copy a folder within the actual game, a directory, or file and change it to our likings. This is then uploaded to the server to host. We need to shadow the ui so that our units appear in the build bar, their should be a share folder I think it's called, the contents of which have the ui. The other directory is where units and ammo and such is found. Pa/units/land is one such directory.
  11. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    Next version will include the following changes that are long overdue:

    Fixed colors on more icons.
    Smasher torpedo damage increased to 80 (from 60); now fires two torpedos instead of just one.
    AI builds BACON again. (AI brings home the bacon?)
    Anti-Nuke launcher cost increased to 12000 from 5000 (It's about dang time!)
    Obliterator is now transportable (Derp!)
    Seabass and Sunfish now transportable.
    Naval fabbers no longer leave wreckage.
    Astreaus can carry coms again (as well as a fifth unit).
    Teleporter can no longer be built by orbital fabbers (was useless and didn't make sense)
    All laser defenses can target air (Turn rates are slow enough that this will rarely be used).
    Nuke build bar fixed.
    Clobberer damage decreased to 450 (from 600); energy usage reduced.
    Wreckage health for all bots set to 2.5 (was 1.5).
    Peregrine cost reduced to 250 (was 400).
    Walls can now be built by BEEF, BACON, and the Combat Fabrication Boat.
    Rocket Defense range increased to 170 (from 160); description improved.

    This next one is very experimental:
    Uber cannons now one-shot everything and use up a lot more energy. Com-boxers be careful!
    Energy usage for uber cannon increased drastically.

    I've already updated our steam guide to reflect these changes.
  12. squishypon3

    squishypon3 Post Master General

    Messages:
    7,971
    Likes Received:
    4,357
    Okay due to the latest change to the commander everyone must, I repeat must bind the Uber cannon to the D key.

    <3
    stuart98 likes this.
  13. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    Which is actually what it binds to by default when last I checked.
  14. squishypon3

    squishypon3 Post Master General

    Messages:
    7,971
    Likes Received:
    4,357
    Actually I think it's "u"
  15. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    It was u, but they changed it to d.
  16. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    How does everyone feel about using scale PA on the next version of the mod?

    Scale PA will be set to 0.5. Commanders will not be included; all other units other than teleporters will.
    sycspysycspy and squishypon3 like this.
  17. optimi

    optimi Well-Known Member

    Messages:
    572
    Likes Received:
    652
    Sounds good, would fit with the playstyle of the mod :)
    squishypon3 likes this.
  18. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    Here, Strawpoll: http://strawpoll.me/2755132


    Do not use the following commanders in the current version of Statera. If you do, bad things will happen:
    Imperial Able, Quad Calyx, Imperial Kapowaz, Imperial Chronoblip, Imperial Gnugfur, Quad Twoboots, Raptor Iwmiked. I'll try and get a fix for this out "soon".
  19. squishypon3

    squishypon3 Post Master General

    Messages:
    7,971
    Likes Received:
    4,357
    I agree, though I'm a tad bit afraid units will turn out being too slow.

    Then again all you'd have to do is play on smaller planets. :p
  20. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    Scale PA won't affect unit speed.

Share This Page