Balanced Annihilation

Spring EngineGames

10.09
14
436 (3 today)


First you need to download the Spring engine to play this game.

Games for Spring are ".sd7" or ".sdz" files. To install this files move them into (Unix) ~/.spring/games
or (Windows) "My Documents\My Games\Spring\games".
Use the "Reload maps/games" option from the "Tools" menu in SpringLobby.

File Information

Title / Version Balanced Annihilation 10.09
License Freeware / Free
Filename ba-v10.09.sdz
Filesize 175.84 MB
Date 06/20/2018 - 19:03
Publisher / Author Floris (Uploaded by Floris)

Description

Global:
• Commander speed underwater decreases to 66% of it's value when depth > 47
• Flamethrowers dont spray as wide as before
• Nanos and Nano platforms self-d deal 140 damages instead of 480 damages to surrounding nanos.
• Nanoframes (unfinished units) will only get hit when its build over 10% (to prevent using new buildings as shield only)
• Global acceleration buff for ships (+100%)
• Depthcharges can only target "CANBEUW" or "UNDERWATER" categories (excluding floating structures and ships)
• Since newer engines now allow it, loading underwater units is now disallowed (for engineVersion > 104.0.1.327)

T1 ships:
• Reduced Construction Ships HP -15%
• Destroyers projectile speed +5%, restored full 360 degrees turret aim, sonar distance reduced to 375.
• Arm Destroyer +8% mcost, -9% ecost, + 3% speed/accel/brake
• Core Destroyer HP 4050 -> 3950 (reducing delta between arm and core destroyers health), +9% mcost
• Submarines + 10% ecost, -10% mcost
• Assult Frigates damages + 3%, turret turnspeed reduced -3%, reloadTime increased +4%, +30% e cost, +3% speed/accel/brake.
• Transport ship costs decreased to core 3700e/350m/6400bt and arm 3500e/350m/6500bt, hp decreased to arm 2900 and core 3000.
• Support Frigate becomes Depthcharge Frigate, range 400 -> 375, sonar 450 -> 400, maxvelocity -2.5%, -10% energy cost
• Corvettes +8% speed/accel/brake, +4% turn, +10% energy cost (+15% for armdecade)

T2 ships:
• Globally lighter ships with lower costs/health. https://github.com/Balanced-Annihilation/Balanced-Annihilation/commit/af...
• Cruiser: raids and close combats, depthcharge against submarines.
• Submarine Killer: long range fire support, low armor, cannot shoot behind, can reverse.
• AntiAir Ship: mobile antiair.
• Battleship: long ranged plasma ship, lacks range to effectively bombard land.
• Missile ship: cheap alternative to damage coastline, surface porcs and static buildings.
• Flagship: long ranged artillery like weaponry and shorter range heavy weapons, designed for land bombardment.
• Jammer Ship: mobile jammer, low cost, no sonar jamming.

Static defenses/utilitary/offenses:
• Arm/Core floating gun platform special damages towards "heavyunits" and air categories erased, projectile speed increased (+32%), can attempt to target aircrafts.
• Reverted the shield starting power change from 10.07 (starting power increased to 33% instead of 20%)
• New command "Set Priority" in anti air order menu, switch between targetting Fighters/Bombers/No priority. (To create a bind, use action name "setpriority")

Economy:
• Removed Passive energy/metal generation from T1/T2 Shipyards
• Lowered energy/metal storages for T1 shipyards (125->100)
• Underwater Moho Metal Extractors Buildtimes reduced 30% (approx 35000 -> 24000)
• Offshore mexes are now the default (and only) t1 sea mexes.
• Offshore mexes attempt to hide underwater when hit, therefore stopping the metal production for about 5 seconds.
• Reduced Construction Ships Energy/Metal production (15/0.115 -> 7/0.1) and increased Energy/Metal storages (15 -> 50)
• Increased Carriers EnergyMake from 250 to 300, decreased metalStorage from 1500 to 800

Factories and buildOptions:
• Erased T1/T2 Shipyards' radarsight
• Construction Hovercraft cannot be made from T1 shipyard
• Sea Combat Engineer cannot build Amphibious Lab, Hovercraft Platform, Dragon Eyes, Submarines
• Sea Combat Engineer builds floating flaks instead of rocket towers

Hovercrafts:
• Hovercraft can now be transported
• Construction Hovercraft buildpower 90 -> 140

Vehicles:
• Banisher missile blows up in the air after it is out of fuel
• Stumpy -3% speed / +3% turnrate
• Flash -1% speed / +2% turnrate
• Jeffy +2% turnrate
• Bulldog -2% speed
• Shellshocker -5% reloadtime
• Raider -2% speed / +3% turnrate
• Instigator -5% speed / +2% turnrate
• Weasel +2% turnrate
• Reaper -2% speed
• Wolverine -5% reloadtime

Air:
• Core Cutlass: HP reduced by 20% (1135 -> 905) and damages reduced by 15% (55 -> 47)
• Increased aircon bp (55 -> 60), decreased e cost (5000 -> 4500), decreased buildtime 10%

Other:
• Added awesome new AI tuned for BA: DAI
• mo_unba = "exponly" added to allow only the health/reload/power multipliers, no different weapon upgrades
• Added widget: "Dgun no ally", will make dgun not snap to own/ally units when near
• Added widget: "Attack no ally", will make attack command not snap to own/ally units when near
• Specific Unit Loader: Hold down Alt or Ctrl and give an area load order, centered on a unit of the type to load.
• Added more detailed weapon names
• Added group move widget: avoids giving single point move commands (splits units into a small area around command)
• Advplayerlist: system tooltip shows GPU memory usage (when availible)
• Various widget and gadget performance improvements
• Allow maps to make unit mutations

Visual:
• Crowned Commander for tourney winner (CONGRATULATIONS Raghna !)
• Added names for AI bots
• Unit Stats: shows when hovering over buildmenu unit and holding space
• Unit Stats: Hide range on selfd-death explosions stats (unrelevant, it's the AoE that is relevant)
• Unit Stats: Shows a small weapon description in place of the weaponType name.
• Added laser fadeout effect + tuned laser thickness to match their damages more
• Changed/added flamethower effect
• Added widget: Under contruction gfx: draws highlight for under construction units to help visibility
• Engine replacement trees are made to look smoother
• Engine replacement trees now are crushable as well
• Various script enhancements/fixes, models improvements
• UI bars and projectile glow is less blobby: fading faster, but slower gradual fadeout

Fixes:
• Fixed command "Area Mex" not being available for captured builders and Unbalanced Commanders and improved its mex placement script (uses mex snap's code)
• Fixed loading widgets from maps
• Fixed crawling bombs underwater detonation
• Fixed cloaking units underwater and cloaking/decloaking cancelling current queue.
• Fixed Console in scroll mode being glitchy when an ignored line is added.
• Unit Stats: Do not use (reloadTime + beamTime) but just (reloadTime) when calculating dps. (Fixes previous commit in v10.00)
• Fixed Set Target command giving away exact target position
• Disabled unit_shipyardcollisions.lua which poorly handled ships vs shipyards collisions
• mo_preventcombomb removed, (the prevent combomb gadget is already always enabled in last commander vs last commander situations)
• Fixed unit disticon having teamcoloring residue on the edges