Forged Alliance Forever Forged Alliance Forever Forums 2012-10-08T21:13:27+02:00 /feed.php?f=15&t=2020 2012-10-08T21:13:27+02:00 2012-10-08T21:13:27+02:00 /viewtopic.php?t=2020&p=21493#p21493 <![CDATA[Re: New version online (October 2012)]]> The problem here is that Nomads has more colors than FAF. You can pick for example color 18. It exists in Nomads but not in regular FAF games. This makes the lobby do weird. WIll be fixed in a next version.

Statistics: Posted by Brute51 — 08 Oct 2012, 21:13


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2012-10-07T22:41:23+02:00 2012-10-07T22:41:23+02:00 /viewtopic.php?t=2020&p=21453#p21453 <![CDATA[Re: New version online (October 2012)]]> Statistics: Posted by Softly — 07 Oct 2012, 22:41


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2012-10-07T22:31:40+02:00 2012-10-07T22:31:40+02:00 /viewtopic.php?t=2020&p=21451#p21451 <![CDATA[New version online (October 2012)]]>
Balance change log:

Build 34:
FAF custom changes:
ACU Veterancy:
Level1 = 20
Level2 = 40
Level3 = 60
Level4 = 90
Level5 = 120

Both Static shields :
ShieldRegenStartTime = 3,

SCU
buildtime = 21600 (from 12000)
buildpower = 30 for each arm (from 40)

T1 Bomber
Energy cost = 2250 (from 1400)

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Structures:
T1 and T2 fixed AA
now use a projectile with gravity off, so their "immobility" bug is fixed

T1 PD:
Damage = 30 (from 34)

T2 arty :
dottime = 3 (from 0.5) = the fire deals additional damage over 3 seconds instead of 0.5

T2 shield:
ShieldVerticalOffset = -3

T3 Shield:
ShieldVerticalOffset = -4

RailgunBoat:
For each weapon
Damage = 300 (from 200)
Rateoffire = 0.25 (from 0.4)

T3 Rocket artillery:
Bug with Aeon TMD fixed

Land Units:
ACU:
Orbital Bombardment upgrade:
MassCost = 1500 (from 2500)
Energy Cost = 75000 (from 100000)
Buildtime = 1500 (from 3000)
Range = 200 (from 120)
Each Missile deals 450 damages (from 300). Total = 4050 damages
Each missile gets DamageRadius = 5 (from 2).

T1 mobile aa / artillery
- artillery weapon:
damage = 25 (from 20)
Rate of Fire = 0.14 (from 0.20)
- AA weapon:
Damage = 15 (from 20)
AA weapon rate of fire = 1.2 (from 0.9)

T1 sniper tank:
All speeds = 2.3 (from 2.4)

T2 Mobile Missile Launcher
Rate Of Fire = 0.12 (from 0.13)
FiringRandomness = 0.8 (from 1)

T3 Super Heavy tank:
MaxAcceleration = 4 (from 1)
TurnFacingRate = 120, (from 90)
TurnRadius = 0, (from 5)
Plasma weapon range = 38 (from 35)

T3 mobile artillery:
Damage = 850 (from 1000)
Add line : DamageFriendly = true,
Now displays the target reticul that other artilleries have showing their AOE when using target ground.

SCU:
DamageRadius for default weapon = 1.2 (from 0).

Bullfrog:
2 AA weapons:
projectile = /projectiles/NParticleBlast1/NParticleBlast1_proj.bp (instead of dark matter)

Naval Units:
All Railgun units have a projectile that "eats torpedo" up to a value of 100 HP

Railgun boat:
Masscost = 1580 (from 1400)
Health = 2600 (from 2400)
Water vision radius = 45 (from 32)
For both weapons
Damage = 300 (from 200)
Rate of fire = 0.25 (from 0.45)

Destroyer
For both weapons
MaxRadius = 70 (from 80)
Damage= 30 (from 50)
DoTPulses = 7 (from 5)
DOTTIME = 3 (from 1)
Add line : InitialDamage = 125 (from 0)
Rate of fire = 0.3 (from 0.34)
Muzzle velocity = 35
DPS = 400 but if units move away from the burning fx, it's more 250-300 DPS

Cruiser:
AA weapon changed to look more like the Nomads SAM weapon:
Damage = 200 (from 275)
Muzzle salvo size = 4 (from 1)
Muzzle salvo delay = 0.1 (from 0)
Rate of fire = 0.65 (from 2)

Aircraft Carrier
Health = 18000 (from 20000)
MassCost = 4000 (from 3600)
AA Weapon type changed to the same as t2 static AA with these stats for each:
Damage = 20
DamageRadius = 1.5
Muzzle Velocity = 45
Projectile = /projectiles/NParticleBlast1/NParticleBlast1_proj.bp
RateofFire = 2

Air Units:
T3 Bomber:
Mass Cost = 1600 (from 1800)
Damage = 2000 (from 1800) (it deals 1200 damages frontloaded, then 800 over 3 seconds)
FiringTolerance = 6 from 3
Damage = 100 (from 200)
Dotpulses = 8
Dotime = 3 (from 1)
Initial Damage = 1200 (from 1000)

T3 Gunship:
Both Kinetic canons Damage = 250 (from 200)
DPS = 350
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Technical change log:

- Added a civilian truck and 2 variations of 1 civilian structure.
- Under water railgun projectiles collide and eat torpedoes. Also added slight target tracking to better hit.
- Added additional measures to prevent fusion missiles keep circling around a specific point.
- Additional code for tactical (artillery) missiles to handle Aeon TMD. No more weird behaviour of T3 rocket artillery rockets.
- Energy projectiles (Destroyer, T2 artillery) don't collide with torpedoes.
- AA unit weapons don't get stuck in the upright position.
- Increased energy projectile DOT values
- Changed shield Z offset to values by GPG to better be able to position structures under the shield.
- Mothership missile damage increased from 300 to 450.
- Cruiser fires 4 AA missiles per salvo instead of 1.
- Changed AA weapons on carrier to particle blaster (same as static T2 AA).
- Changed AA weapons on Bullfrog experimental to particle blaster.
- Attack reticle shown on T3 mobile artillery.
- Fixed potential bug where an T3 artillery gun does not have a master.
- Fixed potential bug for t1 tank buster where it doesn't have an exhaust animation or a ROF below 1.

Statistics: Posted by Brute51 — 07 Oct 2012, 22:31


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