I vaguely remember there being a thread at one point or another stating how you could disable the simspeed regulator on FA so that the game would remain at real-time speed at the cost of FPS. I cannot, however, seem to find it.
Any help here would be appreciated.
And I run everything on maximum graphics with near-perfect FPS anyhoo, so I'll just tone them down a notch or two if it gets bad.|||viewtopic.php?f=2&t=39740
the trick to finding it was that it was never in Mod Talk - was in SupCom GD instead.|||BulletMagnet|||I used to experience some really bad Sim Speed slowdowns.
There are three important steps you need to take in order to fix this problem:
1) Install the Sim Speed Regulator Remover and patch your exe. This will not directly affect Sim Speed, but it will allow you to keep a constant Sim Speed (for the most part), albeit with lower frame rates.
2) Install Sorian AI 2.0 or greater, there have been some recent changes made that give a massive Sim Speed boost, I've noticed increases as great as +4 or +5, meaning that when I used to eventually get to -4/-5 during the course of a game, now it'll be at 0/-1 instead!
3) Install the Core Maximizer, I've noticed a slight performance boost with this, but you could probably do without it. If you have a quad core however, the benefits increase.
I play with AIs and some of my friends over LAN, and we all have these enhancements. We rarely get negative Sim Speed nowadays.
Of course, another thing that really helps is just have a high-end computer, with a 64-bit OS and 3GB+ of RAM.
Happy Hunting! :)|||You forgot about Duncane's AI fixes. They can be run alongside Sorian's and will provide additional boosts.|||X-Cubed|||yes although they change the rush ai, and it changes the beheaviour of the sorian ai too.|||Duncane's fixes affect the stock AIs and Sorian's AIs. Duncane did not to my knowledge make any AIs of his own other than the null and fortress AIs.|||he made a swarm ai, notech ai and made land air and naval ai which replace the standard rush ai's. the only problem with his mod is that some of his changes bleed over to other ai's and make them behave different.
Monday, April 23, 2012
FA: Campaign Cheat Enabler
I did some searching around and found a way to enable cheats in Forged Alliance Campaign, but it stated that I needed a file in my gamedata folder called 'game.prefs', I could not find this.
I was wondering whether anyone might be able to help me with this.
Thanks a bunch :)|||The path is User/appdata/local/gas powered games/gpgnet/supreme commander forged alliance.|||The above post is correct. This is not the gamedata folder however, thats a different folder altogether.
Remember you will need to show all hidden files and folders to be able to see the app data folder, at the location given by the previous post.
Also, make a backup of the file before editing it.
Any probs just ask.|||How to enable cheats? plz tell me =D|||Ok, I know that theres different paths to it all, but I know how to get to game data and stuff, but I was told to find a file called 'game.prefs' i just need to know the title of the folder (or document) in which this can be found, thankyou|||well i'm running windows 7, so its probably a bit different...
C:\Users\<%USERNAME%>\AppData\Local\Gas Powered Games\Supreme Commander Forged Alliance
(also, AppData is hidden so you'll need to turn on "Show Hidden Files" somewhere in control panel)|||the86th|||It's not in the gpgnet folder, just the Gas Powered Games folder.|||AGENT X506
I was wondering whether anyone might be able to help me with this.
Thanks a bunch :)|||The path is User/appdata/local/gas powered games/gpgnet/supreme commander forged alliance.|||The above post is correct. This is not the gamedata folder however, thats a different folder altogether.
Remember you will need to show all hidden files and folders to be able to see the app data folder, at the location given by the previous post.
Also, make a backup of the file before editing it.
Any probs just ask.|||How to enable cheats? plz tell me =D|||Ok, I know that theres different paths to it all, but I know how to get to game data and stuff, but I was told to find a file called 'game.prefs' i just need to know the title of the folder (or document) in which this can be found, thankyou|||well i'm running windows 7, so its probably a bit different...
C:\Users\<%USERNAME%>\AppData\Local\Gas Powered Games\Supreme Commander Forged Alliance
(also, AppData is hidden so you'll need to turn on "Show Hidden Files" somewhere in control panel)|||the86th|||It's not in the gpgnet folder, just the Gas Powered Games folder.|||AGENT X506
Enable cheating in Forged Alliance Campaign (Complete)
I know most people already know how, but this is for those who don't.
(p.s, if this is in wrong thread, someone please notify me)
First, go to My Computer, hit Tools->Folder Options->View->Show Hidden Folders
Tick to show hidden folders then apply.
Second, go back to My Computer, open your C:Hard drive ->Documents and Settings->(user)->Local Settings->Application Data->GasPoweredGames->SupremeCommanderForgedAlliance->Game.Prefs
It's easiest if you open the game.prefs file with notepad or wordpad or a similar text processor.
Third, you will see at the top profile = {
now this is important, above that you enter (or copy)
debug = {
enable_debug_facilities = true
}
You can now use the normal codes availabe in Skirmish or Multiplayer, in Campaign.
Chillboy|||Whats this? How to cheat in the Campaign?
Lmao, If you know how to play the game, You wouldnt need cheats =p
Just my opinion XD|||brandon007|||Actually, it's just something for fun, rather then need. And also when a quantum riff is pumping T3's and experimentals at you, it's nice to have a backup, just in case...
(p.s, if this is in wrong thread, someone please notify me)
First, go to My Computer, hit Tools->Folder Options->View->Show Hidden Folders
Tick to show hidden folders then apply.
Second, go back to My Computer, open your C:Hard drive ->Documents and Settings->(user)->Local Settings->Application Data->GasPoweredGames->SupremeCommanderForgedAlliance->Game.Prefs
It's easiest if you open the game.prefs file with notepad or wordpad or a similar text processor.
Third, you will see at the top profile = {
now this is important, above that you enter (or copy)
debug = {
enable_debug_facilities = true
}
You can now use the normal codes availabe in Skirmish or Multiplayer, in Campaign.
Chillboy|||Whats this? How to cheat in the Campaign?
Lmao, If you know how to play the game, You wouldnt need cheats =p
Just my opinion XD|||brandon007|||Actually, it's just something for fun, rather then need. And also when a quantum riff is pumping T3's and experimentals at you, it's nice to have a backup, just in case...
[REL] Dark Abyss - GPGnet Client Skin v .1
GPGnet is supposedly skinnable in a later release. I've jumped the gun and skinned it anyway.
This is a very early release and many parts aren't polished/looks ugly.
Installation instructions:
Browse to THQ/Gas Powered Games/GPGnet/skins.
*RENAME* default to something like default2
Unzip the .rar file's content into the skins folder, make sure you do not overwrite anything.
Enjoy the skin.
If you want to change back, get rid of the current default folder, and rename default2 to default.
*KNOWN BUGS*
Some reason GPGnet crashes when you go into world map. Probably due to sizing problem.
Here's the download
http://www.sendspace.com/file/3i3u2l|||It almost feels like theres something missing in your post :)|||I feel the same way, but for the life of me, I can't figure out what could be missing from a release. . . He's got the obligatory warning, and the description. . .
Just teasing Wanky, looking forward to trying it out as soon as ya put up the URL.|||LOL. How silly of me. Sorry when I typed the post I was looking for a hosting service to put the file there. Then my gf called me and the rest is history.
Anyways, here's a picture (kinda psoted in the general forum by accident)
When I find a web host I'll host the files.|||Fileuniverse.com or sendspace.com would work.|||Here's the link:
http://www.sendspace.com/file/3i3u2l|||wankey|||Oh Wankey, mine DID NOT crash when i used the world map, it just looked like the normal, fine world map.
Plainly, your skin is a bit iffy about what resolution the user is using, since we both had different issues, that one that I showed you yesterday.|||Hi,
here a skin based on your very good job wankey.
Unfortunately i had not (and have not, the download link is dead) your original skin, just the screenshot found here
and i founded this topic too late.
So the link for the skin i made: http://supremecommander.filefront.com/file/black_skin;107183.
you can find the animated version of this skin here:http://forums.gaspowered.com/viewtopic.php?t=33630&highlight=black+skin
And I give you a diferent way to install the skin:
We can actually install multiple skins without overwrite the default skin folder.
In first lookking it seems impossible because there is a bug. And it works without restart gpgnet:
Instead of overwrite the default directory, unzip files in a directory you created on the skin directory (for example "black V2")
EDIT: problem found: GPGNET should be closed while unzipping the files.
Then launch gpgnet and go on something like (I don't know exactly because i have the french version of gpgnet):
tools --> options -->
style application --> Miscellaneous --> skin's name
Type the name of the subfolder of your skin in it (for example "black V2") and press the enter key. DO NOT CLICK ON "OK" OR "APPLY" BUTTONS, SIMPLY CLOSE THE OPTION BOX with the UP RIGHT CROSS or with the CANCEL BUTTON.|||Just wish to say that I'm using the US version and it works as you've described. Loving it so far! Thank you!|||*Cough*necro*cough*|||Well I would love the skin, but I can't navigate that French site.|||DeadMG|||DeadMG|||Screen-shot and download link updated.
The skin is now available on supremecommander.filefront.com: http://supremecommander.filefront.com/file/black_skin;107183
Here is the topic for he animated version: http://forums.gaspowered.com/viewtopic.php?t=33630&start=0&postdays=0|||Screenshot re-loaded again.
This is a very early release and many parts aren't polished/looks ugly.
Installation instructions:
Browse to THQ/Gas Powered Games/GPGnet/skins.
*RENAME* default to something like default2
Unzip the .rar file's content into the skins folder, make sure you do not overwrite anything.
Enjoy the skin.
If you want to change back, get rid of the current default folder, and rename default2 to default.
*KNOWN BUGS*
Some reason GPGnet crashes when you go into world map. Probably due to sizing problem.
Here's the download
http://www.sendspace.com/file/3i3u2l|||It almost feels like theres something missing in your post :)|||I feel the same way, but for the life of me, I can't figure out what could be missing from a release. . . He's got the obligatory warning, and the description. . .
Just teasing Wanky, looking forward to trying it out as soon as ya put up the URL.|||LOL. How silly of me. Sorry when I typed the post I was looking for a hosting service to put the file there. Then my gf called me and the rest is history.
Anyways, here's a picture (kinda psoted in the general forum by accident)
When I find a web host I'll host the files.|||Fileuniverse.com or sendspace.com would work.|||Here's the link:
http://www.sendspace.com/file/3i3u2l|||wankey|||Oh Wankey, mine DID NOT crash when i used the world map, it just looked like the normal, fine world map.
Plainly, your skin is a bit iffy about what resolution the user is using, since we both had different issues, that one that I showed you yesterday.|||Hi,
here a skin based on your very good job wankey.
Unfortunately i had not (and have not, the download link is dead) your original skin, just the screenshot found here
and i founded this topic too late.
So the link for the skin i made: http://supremecommander.filefront.com/file/black_skin;107183.
you can find the animated version of this skin here:http://forums.gaspowered.com/viewtopic.php?t=33630&highlight=black+skin
And I give you a diferent way to install the skin:
We can actually install multiple skins without overwrite the default skin folder.
In first lookking it seems impossible because there is a bug. And it works without restart gpgnet:
Instead of overwrite the default directory, unzip files in a directory you created on the skin directory (for example "black V2")
EDIT: problem found: GPGNET should be closed while unzipping the files.
Then launch gpgnet and go on something like (I don't know exactly because i have the french version of gpgnet):
tools --> options -->
style application --> Miscellaneous --> skin's name
Type the name of the subfolder of your skin in it (for example "black V2") and press the enter key. DO NOT CLICK ON "OK" OR "APPLY" BUTTONS, SIMPLY CLOSE THE OPTION BOX with the UP RIGHT CROSS or with the CANCEL BUTTON.|||Just wish to say that I'm using the US version and it works as you've described. Loving it so far! Thank you!|||*Cough*necro*cough*|||Well I would love the skin, but I can't navigate that French site.|||DeadMG|||DeadMG|||Screen-shot and download link updated.
The skin is now available on supremecommander.filefront.com: http://supremecommander.filefront.com/file/black_skin;107183
Here is the topic for he animated version: http://forums.gaspowered.com/viewtopic.php?t=33630&start=0&postdays=0|||Screenshot re-loaded again.
[rel][GPGNET client] Black skin V2 animated
Here is my animated black skin, based on the black skin V2
International DL link:
http://supremecommander.filefront.com/file/Animated_black_skin;96741
how to install:
We can actually install multiple skins without overwrite the default skin folder.
In first lookking it seems impossible because there is a bug. And it works without restart gpgnet:
Instead of overwrite the default folder, unzip files in the skin subfolder of the gpgnet installation.
EDIT: do not unzip the skin while the GPGnet client is running, it creates an index error.
NB: by defaut, gpgnet skin folder is "C:\program files\THQ\Gas Powered Games\GPGnet\skins".
After unzipping, you should have, on the skin folder one sub folder per skin and a readme file.
Then launch gpgnet and go on something like (I don't know the exact words because i have the french version of gpgnet):
tools --> options -->
style application --> Miscellaneous --> skin's name
Type the name of the subfolder of your skin in it (for example "animated black V2") and press the enter key. DO NOT CLICK ON "OK" OR "APPLY" BUTTONS, SIMPLY CLOSE THE OPTION BOX with the UP RIGHT CROSS or with the CANCEL BUTTON.
Of course, there is no langage on the skin, installing it will not change the langage of your gpgnet client.
Modification:
You can modify this skin as you want.
If you distribute it, don't forget to wrote it's based on wankey and Guig Esprit du Sage work.
The static black skin is still availlable, so if you think there is too much animations, you can replace some files from animated version by some from the static version.
Overview:
Animated buttons (click to view the animation):
When the mouse is over:
Animated When mouse is not over ( I can't change that):
|||Are those animations permanent or only on mouse over?|||For close/minimise/maximise/restore, annimations are played only if mouse is over them.
for nav buttons, animations are permanent if the buttons are activated and the mouse is not over them.
In fact, for nav buttons, I can't choice when the animations are played or not.
Some buttons are animated, others not.|||Hmm idk, I think those animations might get annoying.|||An user found a problem: Do not unzip the skin while the gpgnet client is running.
The creation of a new skin directory will create an index error and you will be oblige to restart it.|||Links updated and animated icons added on the first message of the topic.|||The previous image server I used has finally stopped.
I updated the images from an other server.
International DL link:
http://supremecommander.filefront.com/file/Animated_black_skin;96741
how to install:
We can actually install multiple skins without overwrite the default skin folder.
In first lookking it seems impossible because there is a bug. And it works without restart gpgnet:
Instead of overwrite the default folder, unzip files in the skin subfolder of the gpgnet installation.
EDIT: do not unzip the skin while the GPGnet client is running, it creates an index error.
NB: by defaut, gpgnet skin folder is "C:\program files\THQ\Gas Powered Games\GPGnet\skins".
After unzipping, you should have, on the skin folder one sub folder per skin and a readme file.
Then launch gpgnet and go on something like (I don't know the exact words because i have the french version of gpgnet):
tools --> options -->
style application --> Miscellaneous --> skin's name
Type the name of the subfolder of your skin in it (for example "animated black V2") and press the enter key. DO NOT CLICK ON "OK" OR "APPLY" BUTTONS, SIMPLY CLOSE THE OPTION BOX with the UP RIGHT CROSS or with the CANCEL BUTTON.
Of course, there is no langage on the skin, installing it will not change the langage of your gpgnet client.
Modification:
You can modify this skin as you want.
If you distribute it, don't forget to wrote it's based on wankey and Guig Esprit du Sage work.
The static black skin is still availlable, so if you think there is too much animations, you can replace some files from animated version by some from the static version.
Overview:
Animated buttons (click to view the animation):
When the mouse is over:
Animated When mouse is not over ( I can't change that):
|||Are those animations permanent or only on mouse over?|||For close/minimise/maximise/restore, annimations are played only if mouse is over them.
for nav buttons, animations are permanent if the buttons are activated and the mouse is not over them.
In fact, for nav buttons, I can't choice when the animations are played or not.
Some buttons are animated, others not.|||Hmm idk, I think those animations might get annoying.|||An user found a problem: Do not unzip the skin while the gpgnet client is running.
The creation of a new skin directory will create an index error and you will be oblige to restart it.|||Links updated and animated icons added on the first message of the topic.|||The previous image server I used has finally stopped.
I updated the images from an other server.
unit packs
ok i got blackOps an 4th-dc. any other?|||Did you check the Released Mods List sticky?
Mike|||i did but how do i know if they are unit packs?|||If they say they add units that'd be a big hint.|||Heh the biggest issue is finding other unit packs that are still active enough projects to not have compatability issues. Most of the ones listed in the sticky haven't been updated in at least 6 months or more and any newer unitpacks that I have hear of being made are still being coded.|||Name me those unit packs that are being coded plz|||janez
Mike|||i did but how do i know if they are unit packs?|||If they say they add units that'd be a big hint.|||Heh the biggest issue is finding other unit packs that are still active enough projects to not have compatability issues. Most of the ones listed in the sticky haven't been updated in at least 6 months or more and any newer unitpacks that I have hear of being made are still being coded.|||Name me those unit packs that are being coded plz|||janez
Plea for nuke EMP mode, or arty EMP
First of all hi, long time lurker here, downloaded a lot of mods from here for my SC:FA, and for the first time I didn't find something I wanted (since I'm here for a long time that's only testament to how much great mods you have here).
So, the thing I am looking for is this, a Nuke that launches EMP, so it disables defences and units, for about 30 seconds. No damage whatsoever, just disables defences, units and shields.
So does anybody think that they can do this? And a little rang upgrade would not hurt.
Thank you for reading this, and I know from a few friends that nuke modding iss very tricky, so I understand if nobody wants to do it.
So my second idea is for artillery that shoots EMP bombs, they too do not do damage, only disable all of the above for about 25-30s.
Thankh in advance, looking foward to answers and possible mod : D.|||Kick Orange Knight for me... He is actually suppost to be making a sat model for a weapon of this nature I have planned for BO:SpecWep.
BO:Unleashed Cybran also has a T4 Transport that has a massive EMP weapon as a manual fire system thats quite unplesant... Especially comming from a transport that can cary 20 or so units
But truthfully modifying existing weapons to add an EMP role to them wouldn't be too hard. Especially if a new model isn't needed for it (aka adding alternat function toggles to SMLs or T3 Arty). The trick is time... I personally barely have time to work on things for my own projects
EDIT: If you want to learn how to mod the game (which is very easy) there are tutorials and plenty of ppl, myself included, willing to help.|||I actually have black ops mod and never encoutered this weapon on a transport, thanks will try tomorrow, of to bed now. And what's ypour position on arty EMP, possible or no? Because that would be insanly cool : P.|||On existing arty? It would be pretty much as simple as hooking in a toggle button that adds a stun buff to the existing weapon & drops the damage to nothing. Not really a hard thing to code in all truth... If noone else gets to it and I find time to pull up code this weekend i may set you up with something for it.|||Exavier Macbeth|||Exavier Macbeth|||lol well if you want to be specific...
Technically the major names that still frequent this forum usualy have their own projects that consume our time. Most of the time we don't engage in projects that are simply "write it for me" requests because of how easy it is to mod the game.
There are a handful of people however that come around intermittantly (LD being the best known I think) that have a tendency to randomly pick a request topic and write it into a mod on a whim.
So if you want to be specific I can say... "If LD doesn't get to it and I find time this weekend I will take a look into it" |||So this is kinda like entering the lottery lol .
So, the thing I am looking for is this, a Nuke that launches EMP, so it disables defences and units, for about 30 seconds. No damage whatsoever, just disables defences, units and shields.
So does anybody think that they can do this? And a little rang upgrade would not hurt.
Thank you for reading this, and I know from a few friends that nuke modding iss very tricky, so I understand if nobody wants to do it.
So my second idea is for artillery that shoots EMP bombs, they too do not do damage, only disable all of the above for about 25-30s.
Thankh in advance, looking foward to answers and possible mod : D.|||Kick Orange Knight for me... He is actually suppost to be making a sat model for a weapon of this nature I have planned for BO:SpecWep.
BO:Unleashed Cybran also has a T4 Transport that has a massive EMP weapon as a manual fire system thats quite unplesant... Especially comming from a transport that can cary 20 or so units
But truthfully modifying existing weapons to add an EMP role to them wouldn't be too hard. Especially if a new model isn't needed for it (aka adding alternat function toggles to SMLs or T3 Arty). The trick is time... I personally barely have time to work on things for my own projects
EDIT: If you want to learn how to mod the game (which is very easy) there are tutorials and plenty of ppl, myself included, willing to help.|||I actually have black ops mod and never encoutered this weapon on a transport, thanks will try tomorrow, of to bed now. And what's ypour position on arty EMP, possible or no? Because that would be insanly cool : P.|||On existing arty? It would be pretty much as simple as hooking in a toggle button that adds a stun buff to the existing weapon & drops the damage to nothing. Not really a hard thing to code in all truth... If noone else gets to it and I find time to pull up code this weekend i may set you up with something for it.|||Exavier Macbeth|||Exavier Macbeth|||lol well if you want to be specific...
Technically the major names that still frequent this forum usualy have their own projects that consume our time. Most of the time we don't engage in projects that are simply "write it for me" requests because of how easy it is to mod the game.
There are a handful of people however that come around intermittantly (LD being the best known I think) that have a tendency to randomly pick a request topic and write it into a mod on a whim.
So if you want to be specific I can say... "If LD doesn't get to it and I find time this weekend I will take a look into it" |||So this is kinda like entering the lottery lol .
[REQ] Kings and Castles Total Conversion for FA
Anyone want to try to make it before GPG releases it?|||Think thats some kind of funny joke?
Mike|||And to be a spoilsport and feed the troll, the version of the moho engine we have cannot do melee.|||Have this instead:
|||seiya|||viewtopic.php?f=19&t=9661&start=0
Scathis|||ibtl|||3/10
Try again|||*Thumbs down*
Lame...
Mike|||And to be a spoilsport and feed the troll, the version of the moho engine we have cannot do melee.|||Have this instead:
|||seiya|||viewtopic.php?f=19&t=9661&start=0
Scathis|||ibtl|||3/10
Try again|||*Thumbs down*
Lame...
Interesting Mod Idea -REQUEST-
Hello everyone, after a long time of playing FA and SupCom, as well as having tried many of the most famous mods for these games. But always there were the things which i loved about these mods, and things that i detested.
So, after some consideration, I came up with an idea that will implement some of the ideas that other mods have, in addition to my own creative ones. So , here is the basic idea. A mod which will provide some micromanagment stuff like unit upgrades, and generally an Upgrade system that will affect units/structures etc. So, here are my ideas a little more specified:
The WRDN (Wireless Resource Distribution Network). A Tech 2 building, for all factions, which consists of a main (transmitter) building with high adjustency bonus, (in order for it to work, it has to be in contact with at least one power/mass facility. It has a limited effect radious, and it has the ability to build reciever pilons that when in contact with structures that require power/mass, the amount of power/mass that the transmitter building absorbs by its surrounding plants, is given to the structures surounding the pilons. (Pilons are built independently by drones that the Transmitter facility has -short of like the ones that the Engee stations have-. Each structure can make up to 3 pilons.
UPGRADABLE: Each building can be upgraded to support 4 and then 5 pilons, with extended effect radius.
GENERAL UPGRADE SYSTEM: FOR ALL UNITS AND FACTIONS
Each factory (All 3) has a variety of add-ons and upgrades which will affect the units and abilities that the particular factory has/produces. Basic Add Ons: Shield, Stealth, Tac Defence, and most importantly a Tech lab, which features upgrades for the units produced by the particular factory. The tech lab consists of several Unit upgrades per Tech Level (If your factory is tech 2 and the Lab is tech 1, you have to upgrade it too. NOTE: the lab cannot be upgraded to a higher tech level than the factory it self -so it wont be possible to have a tech 2 factory and a tech 3 Lab.-
RESEARCH LABORATORIES.
A Tech 1 building (can go up to Tech 3) for all factions, which will feature general upgrades that affect units/structure abilities permenantely. By saying general upgrades i mean: Enhanced shields, faster engeneers, Intel building Upgrades, Turret Upgrades and more. Another example might be to give the TECH 3 SAM launchers an abilitie to launch a single anti air Tactical missile, (will need additional time for each one to be constructed and fired) which will hit a single target that the player chooses (Good for big targets) each time.
Units will have independent upgrades of their own, which can be applied to themselves.
Other Buildings might have upgrades that will applie to themselves, and they will be more particular than the general upgrades provided by the Tech Lab.
OTHER CHANGES TO PARTICULAR STRUCTURES:
For example, the way the Nukes damage enemies. Example:
The Cybran nuke (which is an EMP weapon) should have 2 blast radius. One big one, underneath which all units and structures will be turned off for 1 minute, and a smaller one, in which all units and structures will become useless (neutral, like if it was a neurton Bomb) and the only way to make them work again, is to capture them (something which will take a long time).
TECH 4 DEFENSIVE EXPERIMENTAL STRUCTURES/UNITS
I have though that it would be a nice idea for the factions to have an experimental unit that has a slightly different purpose than utter destruction. Examples.
For the UEF:
The A.I.T.M (Advanced Inteligence and Technology Manipulator) "Corrupter"
A building which will provide the player with abilities such as: Fake Nuke launches (which appear as regural nukes, and anti nukes fire at them) (Psychological war), an EMP missile (It will turn structures within its radius off for 30 seconds also disables intel buildings and destroys flying units), Disguised Units (limited number) as enemies, Economy Corruption (steals for 60 seconds the selected enemy's resources and provides player with unlimited resoarces for that ammount of time). Provides anti artillery shield support.
For the Cybran:
A.D.C.F (Advanced Defensive Countermeasure Facility) "The Dodger"
that structure will provide additional Anti Ground and Anti Air support, as well as an Anti Tac missile gun , and a ANti nuke Cannon, which will have a smaller radius compared to the Strategic Defence silo, but it will not require additional resources for its ammunition to be built.
A strong Magnetic field created over a large radius arround the structure, that will not allow units or munitions to enter it. Consumes Power and mass.
Spy Satellite support.
For the AEON: A.Q.D.F (Advanced Quantum Distorsion Facility).
A building that provides the AEON with the following abilities:
Unit Teleportation, (limited radius, and number of units), Anti Teleportation Field -does not allow the enemy to teleport units within its area of effect), Nuke Countermeasure Missile, -A missile which lands in specified area, and acts as a beacon for incoming nukes (it has a limited area of effect, but all missiles within the area are forced to change direction and go towards it. After the First nuke explodes, the beacon is destroyed). General Purpose Shield. An experimental shield extremely powerful.
Seraphim:
Protocol X Facility:
A Facility which will provide the Seraphim with abilities, such as a Stasis Chamber which will apply over a particular area for 30 seconds. It will create an indestructible field (Nukes cannot pass either). Advanced Anti Artillery Defence System. It will be able to intercept T3 and T4 Shells, and intercept them in mid air. Requires resoarces and time to reload. High Yield Air Burst Photon Missile: An expensive missile, that detonates in Mid air, in the high atmosphere layers, that destroys satelites in its area of effect, and it disables any Stealth field, Gap Generator, for 1 minute, and disables Shields for 30 secods.
ADDITIONAL IDEA FOR ONLINE PLAY REGARDING NUKES
I Came up with an idea on how to restrict the nukes while not disable them in an Online match. In the beggining of each match, each player is given a 4 digit random key, that will act as an unlocker to the OTHER team Nukes. So while you will be able to construct the missiles and the Silo, you wont be able to launch the nuke until you get an authentication code by the enemy player. This exchange method will limit the use of nukes.
A similar idea that would also apply in Singleplayer would be a "Strategic Warfare" bar, which will fill as you destroy enemy units. Once the bar fills, the game will provide you with a launch code that will apply for 5 nukes. The Bar then has to refill, to enable you to fire another 5 nukes. As time progresses and more nukes are fired, the bar fills in more slowly.
These are my Current ideas for a Mod. Though, because of the fact that my modding capabilities are really limited, if anyone is interested in Constructing this mod, I would be pleased to help him with more particular information about the updates, buildtimes, energy costs Mass expenditure, and so on.
It would be a pleasure for me if one can make this mod.
Thanks.
So, after some consideration, I came up with an idea that will implement some of the ideas that other mods have, in addition to my own creative ones. So , here is the basic idea. A mod which will provide some micromanagment stuff like unit upgrades, and generally an Upgrade system that will affect units/structures etc. So, here are my ideas a little more specified:
The WRDN (Wireless Resource Distribution Network). A Tech 2 building, for all factions, which consists of a main (transmitter) building with high adjustency bonus, (in order for it to work, it has to be in contact with at least one power/mass facility. It has a limited effect radious, and it has the ability to build reciever pilons that when in contact with structures that require power/mass, the amount of power/mass that the transmitter building absorbs by its surrounding plants, is given to the structures surounding the pilons. (Pilons are built independently by drones that the Transmitter facility has -short of like the ones that the Engee stations have-. Each structure can make up to 3 pilons.
UPGRADABLE: Each building can be upgraded to support 4 and then 5 pilons, with extended effect radius.
GENERAL UPGRADE SYSTEM: FOR ALL UNITS AND FACTIONS
Each factory (All 3) has a variety of add-ons and upgrades which will affect the units and abilities that the particular factory has/produces. Basic Add Ons: Shield, Stealth, Tac Defence, and most importantly a Tech lab, which features upgrades for the units produced by the particular factory. The tech lab consists of several Unit upgrades per Tech Level (If your factory is tech 2 and the Lab is tech 1, you have to upgrade it too. NOTE: the lab cannot be upgraded to a higher tech level than the factory it self -so it wont be possible to have a tech 2 factory and a tech 3 Lab.-
RESEARCH LABORATORIES.
A Tech 1 building (can go up to Tech 3) for all factions, which will feature general upgrades that affect units/structure abilities permenantely. By saying general upgrades i mean: Enhanced shields, faster engeneers, Intel building Upgrades, Turret Upgrades and more. Another example might be to give the TECH 3 SAM launchers an abilitie to launch a single anti air Tactical missile, (will need additional time for each one to be constructed and fired) which will hit a single target that the player chooses (Good for big targets) each time.
Units will have independent upgrades of their own, which can be applied to themselves.
Other Buildings might have upgrades that will applie to themselves, and they will be more particular than the general upgrades provided by the Tech Lab.
OTHER CHANGES TO PARTICULAR STRUCTURES:
For example, the way the Nukes damage enemies. Example:
The Cybran nuke (which is an EMP weapon) should have 2 blast radius. One big one, underneath which all units and structures will be turned off for 1 minute, and a smaller one, in which all units and structures will become useless (neutral, like if it was a neurton Bomb) and the only way to make them work again, is to capture them (something which will take a long time).
TECH 4 DEFENSIVE EXPERIMENTAL STRUCTURES/UNITS
I have though that it would be a nice idea for the factions to have an experimental unit that has a slightly different purpose than utter destruction. Examples.
For the UEF:
The A.I.T.M (Advanced Inteligence and Technology Manipulator) "Corrupter"
A building which will provide the player with abilities such as: Fake Nuke launches (which appear as regural nukes, and anti nukes fire at them) (Psychological war), an EMP missile (It will turn structures within its radius off for 30 seconds also disables intel buildings and destroys flying units), Disguised Units (limited number) as enemies, Economy Corruption (steals for 60 seconds the selected enemy's resources and provides player with unlimited resoarces for that ammount of time). Provides anti artillery shield support.
For the Cybran:
A.D.C.F (Advanced Defensive Countermeasure Facility) "The Dodger"
that structure will provide additional Anti Ground and Anti Air support, as well as an Anti Tac missile gun , and a ANti nuke Cannon, which will have a smaller radius compared to the Strategic Defence silo, but it will not require additional resources for its ammunition to be built.
A strong Magnetic field created over a large radius arround the structure, that will not allow units or munitions to enter it. Consumes Power and mass.
Spy Satellite support.
For the AEON: A.Q.D.F (Advanced Quantum Distorsion Facility).
A building that provides the AEON with the following abilities:
Unit Teleportation, (limited radius, and number of units), Anti Teleportation Field -does not allow the enemy to teleport units within its area of effect), Nuke Countermeasure Missile, -A missile which lands in specified area, and acts as a beacon for incoming nukes (it has a limited area of effect, but all missiles within the area are forced to change direction and go towards it. After the First nuke explodes, the beacon is destroyed). General Purpose Shield. An experimental shield extremely powerful.
Seraphim:
Protocol X Facility:
A Facility which will provide the Seraphim with abilities, such as a Stasis Chamber which will apply over a particular area for 30 seconds. It will create an indestructible field (Nukes cannot pass either). Advanced Anti Artillery Defence System. It will be able to intercept T3 and T4 Shells, and intercept them in mid air. Requires resoarces and time to reload. High Yield Air Burst Photon Missile: An expensive missile, that detonates in Mid air, in the high atmosphere layers, that destroys satelites in its area of effect, and it disables any Stealth field, Gap Generator, for 1 minute, and disables Shields for 30 secods.
ADDITIONAL IDEA FOR ONLINE PLAY REGARDING NUKES
I Came up with an idea on how to restrict the nukes while not disable them in an Online match. In the beggining of each match, each player is given a 4 digit random key, that will act as an unlocker to the OTHER team Nukes. So while you will be able to construct the missiles and the Silo, you wont be able to launch the nuke until you get an authentication code by the enemy player. This exchange method will limit the use of nukes.
A similar idea that would also apply in Singleplayer would be a "Strategic Warfare" bar, which will fill as you destroy enemy units. Once the bar fills, the game will provide you with a launch code that will apply for 5 nukes. The Bar then has to refill, to enable you to fire another 5 nukes. As time progresses and more nukes are fired, the bar fills in more slowly.
These are my Current ideas for a Mod. Though, because of the fact that my modding capabilities are really limited, if anyone is interested in Constructing this mod, I would be pleased to help him with more particular information about the updates, buildtimes, energy costs Mass expenditure, and so on.
It would be a pleasure for me if one can make this mod.
Thanks.
[Req FA] CZAR water crash change
... Is there any mod that when CZAR crashes into the water doesnt look so retarded???|||Plz anyone?|||make sense please|||Lt_hawkeye|||the czar tends to bug out; it hits the water, then moonwalk reverse crashes up, the back down again. It tends to do that a couple times before finally disappearing.|||This happens with all aircraft when they hit the water, if I recall correctly. It's just much more noticable with the CZAR (and Soul Ripper and Seraphim Experimental Bomber)|||No you got me wrong. When CZAR crashes into sea it happenes notfing.The airship so big should make a BIG GIANT SPLASH like in supcom 2.
Thank you wery much
-Jonny|||So anyone has the idea how to make BIG BAD SPLAAAAASH|||So can there be anything done abaut it?|||Posting 3 times in a row (one of your posts was 2 hours after the previous, even!) isn't going to make anyone respond faster, unless it's to tell you that posting repeatedly won't make anyone respond faster.
Anyways, on topic: I'm pretty sure something could be done about it, but I'm not sure if anyone has the interest to do it. You could try and do it yourself.|||If you want it that bad that you need to triple post to keep it bumped then why don't you do it yourself?|||Well can anyone help me out/instruct me? Plz plz plz.
And sory for tripple post.|||Add your request to the 4DC thread... i'll see if i can create a "dummy" Czar for the OnImpact with water. This would spawn a replacement unit that we can later add animations and special effects to.
Resin|||Why can't you just change the actual CZAR and have it spawn effects? Afterall, dummy ACU aren't spawned when they explode.|||BulletMagnet|||hmmm, let me know on any progress you make on that resin...this actually sounds like a neat workaround to gettin units to crash into the water and sinking like in SC2
edit: would also be a perfect complement for the Shipwreck mod.|||Resin_Smoker
Thank you wery much
-Jonny|||So anyone has the idea how to make BIG BAD SPLAAAAASH|||So can there be anything done abaut it?|||Posting 3 times in a row (one of your posts was 2 hours after the previous, even!) isn't going to make anyone respond faster, unless it's to tell you that posting repeatedly won't make anyone respond faster.
Anyways, on topic: I'm pretty sure something could be done about it, but I'm not sure if anyone has the interest to do it. You could try and do it yourself.|||If you want it that bad that you need to triple post to keep it bumped then why don't you do it yourself?|||Well can anyone help me out/instruct me? Plz plz plz.
And sory for tripple post.|||Add your request to the 4DC thread... i'll see if i can create a "dummy" Czar for the OnImpact with water. This would spawn a replacement unit that we can later add animations and special effects to.
Resin|||Why can't you just change the actual CZAR and have it spawn effects? Afterall, dummy ACU aren't spawned when they explode.|||BulletMagnet|||hmmm, let me know on any progress you make on that resin...this actually sounds like a neat workaround to gettin units to crash into the water and sinking like in SC2
edit: would also be a perfect complement for the Shipwreck mod.|||Resin_Smoker
[SC2]Experimental model changing mods? (Simple mod request?)
Are there any mods which replace the King kriptor and tyrano-cybran-thingy models with something more in keeping with their respective faction styles?
I.e. King kriptor with turrets in stead of arms and tracks in stead of legs. Also the cybran monstrosity completely replaced with some sort of crab like mech?|||sadly no, models themselves got a little more complicated with sc2, plus the lack of decent mod support
I.e. King kriptor with turrets in stead of arms and tracks in stead of legs. Also the cybran monstrosity completely replaced with some sort of crab like mech?|||sadly no, models themselves got a little more complicated with sc2, plus the lack of decent mod support
[REL FA]Our name is Legion
This mod adds the Legion T1 Replicator Bot to the UEF.
It is identical in every way to the standard issue mech marine however UEF scientist have done something which was thought to be impossible.
If the unit suffers critical damage it will in effect destroy itself by using its own mass and energy to create two identical copies of itself. It defies the laws of nature by the clever use of Quantum Space allowing it to create mass out of nothing.
Yes, I know a unit that creates two copies of itself when it dies which also create more copies when they die etc is unstoppable. Have fun.
Download
To install it just unpack it to your FA mods folder.|||Totally Broken.
Mike|||like i said, the king|||Oh dear....|||You can still reclaim them though, so at least they have 1 counter xD|||Hooooooo boy can this one EVER break games! I set Legion against a Galactic Collossus, and its beam weapon killed them.....really fast. As in, it created 2883 Legions in about five seconds. That, coupled with the original Total Veterancy Mod, led to the GC having about 3 million hit points before my computer had a heart attack.
oops...||||||god why the hell did i help him with this!!?!?|||Lt_hawkeye|||Okay, I'm downloading. Sounds like a job well done LD |||This is by far the best strategy for use with this mod:
Step 1: Build land factory
Step 2: Build as many replicator bots as there are enemies
Step 3: Walk 1 replicator bot into each enemies' base.
Step 4: AFK
Step 5: Come back and see that you have won the game.
Absolutely Awesome. |||WiseHero|||Ten bucks they will reach critical mass or something and create an ever expanding black hole... WHAT HAVE YOU DONE!|||Cygnus knows how BlackHoles work you should ask him. |||Jack Daniels|||Exavier Macbeth|||no hes making it so as soon as one dies your comp explodes |||It gives my an internet link that brings up the download page again the if i lick download the same thing happens|||"We are Legion...For We...Destroy Maaaany computers..."
Lmao|||Doctor|||and where should I ask it to put the RAR file never actually installed it before|||It doesn't matter where you put, the location you unpack it to does though.
There's a "how to install mods" sticky in this forum section.|||Maybe you could balance it by making each replication require energy. That way the player runs the risk of stalling his economy if he overuses them.|||V3N0M1300|||Mooilo
It is identical in every way to the standard issue mech marine however UEF scientist have done something which was thought to be impossible.
If the unit suffers critical damage it will in effect destroy itself by using its own mass and energy to create two identical copies of itself. It defies the laws of nature by the clever use of Quantum Space allowing it to create mass out of nothing.
Yes, I know a unit that creates two copies of itself when it dies which also create more copies when they die etc is unstoppable. Have fun.
Download
To install it just unpack it to your FA mods folder.|||Totally Broken.
Mike|||like i said, the king|||Oh dear....|||You can still reclaim them though, so at least they have 1 counter xD|||Hooooooo boy can this one EVER break games! I set Legion against a Galactic Collossus, and its beam weapon killed them.....really fast. As in, it created 2883 Legions in about five seconds. That, coupled with the original Total Veterancy Mod, led to the GC having about 3 million hit points before my computer had a heart attack.
oops...||||||god why the hell did i help him with this!!?!?|||Lt_hawkeye|||Okay, I'm downloading. Sounds like a job well done LD |||This is by far the best strategy for use with this mod:
Step 1: Build land factory
Step 2: Build as many replicator bots as there are enemies
Step 3: Walk 1 replicator bot into each enemies' base.
Step 4: AFK
Step 5: Come back and see that you have won the game.
Absolutely Awesome. |||WiseHero|||Ten bucks they will reach critical mass or something and create an ever expanding black hole... WHAT HAVE YOU DONE!|||Cygnus knows how BlackHoles work you should ask him. |||Jack Daniels|||Exavier Macbeth|||no hes making it so as soon as one dies your comp explodes |||It gives my an internet link that brings up the download page again the if i lick download the same thing happens|||"We are Legion...For We...Destroy Maaaany computers..."
Lmao|||Doctor|||and where should I ask it to put the RAR file never actually installed it before|||It doesn't matter where you put, the location you unpack it to does though.
There's a "how to install mods" sticky in this forum section.|||Maybe you could balance it by making each replication require energy. That way the player runs the risk of stalling his economy if he overuses them.|||V3N0M1300|||Mooilo
[REL-FA]Quantum Gate Teleporters V1 + Quantum Terminals V0.5
DrNick has been kind enough to take up development on this mod! You can follow his versions here.
Quantum Gate Teleporters V1.0
Download
Description:
Inspired by Neruz's Quantum Gate Teleporter mod, here is my version, coded from the ground up for FA. I know his works with FA, but I wasn't aware of that when I wrote mine. Neruz gave me his permission to release this mod.
The premise of this mod is to make Quantum Gates usable as teleporters. To use them, set the gate's rallypoint to a location near one of your gates or an ally's gate, move units into range of the gate (indicated by the purple ring when the gate is selected), and then select the gate and hit the teleport button. All of your units and any allied units within range of the gate should be instantly teleported to the rallypoint if it was close enough to the destination gate.
Installation instructions:
Extract the QuantumGateTeleport folder from the archive to your mods folder. Activate it in the mod manager.
Conflicts:
Anything that modifies the quantum gates.
To other modders:
To make it so that these gates can teleport units to your structure, add 'GATE' to its category list. This will not allow units to teleport from your structure, but will allow the gates to teleport units to it.
Credits:
Ghaleon, for helping me get my code working.
Changes in the next version: (V1.1)
-Updated Quantum Gate descriptions to describe their new ability.
-Streamlined the teleport code to make changing/hooking it easier for me and other modders.
Quantum Gate Terminals V0.5
Download
Description:
Increases the base cost of Quantum Gates and adds in a new structure: The Quantum Gate Terminal. The terminal can receive units from a gate, but cannot send them anywhere.
Requirements:
Quantum Gate Teleporters (above)
Installation instructions:
Extract the QuantumGateTerminals folder from the archive to your mods folder. Activate it in the mod manager.
Conflicts:
Anything that modifies the quantum gates.
Known Issues:
-Because of sloppy coding on my part, the file download is bigger than it needs to be. Also, any mods that adjust the cost, build rate, or build time of quantum gates might have issues. Mods that adjust what gates can build may have issues.
-There are no build icons for the terminals.
-Terminals use the T2 power generator model of their respective faction.
Changes in the next version: (V0.6)
-Cleaner code to improve compatibility with other mods.
-Fix for terminal collision box and selection box size.
-Minor cosmetic fix for the Seraphim Terminal's lifebar.|||Sounds interesting, but does it work with experimentals, and how much does transportation cost? If the answers are yes and not much, respectively, I could see someone using this to gate three Colossi on top of someone's head. They'd just have to cause a diversion on one side of their base while teleporting an SCU a little ways out on the opposite side.|||the86th|||But nothing stops someone from building a gate anywhere they want, that's what the SCU in my poorly described example is for. I don't know offhand how quickly two SCUs with rapid fab could put down a t2 shield and a gateway, but I bet it's pretty fast.
I looked at the old mod though, and that sort of thing sounds incredibly risky if this new version incorporates things such as destruction of the network when one gate dies, destruction of anything in transit when the network dies, and similar energy costs,|||If someone puts a gateway down in your base, you've already lost.|||Yes, but if you teleport two rapidfab subcommanders to the far side of their base, outside pd range, they can build a gateway in a bit over 16 seconds. If you put up a good distraction elsewhere and they don't have planes handy, it could work. It would be incredibly risky, but it could work
Theorizing aside, I just want to know the details of how this works (such as energy cost, time to transport, what happens when a gate dies).
Ah, you posted at the same time I edited. Gotcha.|||If they get that to work they deserve to win.
Anyways, experimentals can be transported, and there is no teleportation cost.|||Personally, I like the other mod better where units have to actually walk into the gate to be teleported and it's pretty much 1 at a time if I recall correctly. I will give yours a try though.
I think there should be a teleportation cost... something like 1000 energy for each T1 unit, 2500 for each T2, 5000 for T3, and 10,000 for experimentals.|||the86th|||jchardin|||Couldn't the Teleport cost be based on the unit's E cost? So it takes half the units Base E cost to teleport it or something like that?
Mike|||I guess I could add an energy cost. I don't really see the need, though, because by the time you get to the stage where you are using gates, you already have a ton of power.
And the Blackops scripts shouldn't affect this unless they modified the Warp(unit, location, orientation) function.|||As best as I can tell, this works fine with BO. AT fields don't seem to affect the gates at all, I transported a Scorpion (custom unit) and it went through, and the gateway still works as a factory.|||the86th|||Mooilo|||Any kind of speedy movement will be abused, balancing is a pain, too.
make it too expensive and noone will use it, though with just energy costs, Aeon probably could.
If you've fun doing such a unit I'd go for it, in the end it is about having fun doing this kind of thing.|||Well, yeah, balancing would be hard, but it always is. I think I'll try the concept out.|||Instead of balancing primarily costs, try through how it is used.
Something that can't be transported (this prevents drops in someone's base), fairly slow moving and low to medium HPs (makes it harder to rush them in unsupported), and perhaps some kind of a cool down on the receiving time (so multiple gates can't be set up to transmit almost simultaneously to it).
Just some thoughts/ideas.|||One aspect could be to add some sort of penalty for using it; The benefit of teleporting units would be that you move them great distances at speed, but they take slight damage from doing so.
Just pitching in with an idea. :)|||FuryoftheStars|||Indeed, so perhaps you'd want a new building type as well. Like a teleport blocker. While you can't teleport out of the area of influence no one else could teleport in either. Could be fun.
Another thing I was wondering, is it possible to make buildings garrisonable? If so it would make an excellent teleporting structure where you simply teleport the units inside it. If it's possible, that is.|||You could probably abuse the transport system with some scripting to make a sort of "garrisonable" structure, but I'm not all that interested in doing that.
BlackOps currently has a teleport blocker, and I could probably release a mod dependent on this one and BlackOps that allowed their AT Towers to affect QGates and mobile receivers. I don't plan on releasing my own AT Towers, though, because I think the the activation method is a better alternative since I like how QGates can get around those pesky BlackOps AT Towers. |||Alright, an idea just popped into my head. I think it could be balanced, interesting, and help make this mod more different from the older QGate teleport mod.
Quantum Gates become a lot more expensive- 10,000 mass/200,000 energy. That's less than a Monkeylord (16,000 mass/200,000 energy) but is still quite a bit. Here's where it gets interesting: while Quantum Gates can still teleport to each other, the main in-the-field receiver for teleported units would be a new unit called a Terminal. Terminals would only be able to receive units, but not send units, much like the mobile receivers I was talking about earlier. Terminals would not be very expensive, because QGates are a moderately expensive initial investment.
Naturally, if you had two bases, it might be a good idea to build a gate in each to send things back and forth, but for a forward artillery outpost or something similar, a cheaper, weaker Terminal might suffice. You wouldn't be able to have your units flee from the base, but you could always send more stuff there.
Mobile Terminals might be included, but I think for balance reasons having only structure versions of Terminals would be better. What do you guys think?|||Just from a BlackOps perspective, I don't like the sounds of the suggested QGate prices mainly do to how we've got them setup ourselves, maybe if you just made new Qgates instead? I dunno.
From a Non-BlackOps perspective I don't mind the changes, Normally QGates aren't used for much if anything normally so I'd be nice for it to have a good use.
Mike|||Making a new structure to be the sending gate sounds good. That wouldn't mess with any mods, and it wouldn't force someone to spend an extra 6k if they want a second gate to bring in subcommanders.
The proposed node cost would keep the system from being "abused" too much, but what do you have in mind for the terminal's buildtime and cost?
Not sure what I think about a mobile terminal though. It seems it would be waaay too easy for someone to send ten Continentals at someone's base, each with a terminal in it. Having thirty Perceivals and a Goliath in the middle of my base because I can only shoot down 9 Continentals at a time would be pretty irritating.
Quantum Gate Teleporters V1.0
Download
Description:
Inspired by Neruz's Quantum Gate Teleporter mod, here is my version, coded from the ground up for FA. I know his works with FA, but I wasn't aware of that when I wrote mine. Neruz gave me his permission to release this mod.
The premise of this mod is to make Quantum Gates usable as teleporters. To use them, set the gate's rallypoint to a location near one of your gates or an ally's gate, move units into range of the gate (indicated by the purple ring when the gate is selected), and then select the gate and hit the teleport button. All of your units and any allied units within range of the gate should be instantly teleported to the rallypoint if it was close enough to the destination gate.
Installation instructions:
Extract the QuantumGateTeleport folder from the archive to your mods folder. Activate it in the mod manager.
Conflicts:
Anything that modifies the quantum gates.
To other modders:
To make it so that these gates can teleport units to your structure, add 'GATE' to its category list. This will not allow units to teleport from your structure, but will allow the gates to teleport units to it.
Credits:
Ghaleon, for helping me get my code working.
Changes in the next version: (V1.1)
-Updated Quantum Gate descriptions to describe their new ability.
-Streamlined the teleport code to make changing/hooking it easier for me and other modders.
Quantum Gate Terminals V0.5
Download
Description:
Increases the base cost of Quantum Gates and adds in a new structure: The Quantum Gate Terminal. The terminal can receive units from a gate, but cannot send them anywhere.
Requirements:
Quantum Gate Teleporters (above)
Installation instructions:
Extract the QuantumGateTerminals folder from the archive to your mods folder. Activate it in the mod manager.
Conflicts:
Anything that modifies the quantum gates.
Known Issues:
-Because of sloppy coding on my part, the file download is bigger than it needs to be. Also, any mods that adjust the cost, build rate, or build time of quantum gates might have issues. Mods that adjust what gates can build may have issues.
-There are no build icons for the terminals.
-Terminals use the T2 power generator model of their respective faction.
Changes in the next version: (V0.6)
-Cleaner code to improve compatibility with other mods.
-Fix for terminal collision box and selection box size.
-Minor cosmetic fix for the Seraphim Terminal's lifebar.|||Sounds interesting, but does it work with experimentals, and how much does transportation cost? If the answers are yes and not much, respectively, I could see someone using this to gate three Colossi on top of someone's head. They'd just have to cause a diversion on one side of their base while teleporting an SCU a little ways out on the opposite side.|||the86th|||But nothing stops someone from building a gate anywhere they want, that's what the SCU in my poorly described example is for. I don't know offhand how quickly two SCUs with rapid fab could put down a t2 shield and a gateway, but I bet it's pretty fast.
I looked at the old mod though, and that sort of thing sounds incredibly risky if this new version incorporates things such as destruction of the network when one gate dies, destruction of anything in transit when the network dies, and similar energy costs,|||If someone puts a gateway down in your base, you've already lost.|||Yes, but if you teleport two rapidfab subcommanders to the far side of their base, outside pd range, they can build a gateway in a bit over 16 seconds. If you put up a good distraction elsewhere and they don't have planes handy, it could work. It would be incredibly risky, but it could work
Theorizing aside, I just want to know the details of how this works (such as energy cost, time to transport, what happens when a gate dies).
Ah, you posted at the same time I edited. Gotcha.|||If they get that to work they deserve to win.
Anyways, experimentals can be transported, and there is no teleportation cost.|||Personally, I like the other mod better where units have to actually walk into the gate to be teleported and it's pretty much 1 at a time if I recall correctly. I will give yours a try though.
I think there should be a teleportation cost... something like 1000 energy for each T1 unit, 2500 for each T2, 5000 for T3, and 10,000 for experimentals.|||the86th|||jchardin|||Couldn't the Teleport cost be based on the unit's E cost? So it takes half the units Base E cost to teleport it or something like that?
Mike|||I guess I could add an energy cost. I don't really see the need, though, because by the time you get to the stage where you are using gates, you already have a ton of power.
And the Blackops scripts shouldn't affect this unless they modified the Warp(unit, location, orientation) function.|||As best as I can tell, this works fine with BO. AT fields don't seem to affect the gates at all, I transported a Scorpion (custom unit) and it went through, and the gateway still works as a factory.|||the86th|||Mooilo|||Any kind of speedy movement will be abused, balancing is a pain, too.
make it too expensive and noone will use it, though with just energy costs, Aeon probably could.
If you've fun doing such a unit I'd go for it, in the end it is about having fun doing this kind of thing.|||Well, yeah, balancing would be hard, but it always is. I think I'll try the concept out.|||Instead of balancing primarily costs, try through how it is used.
Something that can't be transported (this prevents drops in someone's base), fairly slow moving and low to medium HPs (makes it harder to rush them in unsupported), and perhaps some kind of a cool down on the receiving time (so multiple gates can't be set up to transmit almost simultaneously to it).
Just some thoughts/ideas.|||One aspect could be to add some sort of penalty for using it; The benefit of teleporting units would be that you move them great distances at speed, but they take slight damage from doing so.
Just pitching in with an idea. :)|||FuryoftheStars|||Indeed, so perhaps you'd want a new building type as well. Like a teleport blocker. While you can't teleport out of the area of influence no one else could teleport in either. Could be fun.
Another thing I was wondering, is it possible to make buildings garrisonable? If so it would make an excellent teleporting structure where you simply teleport the units inside it. If it's possible, that is.|||You could probably abuse the transport system with some scripting to make a sort of "garrisonable" structure, but I'm not all that interested in doing that.
BlackOps currently has a teleport blocker, and I could probably release a mod dependent on this one and BlackOps that allowed their AT Towers to affect QGates and mobile receivers. I don't plan on releasing my own AT Towers, though, because I think the the activation method is a better alternative since I like how QGates can get around those pesky BlackOps AT Towers. |||Alright, an idea just popped into my head. I think it could be balanced, interesting, and help make this mod more different from the older QGate teleport mod.
Quantum Gates become a lot more expensive- 10,000 mass/200,000 energy. That's less than a Monkeylord (16,000 mass/200,000 energy) but is still quite a bit. Here's where it gets interesting: while Quantum Gates can still teleport to each other, the main in-the-field receiver for teleported units would be a new unit called a Terminal. Terminals would only be able to receive units, but not send units, much like the mobile receivers I was talking about earlier. Terminals would not be very expensive, because QGates are a moderately expensive initial investment.
Naturally, if you had two bases, it might be a good idea to build a gate in each to send things back and forth, but for a forward artillery outpost or something similar, a cheaper, weaker Terminal might suffice. You wouldn't be able to have your units flee from the base, but you could always send more stuff there.
Mobile Terminals might be included, but I think for balance reasons having only structure versions of Terminals would be better. What do you guys think?|||Just from a BlackOps perspective, I don't like the sounds of the suggested QGate prices mainly do to how we've got them setup ourselves, maybe if you just made new Qgates instead? I dunno.
From a Non-BlackOps perspective I don't mind the changes, Normally QGates aren't used for much if anything normally so I'd be nice for it to have a good use.
Mike|||Making a new structure to be the sending gate sounds good. That wouldn't mess with any mods, and it wouldn't force someone to spend an extra 6k if they want a second gate to bring in subcommanders.
The proposed node cost would keep the system from being "abused" too much, but what do you have in mind for the terminal's buildtime and cost?
Not sure what I think about a mobile terminal though. It seems it would be waaay too easy for someone to send ten Continentals at someone's base, each with a terminal in it. Having thirty Perceivals and a Goliath in the middle of my base because I can only shoot down 9 Continentals at a time would be pretty irritating.
[SC2] Question about mode and "FPS MODE"
Hello everybody,
i have question about this mode
viewtopic.php?f=19&t=44086&hilit=REL+SC2
i need from there only the "FPS MODE" so i will can go to lower angles.
the question is-
is this legal mode? because i dont want to get banned
and the other question-is it still working on the currect version of the game?
thanks.
i have question about this mode
viewtopic.php?f=19&t=44086&hilit=REL+SC2
i need from there only the "FPS MODE" so i will can go to lower angles.
the question is-
is this legal mode? because i dont want to get banned
and the other question-is it still working on the currect version of the game?
thanks.
Modding mistakes that made you cry
I got my ring of shields to work. Then I started working on getting all my mods to work right again... and I accidently overwrought my working shield script....|||He he he should have a SVN for your code.
Ya that is annoying at least it should go faster this time.|||Creating backups on each save is also an option, most editors do this.
If you forgot what exactly it was to make it work you really need sleep seiya, just saying.|||lol I have done this myself on occasion and I create multiple backups. The problem is after a few months of not modding trying to decide which instance of the mod folder is the most current "in progress" version. Especially if the date/time stamps on the files have changes due to re-aranging entire potions of your HD
I lost at least a weeks worth of work a fewm onths ago because of that.|||Well, fortunately, I use good programming practices and only had to redo my hooked unit.lua file. But all the same.... And yeah, it is already working again.|||oh god i hate it when i do this... ive done it a few times... and i feel like throwing my
computer outa the window...
so now... i make a folder by mod name and number them like soo..
example
test_mod/test_mod 1-1/
test_mod/test_mod 1-2/
this way i keep all versions and i know which was the last i was working on..|||I looked at my OKC mod after letting it sit for six months; realised how poorly coded much of it was. If I come back in another six months time, I'll probably spot even more errors and problems.
It still makes me a sad modder when there's superfluous self:IsDead() checks in entity thread loops.|||Haha, sounds like some of the code I was basing the bouncer entity off of. There is a comment I made in there about "Is this even needed?"|||I remember that line! I worked out what it was for too; I copy-pasta'ed some code from one class to another, and didn't realise that the blueprint name I used changes between classes.
Ya that is annoying at least it should go faster this time.|||Creating backups on each save is also an option, most editors do this.
If you forgot what exactly it was to make it work you really need sleep seiya, just saying.|||lol I have done this myself on occasion and I create multiple backups. The problem is after a few months of not modding trying to decide which instance of the mod folder is the most current "in progress" version. Especially if the date/time stamps on the files have changes due to re-aranging entire potions of your HD
I lost at least a weeks worth of work a fewm onths ago because of that.|||Well, fortunately, I use good programming practices and only had to redo my hooked unit.lua file. But all the same.... And yeah, it is already working again.|||oh god i hate it when i do this... ive done it a few times... and i feel like throwing my
computer outa the window...
so now... i make a folder by mod name and number them like soo..
example
test_mod/test_mod 1-1/
test_mod/test_mod 1-2/
this way i keep all versions and i know which was the last i was working on..|||I looked at my OKC mod after letting it sit for six months; realised how poorly coded much of it was. If I come back in another six months time, I'll probably spot even more errors and problems.
It still makes me a sad modder when there's superfluous self:IsDead() checks in entity thread loops.|||Haha, sounds like some of the code I was basing the bouncer entity off of. There is a comment I made in there about "Is this even needed?"|||I remember that line! I worked out what it was for too; I copy-pasta'ed some code from one class to another, and didn't realise that the blueprint name I used changes between classes.
Supreme commander (not FA) campaign mod enabler
Hello. I'm trying to use a couple of mods using the campaign mod enabler. The enabler itself seems to be working, as certain mods (unsure about the unit mods, but the x2 buildspeed/resource mod, which is coincidentally, the only one I would be able to notice at the beginning that is within it's own seperate folder, rather than just an .scd file. It seems to only work in the "mods" folder, since when I remove it, it goes away, but not when I remove the one I put in the gamedata folder (I just want this to work). The one I really want (besides the X2) is exavier's ACU upgrades mod. What's really infuriating about this mod is that it looks like it's going to work-- the upgrade paths are there, instead of the normal ones. However, when I go through and do the first upgrade (the tier 2 build setup, with resource gain) it gives me tier 2 build (speeds, I haven't gotten the build anything anytime mod working yet) it doesn't give me the resource gain, which leads me to the assumption that it's not working somehow.
Other mods that don't work are resource rich X2 and X3.
I have FA, and currently on patch 3.255 (I didn't use .280 as I thought that was the problem before I reinstalled)
I just want to have some fun with this, I don't understand why it's not working!
Edit: the "mods" folder in the install directory, not the one in my documents where the vault installs. Those do NOT work.|||ok so this is for Vanilla? if that is the case i can only assume your using Exaviers Vanilla ACU mod, and not the FA one. the FA will not work in vanilla.|||Blackops Advanced COmmand Units more than likely will not work with vanilla supcom.
Exavier's ACUs is not supported with the campaign mod enabler OR the AI as I didn't know how either worked back then
Probobly explains some of the trouble your having.|||Yup. It's a heck of a lot easier to find out that it just doesn't work in general, rather than it's something I'm doing wrong. I'm disappointed, but at least I know why. I am using Exavier's, as I liked the multiple levels of increase, it seemed more fun in a campain mode game. Also, the vanilla supcom campaigns are less... populated with experimentals than the FA campaigns.
But no, I wouldn't try a FA mod on a vanilla game.
Thanks for all your help and advice.|||Actually I am a little surprised the vanilla version doesn't work in campaign as on one hand it doesn't suffer from some of the issues the FA version suffers from. FA "replaces" the ACUs with a custom set but the old vanilla versions where direct overrites.
One thing to consider is the patch version of the game as (and you may have to check the thread to see what version the last one supported) but there was a major change to the way mods where handled about half way through vanilla's life. The file structure change (removal of the "modules" folder) made it so that you had to make sure you had the right version or scripts flat out broke.
If you meet version requirments then unfortunatly not much can be done as the vanilla version is an abandoned project.|||byw, is there a mod for the UI in Campaign mode, like GAZ or Gooms, but for the campaign?
Other mods that don't work are resource rich X2 and X3.
I have FA, and currently on patch 3.255 (I didn't use .280 as I thought that was the problem before I reinstalled)
I just want to have some fun with this, I don't understand why it's not working!
Edit: the "mods" folder in the install directory, not the one in my documents where the vault installs. Those do NOT work.|||ok so this is for Vanilla? if that is the case i can only assume your using Exaviers Vanilla ACU mod, and not the FA one. the FA will not work in vanilla.|||Blackops Advanced COmmand Units more than likely will not work with vanilla supcom.
Exavier's ACUs is not supported with the campaign mod enabler OR the AI as I didn't know how either worked back then
Probobly explains some of the trouble your having.|||Yup. It's a heck of a lot easier to find out that it just doesn't work in general, rather than it's something I'm doing wrong. I'm disappointed, but at least I know why. I am using Exavier's, as I liked the multiple levels of increase, it seemed more fun in a campain mode game. Also, the vanilla supcom campaigns are less... populated with experimentals than the FA campaigns.
But no, I wouldn't try a FA mod on a vanilla game.
Thanks for all your help and advice.|||Actually I am a little surprised the vanilla version doesn't work in campaign as on one hand it doesn't suffer from some of the issues the FA version suffers from. FA "replaces" the ACUs with a custom set but the old vanilla versions where direct overrites.
One thing to consider is the patch version of the game as (and you may have to check the thread to see what version the last one supported) but there was a major change to the way mods where handled about half way through vanilla's life. The file structure change (removal of the "modules" folder) made it so that you had to make sure you had the right version or scripts flat out broke.
If you meet version requirments then unfortunatly not much can be done as the vanilla version is an abandoned project.|||byw, is there a mod for the UI in Campaign mode, like GAZ or Gooms, but for the campaign?
The mod that gives SCFA a different taste and feel
Hi,
Experimental Wars v2.0 -a.k.a. ExpWars- is a mod for Supreme Commander Forged Alliance v1.5.3599 ( not tested with the patch beta 3603 )
This mod is volontarily set on exclusive for technical reasons.
Summary of the major features that change the original gameplay :
¤ the 3 new different engineers that replace the usual multi-layer one.
¤ the changes in the new build menus.
¤ the submarine factories.
¤ the research labs.
¤ the effect of those researches on units.
¤ a bit more new units.
¤ the new Mass Fabricator and Hydrocarbon Powerplant.(both are buildable on water)
For the ones who discover Experimental Wars :
Many other things came with the previous versions.
See the Official dedicated topic @ GPG Forums for further informations.
Our mod is available @ GPGnet's Vault and on various file hosting websites such as StrategyInformer among others.
############Video Demo###########
Showcase Video Part 1/2 ( with subtitles )
Showcase Video Part 2/2 ( with subtitles )
###############################
Thanks for watching this video and for playing our mod.
(please apologize my poor skills in english)|||Moved to mod talk.|||And seeing as there is already an Experimental Wars Thread I'll be locking this one, please post any comments you might have in the pre-existing thread;
viewtopic.php?f=7&t=32882
Thread Locked.
Mike
Experimental Wars v2.0 -a.k.a. ExpWars- is a mod for Supreme Commander Forged Alliance v1.5.3599 ( not tested with the patch beta 3603 )
This mod is volontarily set on exclusive for technical reasons.
Summary of the major features that change the original gameplay :
¤ the 3 new different engineers that replace the usual multi-layer one.
¤ the changes in the new build menus.
¤ the submarine factories.
¤ the research labs.
¤ the effect of those researches on units.
¤ a bit more new units.
¤ the new Mass Fabricator and Hydrocarbon Powerplant.(both are buildable on water)
For the ones who discover Experimental Wars :
Many other things came with the previous versions.
See the Official dedicated topic @ GPG Forums for further informations.
Our mod is available @ GPGnet's Vault and on various file hosting websites such as StrategyInformer among others.
############Video Demo###########
Showcase Video Part 1/2 ( with subtitles )
Showcase Video Part 2/2 ( with subtitles )
###############################
Thanks for watching this video and for playing our mod.
(please apologize my poor skills in english)|||Moved to mod talk.|||And seeing as there is already an Experimental Wars Thread I'll be locking this one, please post any comments you might have in the pre-existing thread;
viewtopic.php?f=7&t=32882
Thread Locked.
Mike
[REL/WIP-FA] Strategic Teleporters
Strategic Teleporters is an adaptation of the idea behind the Quantum Gate Teleporters mod by Moolio which includes various changes and enhancements and generally takes the mod in a different direction. Moolio has graciously consented to my working on this mod, the idea and original code of which depended heavily upon his own work. Thanks!
Strategic Teleporters v0.1 - Preview/feedback release
Overview
The motivation for this mod came largely due to the fact that many of the games I play (usually with 2-3 others) on any maps bigger than 20K end up turning into nuke-fests and experimental stampedes. This is largely because getting a conventional army near the other person's base either takes being super sneaky (and them doing a bad job with intel) or it takes FOREVER while they slowly make their way across the map. I had often wished for a faster way to move units around when I came across Moolio's mod and realized I had the workings of an answer.
The basic idea behind this mod is to add another strategic-type weapon to SupCom which makes traditional land-based units more useful, most especially when playing on large (40+ km) maps. While ferrying works, even it is slow when trying to move units across the largest 80km maps, and it would be nice if there were a way, in exchange for significant economic assets, to move units around faster.
This mod enables the Quantum Gateway for each faction to teleport units around it to an allied gateway anywhere on the map. Since this is a strategic event, there is a relatively high cost involved as well as some risk.
Details
Teleportation takes place between two allied gateways. The initiating gateway's rally point determines which gate will act as the receiving gateway. Any and all units can be teleported. This includes experimentals such as the UEF satellite and the Czar.
Teleporting a single unit costs an amount of Energy based on its tech level. Moving Tech 1 units is cheaper than Tech 2 and so on. The current energy costs are as follows:
The motivation behind these values is to try and make the costs of moving a large "army" of units approximate the cost of a nuke (the idea being that both are strategic weapons). An army of T1 is about 150 units, T2 is 100, T3 is 50, T4 is 2. Commanders cost significantly more because they already have a teleporter upgrade and this mod shouldn't allow excessively cheap commander teleportation.
Teleporting units has a "charge up" time. This value is currently 30 seconds. The charge-up time serves two purposes:
The first is pretty obvious, but the second is more interesting. With such a powerful unit, I wanted to put some downsides into the equation so people have to consider the cost/benefit of using the teleporter. I thought about damaging each unit teleported by some percentage of their max health, but didn't actually implement it (I still like the idea, though). What I ended up doing is this:
If either the sending or receiving gateway is destroyed while a teleport is in progress, BOTH gateways are destroyed AND all the units in-transit are destroyed as well. This gives your enemy an additional option to dealing with people using teleporters: Instead of destroying the gateway outright, they can wait until their enemy starts using it and THEN destroy it. This has the potential to deal MUCH more damage than just losing a single building.
Finally, I added various visual effects to units being teleported, the gateway charging time, the teleport event, and the active-gateway-destroyed event.
Notes
Some important things to be aware of:
Compatibility
This mod is almost certainly incompatible with anything that modifies the Quantum Gateway unit. Other than that, I'm not sure, but if you find something, let me know!
Picture
I notice people like pictures of mods, so here's (a lame) one :)
--------
That's about it. I'm pretty new to the whole modding thing, so hopefully I haven't done anything too dumb, but I'd love to hear any thoughts or ideas, or about any bugs or problems anyone finds. Thanks again to Moolio for his help and allowing me to continue work on this mod.|||Development Ideas
I have a lot of ideas for what might make this mod better, but I decided to start small and work my way up after seeing what other people thought. While it's good to stay balanced and not go too overboard, the real goal is to make a fun mod that you want to use with your friends which opens additional strategy to SupCom. Here are some ideas I have:
Resource costs: OMG that's a lot of energy! :O A specific goal with this mod was to make another strategic weapon system. Much like T3 missile silos (4,500 drain), the teleporter has a large energy drain. This is somewhat on purpose, but I'd like to see what others think. Is it crazy high? Too low? It seems like a dedicated T3 power plant to teleport an experimental unit isn't too crazy... is it?
Tradeoffs: I like the idea of making the user decide if teleporting is worth some kind of risk. Right now the big risk is that any units teleported are subject to potential death if either gateway is lost during the teleport. I really like this as it adds strategy to the game, but also considered other ideas. Perhaps each unit teleported could have a percentage of it's hit points removed?
True Strategic Teleports: Another thought was to allow for teleportation to anywhere on the map, even if you have no receiving gateway and no vision in that location. This would make the teleporters function much more like nukes and truly make them strategic weapons. To offset this huge jump in power, I was thinking you might have two things:
First, the energy cost to send to an empty location would need to go up some, and the energy cost to send to a remote gateway would go down. This makes some sense (it's cheaper to send to another gateway, but less powerful since you have to send a unit there to build it, enemy can see it on radar, etc).
Second, there needs to be a defense against it. Nobody wants 5 GCs teleporting into the middle of their base. You would probably need to add an "anti-teleporter" field, probably to an existing unit such as an Omni Sensor. Perhaps you cannot teleport strategically into any enemy Omni range. Better would be that such teleport attempts are allowed, but units are lost in the process (much like a nuke vs anti-nuke).
Cancelling: While I kind of like the idea of making teleporting a non-abortable event (also much like launching a nuke), given the somewhat unpredictable energy costs and such, maybe you should be able to. The downside is that this negates the power an enemy has when you begin teleporting and he threatens to destroy your remote gateway.
Global Announcement: Once again like a nuke, I think it might be worthwhile to have an announcement to all players that a strategic teleport is taking place. This might be another benefit to teleporting only to remote gateways: When teleporting to a gateway the announcement is not made, but when performing a strategic teleport (no remote gate), then everybody knows about it. Like nukes, it would not say who is doing it or where it's going, but just that it is happening.
Confirmation: Because the resource cost is something of an unknown (unless you do math beforehand), maybe there should be a confirmation box that says something like "This teleport will take 82,000 energy per second. Continue?" Might help remove some of those "Oh shiiii---" moments :)
-----
Thanks again for taking a look and even more for telling me what you think!|||I would suggest changing your thread title from [FA][WIP] to [REL/WIP-FA] so that people know you have released something.
That said, I wish you the best luck in developing your mod! :)|||Mooilo|||well i downloaded this a few hours ago and tried it.
The only problem i had was that you can teleport experimentals while they are still building and the cybrans acu construction drones can also be teleported while they are building and drain of 50 energy, but it doesn't really effect play.
ill test it some more tommorrow and see if i can find any more.|||Volgun|||would it be possible to make the strategic teleport (if its added) be blocked by the anti teleport towers from the Blackops mod so you cant drop a large army on top of there commander.
maybe you can add some of your own in with there permission
o and another bug is that if an engineer is building and is teleported they are still building from the exit gate even though its half way cross the map same goes for if there building an experimental and it is teleported.
Strategic Teleporters v0.1 - Preview/feedback release
Overview
The motivation for this mod came largely due to the fact that many of the games I play (usually with 2-3 others) on any maps bigger than 20K end up turning into nuke-fests and experimental stampedes. This is largely because getting a conventional army near the other person's base either takes being super sneaky (and them doing a bad job with intel) or it takes FOREVER while they slowly make their way across the map. I had often wished for a faster way to move units around when I came across Moolio's mod and realized I had the workings of an answer.
The basic idea behind this mod is to add another strategic-type weapon to SupCom which makes traditional land-based units more useful, most especially when playing on large (40+ km) maps. While ferrying works, even it is slow when trying to move units across the largest 80km maps, and it would be nice if there were a way, in exchange for significant economic assets, to move units around faster.
This mod enables the Quantum Gateway for each faction to teleport units around it to an allied gateway anywhere on the map. Since this is a strategic event, there is a relatively high cost involved as well as some risk.
Details
Teleportation takes place between two allied gateways. The initiating gateway's rally point determines which gate will act as the receiving gateway. Any and all units can be teleported. This includes experimentals such as the UEF satellite and the Czar.
Teleporting a single unit costs an amount of Energy based on its tech level. Moving Tech 1 units is cheaper than Tech 2 and so on. The current energy costs are as follows:
- Base cost for initiating a teleport = 1000 energy
- T1 = 50 energy per second per unit
- T2 = 75 energy per second per unit
- T3 = 150 energy per second per unit
- T4 = 2500 energy per second per unit
- ACU/SCU = 8000 energy per second per unit
The motivation behind these values is to try and make the costs of moving a large "army" of units approximate the cost of a nuke (the idea being that both are strategic weapons). An army of T1 is about 150 units, T2 is 100, T3 is 50, T4 is 2. Commanders cost significantly more because they already have a teleporter upgrade and this mod shouldn't allow excessively cheap commander teleportation.
Teleporting units has a "charge up" time. This value is currently 30 seconds. The charge-up time serves two purposes:
- Allow time for resources to be collected.
- Allow time for an enemy to respond to a teleportation.
The first is pretty obvious, but the second is more interesting. With such a powerful unit, I wanted to put some downsides into the equation so people have to consider the cost/benefit of using the teleporter. I thought about damaging each unit teleported by some percentage of their max health, but didn't actually implement it (I still like the idea, though). What I ended up doing is this:
If either the sending or receiving gateway is destroyed while a teleport is in progress, BOTH gateways are destroyed AND all the units in-transit are destroyed as well. This gives your enemy an additional option to dealing with people using teleporters: Instead of destroying the gateway outright, they can wait until their enemy starts using it and THEN destroy it. This has the potential to deal MUCH more damage than just losing a single building.
Finally, I added various visual effects to units being teleported, the gateway charging time, the teleport event, and the active-gateway-destroyed event.
Notes
Some important things to be aware of:
- Only units within the gateway radius when the teleport is initiated are transported.
- Units are made immobile when transport begins.
- There is no way to stop a teleport in progress (except CTRL+K'ing the gateway).
Compatibility
This mod is almost certainly incompatible with anything that modifies the Quantum Gateway unit. Other than that, I'm not sure, but if you find something, let me know!
Picture
I notice people like pictures of mods, so here's (a lame) one :)
--------
That's about it. I'm pretty new to the whole modding thing, so hopefully I haven't done anything too dumb, but I'd love to hear any thoughts or ideas, or about any bugs or problems anyone finds. Thanks again to Moolio for his help and allowing me to continue work on this mod.|||Development Ideas
I have a lot of ideas for what might make this mod better, but I decided to start small and work my way up after seeing what other people thought. While it's good to stay balanced and not go too overboard, the real goal is to make a fun mod that you want to use with your friends which opens additional strategy to SupCom. Here are some ideas I have:
Resource costs: OMG that's a lot of energy! :O A specific goal with this mod was to make another strategic weapon system. Much like T3 missile silos (4,500 drain), the teleporter has a large energy drain. This is somewhat on purpose, but I'd like to see what others think. Is it crazy high? Too low? It seems like a dedicated T3 power plant to teleport an experimental unit isn't too crazy... is it?
Tradeoffs: I like the idea of making the user decide if teleporting is worth some kind of risk. Right now the big risk is that any units teleported are subject to potential death if either gateway is lost during the teleport. I really like this as it adds strategy to the game, but also considered other ideas. Perhaps each unit teleported could have a percentage of it's hit points removed?
True Strategic Teleports: Another thought was to allow for teleportation to anywhere on the map, even if you have no receiving gateway and no vision in that location. This would make the teleporters function much more like nukes and truly make them strategic weapons. To offset this huge jump in power, I was thinking you might have two things:
First, the energy cost to send to an empty location would need to go up some, and the energy cost to send to a remote gateway would go down. This makes some sense (it's cheaper to send to another gateway, but less powerful since you have to send a unit there to build it, enemy can see it on radar, etc).
Second, there needs to be a defense against it. Nobody wants 5 GCs teleporting into the middle of their base. You would probably need to add an "anti-teleporter" field, probably to an existing unit such as an Omni Sensor. Perhaps you cannot teleport strategically into any enemy Omni range. Better would be that such teleport attempts are allowed, but units are lost in the process (much like a nuke vs anti-nuke).
Cancelling: While I kind of like the idea of making teleporting a non-abortable event (also much like launching a nuke), given the somewhat unpredictable energy costs and such, maybe you should be able to. The downside is that this negates the power an enemy has when you begin teleporting and he threatens to destroy your remote gateway.
Global Announcement: Once again like a nuke, I think it might be worthwhile to have an announcement to all players that a strategic teleport is taking place. This might be another benefit to teleporting only to remote gateways: When teleporting to a gateway the announcement is not made, but when performing a strategic teleport (no remote gate), then everybody knows about it. Like nukes, it would not say who is doing it or where it's going, but just that it is happening.
Confirmation: Because the resource cost is something of an unknown (unless you do math beforehand), maybe there should be a confirmation box that says something like "This teleport will take 82,000 energy per second. Continue?" Might help remove some of those "Oh shiiii---" moments :)
-----
Thanks again for taking a look and even more for telling me what you think!|||I would suggest changing your thread title from [FA][WIP] to [REL/WIP-FA] so that people know you have released something.
That said, I wish you the best luck in developing your mod! :)|||Mooilo|||well i downloaded this a few hours ago and tried it.
The only problem i had was that you can teleport experimentals while they are still building and the cybrans acu construction drones can also be teleported while they are building and drain of 50 energy, but it doesn't really effect play.
ill test it some more tommorrow and see if i can find any more.|||Volgun|||would it be possible to make the strategic teleport (if its added) be blocked by the anti teleport towers from the Blackops mod so you cant drop a large army on top of there commander.
maybe you can add some of your own in with there permission
o and another bug is that if an engineer is building and is teleported they are still building from the exit gate even though its half way cross the map same goes for if there building an experimental and it is teleported.
The mod that gives SCFA a different taste and feel
############Video Demo###########
Showcase Video Part 1/2 ( with subtitles )
Showcase Video Part 2/2 ( with subtitles )
###############################
Thanks for watching this video |||Moved to mod talk, again. Consider yourself warned.|||And seeing as there is already an Experimental Wars Thread I'll be locking this one, please post any comments you might have in the pre-existing thread;
viewtopic.php?f=7&t=32882
Thread Locked.
Mike
Showcase Video Part 1/2 ( with subtitles )
Showcase Video Part 2/2 ( with subtitles )
###############################
Thanks for watching this video |||Moved to mod talk, again. Consider yourself warned.|||And seeing as there is already an Experimental Wars Thread I'll be locking this one, please post any comments you might have in the pre-existing thread;
viewtopic.php?f=7&t=32882
Thread Locked.
Mike
Modern warfare?
http://supcom.wikia.com/wiki/ModernWarfare
Where do i get any info when wil this be releleased or where is it?|||I haven't heard of it. Closest thing is the Heroes of Today mod on these forums.|||Page History|||Would you like fries with that as well or will more Nuk's do the trick ?
Resin
Where do i get any info when wil this be releleased or where is it?|||I haven't heard of it. Closest thing is the Heroes of Today mod on these forums.|||Page History|||Would you like fries with that as well or will more Nuk's do the trick ?
Resin
[FA] Command Line Args
Hi,
im just wondering what would the command line args would be to start the game up
and connect to a pc with a game setup waiting for players..
like if i wanted to connect to a lan game i fi new the ip and port the game was listing on.
and also i pressume the args would be different for a net game..
i just want to be able to connect to a game with out going to the main menu or gpg net..|||I think you got he Wrong forum mate.
Thread Moved to Mod Dev Support
Mike|||SupCom Command Line Master List
Here you go they should all work with FA.
Also can you please fix the title so the a in FA is uppercase?|||Hi,
@Mike
i was unsure where to post it... however i knew if i posted it in the wrong place..
you would move it :)
@Kenquinn
Thanks :)|||There are functions in the Lua for getting the command line arguments. I can't recall them offhand, but they've been there for donks. Some of the command line arguments are actually implemented this way. Check the LuaDOC.
im just wondering what would the command line args would be to start the game up
and connect to a pc with a game setup waiting for players..
like if i wanted to connect to a lan game i fi new the ip and port the game was listing on.
and also i pressume the args would be different for a net game..
i just want to be able to connect to a game with out going to the main menu or gpg net..|||I think you got he Wrong forum mate.
Thread Moved to Mod Dev Support
Mike|||SupCom Command Line Master List
Here you go they should all work with FA.
Also can you please fix the title so the a in FA is uppercase?|||Hi,
@Mike
i was unsure where to post it... however i knew if i posted it in the wrong place..
you would move it :)
@Kenquinn
Thanks :)|||There are functions in the Lua for getting the command line arguments. I can't recall them offhand, but they've been there for donks. Some of the command line arguments are actually implemented this way. Check the LuaDOC.
MOD please delete this thread please
Mod removed new mod will be posted under a new name when it is finished|||when it's done/uploaded i'll certainly try this out, see if this is better then the other one.
cheers .|||commandoray|||it's good just like the original but then smaller, i would consider sizing down some of the experimentals like king kryptor and such massive things, way to big now and doesn't fit in anymore.
keep up the good work.|||nice mod, thanks very much...
on the other hand, I'm suprised how few the replies are...|||unnerv|||removed|||removed|||removed
cheers .|||commandoray|||it's good just like the original but then smaller, i would consider sizing down some of the experimentals like king kryptor and such massive things, way to big now and doesn't fit in anymore.
keep up the good work.|||nice mod, thanks very much...
on the other hand, I'm suprised how few the replies are...|||unnerv|||removed|||removed|||removed
UEF Satellite uses energy?
Can anyone tell me if there are any mods that make either the satellite control center use energy, or the satellite itself use energy and take energy to fire it's weapon?
If not, is there an easy way to modify the .bp and .lua files to accomplish this? I can add the MaintenanceConsumptionPerSecondEnergy or EnergyDrainPerSecond to the .bp file, but have no idea how to make the .lua file use the parameter.
Any help appreciated.|||Anyone? Any ideas?|||Well, I'm in the process of updating my progress on Ex new Sat models for BO: Special Weapons. I'm not sure on the Exact details of what he'll be doing thought.
You could also try PMing LD about it, hes been handy for doing smaller mods on a whim before, but no guarantees.
Mike|||Im working on a mod atm where the Satellite DOES use energy to run, and to fire.
Unfortunatly, My net is preventing me from uploading anything T_T|||Thanks for the replies.
Brandon, any idea when your network might be back up? I'm in no big hurry, but is there any way to get me the files on what you've done to accomplish this? Even email or I do run a FTP site?|||HTKatzmarek|||Brandon, sending you a PM.
If not, is there an easy way to modify the .bp and .lua files to accomplish this? I can add the MaintenanceConsumptionPerSecondEnergy or EnergyDrainPerSecond to the .bp file, but have no idea how to make the .lua file use the parameter.
Any help appreciated.|||Anyone? Any ideas?|||Well, I'm in the process of updating my progress on Ex new Sat models for BO: Special Weapons. I'm not sure on the Exact details of what he'll be doing thought.
You could also try PMing LD about it, hes been handy for doing smaller mods on a whim before, but no guarantees.
Mike|||Im working on a mod atm where the Satellite DOES use energy to run, and to fire.
Unfortunatly, My net is preventing me from uploading anything T_T|||Thanks for the replies.
Brandon, any idea when your network might be back up? I'm in no big hurry, but is there any way to get me the files on what you've done to accomplish this? Even email or I do run a FTP site?|||HTKatzmarek|||Brandon, sending you a PM.
[REQ][FA]Double energy costs mod
Hi,
i like to would have an mod who double the energy cost of all units.
This mean ->
Cost to run anything (radar/shield/jammer/holographic/wapons...)
Cost to build anything (build buildings/build units/enhance units/upgrade units...)
and i would like to set the upgrade costs for the fabrics to different values ..
So can me enything point to an example to alter the bp file clean ...
Regards
R-TEAM|||viewtopic.php?f=7&t=47646|||BulletMagnet
i like to would have an mod who double the energy cost of all units.
This mean ->
Cost to run anything (radar/shield/jammer/holographic/wapons...)
Cost to build anything (build buildings/build units/enhance units/upgrade units...)
and i would like to set the upgrade costs for the fabrics to different values ..
So can me enything point to an example to alter the bp file clean ...
Regards
R-TEAM|||viewtopic.php?f=7&t=47646|||BulletMagnet
[FA] Lobster Fight Live (ACU wars)
Lobster Fight Live - ACU Wars
For those who don't know, Lobster Fight Live aka Lobster mod is a small mod that tweaks the balance of Blackops Advanced Command Units for the purpose of an ACU War. Standard game settings are...
Mods: Lobster Fight Live, Blackops Advanced Command Units and Blackops Icon Support
Optional: Blackops Unleashed
Map: ACU Lab 1, Lobster Arena 1a or similar no-econ arena-style map
Victory: Assassination
Unit Cap: 250
Unit Restrictions: No experimental, naval, land, air, nukes or game enders
If that sounds restrictive don't worry too much because you can do quite a lot with just your ACU and a few structures. A moderate sized economy is provided automatically so you don't need to worry about resources, at least at the start, and most games begin with teammates assisting each other with T2 engineering upgrades. All factions have some form of T2 engineering station and a huge variety of ACU upgrades that allow for a variety of play styles. Regardless of the path you choose it is vital that you and your teammates fully upgrade your ACUs as fast as possible. After that it's simple. All you have to do is figure out how to isolate and kill the enemy ACUs while making sure they don't kill you :)
Download: Search vault for Lobster
NOTE: The Lobster version number indicates which version of Blackops it is for (ie Lobster 3.1x is for Blackops ACU 3.1). The Lobster version letter indicates which build it is (ie Lobster 3.1b is more recent than 3.1a).
Version v3.1b (Latest Version)
==================================================
Credit to TVG Mod and BulletMagnet for some UI layout code and regen display assistance
-Increased T3 Radar omni radius from 55 to 60
-Reduced Cybran Perimeter Monitor maximum vision radius from 80 to 65
-Reduced resource storage to 20k/600k
-Reduced teleport energy cost from 375k to 300k
-Reduced base resource generation to 100/10k
-Increased mass production for standard engineering to 10/25/50
-Adjusted energy production for engineering paths to 500/1000/2500
-Increased base build rate from 20 to 25
-Adjusted build rates for combat engineering to 50/100/150
-Adjusted build rates for standard engineering to 50/150/300
-Increased base regen rate from 10 to 50
-Adjusted health regen for standard engineering to +50/100/150
-Adjusted health regen for combat engineering to +50/125/250
-Increased health boost for combat engineering to 3k/9k/18k
-Adjusted health and regen for Seraphim and Cybran back upgrades
-Minor adjustments to UEF/Aeon shield health and recharge rates
-Unit information now displays regen rate
-Unit information now displays shield health and regen rate
-Updated info boxes for all upgrades (may be some errors)
-Increased unit cap cost of ACU from 1 to 100
-Disabled UEF tactical nuke
Known Issues...
-0 capacity for UEF ACU tactical missiles
Version v3.1a
==================================================
-Quick fix for Blackops 3.1 compatibility
Version v2.9a
==================================================
-Aeon and Seraphim can now build Cybran Hives at T2
-Cybran level 4 shields can now be directly built at T3
-Aeon Eye vision radius is reduced from 45 to 9
-Cybran Perimeter Monitor vision radius is reduced from 200 to 80
-T3 Radar Omni Radius reduced from 200 to 55
-ACU default build rate is increased from 10 to 20
-ACU build rates for engineering path are increased from 30/90/20 to 40/120/360
-ACU Build rates for combat engineering path are increased from 30/90/120 to 40/120/240
-ACU generates 125 mass and 12500 energy
-ACU stores 22500 mass and 750000 energy
-ACU teleport costs 375000 energy
-ACU anti-teleport is removed
-Aeon ACU Miasma Artillery changed to rapid fire mortar attack
-Aeon ACU Phason beam damage increased from 40/160/650 to 80/240/720
-Cybran ACU Maser beam damage increased from 50/200/800 to 100/300/900
-Seraphim ACU Lambda HP increased from 6k/12k/20k to 12k/20k/30k
|||Once again, A Vault only mod >.>|||Pst its TVg and not TVG BrockSamson and teleblocking seems to be working again I think this is due to a chance with the anti-tele code that was made a few versions back.|||brandon007|||Lt_hawkeye|||Um Brock you might want to make note of what Version of BO:ACUs you are using as there have been a decent amount of changes between v2.9 & v3.0 specifically dealing with the intel trees & teleport that people have complained about. It also includes the ability to hook custom regen values into the ACU as well like you asked for. :)|||I made a note about version numbers to hopefully clarify that a little bit, and yes, thanks for the regen change. Anything specific about the teleport and intel? Ken, what do you mean by teleblocking?
Since the mod is so small and usually downloaded as players join a match the Vault is the easiest, fastest and most obvious place to host this mod. However, you are welcome to rehost it elsewhere (or suggest places where I can).|||Basically I was curious if you noticed I rewrote the intel trees on 3 factions to remove the stealth/teleport mechanic alot of people complained was too OP. The teleport is still there but they have been reworked on both range and charge time. Granted still dirt cheap energy wise. Haven't heard any complaints but haven't really gotten any comments on either yet considering how much people bugged me over both.
I can dig up the exact numbers if you need me to as I can't find the thread post. The quick description on the new intel mechanics are here:
viewtopic.php?f=7&t=35265&start=1475
6th Post down.
Also in 3.0+ I reworked the teleport blocker script in BO:ACUs so that it doesn't interfere with any mods hooking the teleport thread (I moved it to another function) so unless you specificly set the teleport blocker value in my ACU's BP to 0 the fields will probobly be active again.
EDIT: Blackops is planning a new release soon so I will make sure the regen sync is in the next version.|||I don't currently mess with any BO scripts I just change BP values. To remove the ACU anti-teleport I simply set the radius to 0. I do plan to go back and look at the teleport balance but I don't think it will need much change for Lobster because we played a lot of 3.1a games and nothing jumped out as being an issue.|||On vault accessibility, Seiya, it's not foolproof or bulletproof, a secondary hosting location will always be useful to many legit customers.
Regarding UI regen display, I don't mind BrockSamson adding UI Regen Display to his mod.
I do however mind if Exavier takes _Any_ code of mine without asking.
Considering I've had to fix yet another malicious incompatibility of his making, I'm still upholding that.
For those who don't know, Lobster Fight Live aka Lobster mod is a small mod that tweaks the balance of Blackops Advanced Command Units for the purpose of an ACU War. Standard game settings are...
Mods: Lobster Fight Live, Blackops Advanced Command Units and Blackops Icon Support
Optional: Blackops Unleashed
Map: ACU Lab 1, Lobster Arena 1a or similar no-econ arena-style map
Victory: Assassination
Unit Cap: 250
Unit Restrictions: No experimental, naval, land, air, nukes or game enders
If that sounds restrictive don't worry too much because you can do quite a lot with just your ACU and a few structures. A moderate sized economy is provided automatically so you don't need to worry about resources, at least at the start, and most games begin with teammates assisting each other with T2 engineering upgrades. All factions have some form of T2 engineering station and a huge variety of ACU upgrades that allow for a variety of play styles. Regardless of the path you choose it is vital that you and your teammates fully upgrade your ACUs as fast as possible. After that it's simple. All you have to do is figure out how to isolate and kill the enemy ACUs while making sure they don't kill you :)
Download: Search vault for Lobster
NOTE: The Lobster version number indicates which version of Blackops it is for (ie Lobster 3.1x is for Blackops ACU 3.1). The Lobster version letter indicates which build it is (ie Lobster 3.1b is more recent than 3.1a).
Version v3.1b (Latest Version)
==================================================
Credit to TVG Mod and BulletMagnet for some UI layout code and regen display assistance
-Increased T3 Radar omni radius from 55 to 60
-Reduced Cybran Perimeter Monitor maximum vision radius from 80 to 65
-Reduced resource storage to 20k/600k
-Reduced teleport energy cost from 375k to 300k
-Reduced base resource generation to 100/10k
-Increased mass production for standard engineering to 10/25/50
-Adjusted energy production for engineering paths to 500/1000/2500
-Increased base build rate from 20 to 25
-Adjusted build rates for combat engineering to 50/100/150
-Adjusted build rates for standard engineering to 50/150/300
-Increased base regen rate from 10 to 50
-Adjusted health regen for standard engineering to +50/100/150
-Adjusted health regen for combat engineering to +50/125/250
-Increased health boost for combat engineering to 3k/9k/18k
-Adjusted health and regen for Seraphim and Cybran back upgrades
-Minor adjustments to UEF/Aeon shield health and recharge rates
-Unit information now displays regen rate
-Unit information now displays shield health and regen rate
-Updated info boxes for all upgrades (may be some errors)
-Increased unit cap cost of ACU from 1 to 100
-Disabled UEF tactical nuke
Known Issues...
-0 capacity for UEF ACU tactical missiles
Version v3.1a
==================================================
-Quick fix for Blackops 3.1 compatibility
Version v2.9a
==================================================
-Aeon and Seraphim can now build Cybran Hives at T2
-Cybran level 4 shields can now be directly built at T3
-Aeon Eye vision radius is reduced from 45 to 9
-Cybran Perimeter Monitor vision radius is reduced from 200 to 80
-T3 Radar Omni Radius reduced from 200 to 55
-ACU default build rate is increased from 10 to 20
-ACU build rates for engineering path are increased from 30/90/20 to 40/120/360
-ACU Build rates for combat engineering path are increased from 30/90/120 to 40/120/240
-ACU generates 125 mass and 12500 energy
-ACU stores 22500 mass and 750000 energy
-ACU teleport costs 375000 energy
-ACU anti-teleport is removed
-Aeon ACU Miasma Artillery changed to rapid fire mortar attack
-Aeon ACU Phason beam damage increased from 40/160/650 to 80/240/720
-Cybran ACU Maser beam damage increased from 50/200/800 to 100/300/900
-Seraphim ACU Lambda HP increased from 6k/12k/20k to 12k/20k/30k
|||Once again, A Vault only mod >.>|||Pst its TVg and not TVG BrockSamson and teleblocking seems to be working again I think this is due to a chance with the anti-tele code that was made a few versions back.|||brandon007|||Lt_hawkeye|||Um Brock you might want to make note of what Version of BO:ACUs you are using as there have been a decent amount of changes between v2.9 & v3.0 specifically dealing with the intel trees & teleport that people have complained about. It also includes the ability to hook custom regen values into the ACU as well like you asked for. :)|||I made a note about version numbers to hopefully clarify that a little bit, and yes, thanks for the regen change. Anything specific about the teleport and intel? Ken, what do you mean by teleblocking?
Since the mod is so small and usually downloaded as players join a match the Vault is the easiest, fastest and most obvious place to host this mod. However, you are welcome to rehost it elsewhere (or suggest places where I can).|||Basically I was curious if you noticed I rewrote the intel trees on 3 factions to remove the stealth/teleport mechanic alot of people complained was too OP. The teleport is still there but they have been reworked on both range and charge time. Granted still dirt cheap energy wise. Haven't heard any complaints but haven't really gotten any comments on either yet considering how much people bugged me over both.
I can dig up the exact numbers if you need me to as I can't find the thread post. The quick description on the new intel mechanics are here:
viewtopic.php?f=7&t=35265&start=1475
6th Post down.
Also in 3.0+ I reworked the teleport blocker script in BO:ACUs so that it doesn't interfere with any mods hooking the teleport thread (I moved it to another function) so unless you specificly set the teleport blocker value in my ACU's BP to 0 the fields will probobly be active again.
EDIT: Blackops is planning a new release soon so I will make sure the regen sync is in the next version.|||I don't currently mess with any BO scripts I just change BP values. To remove the ACU anti-teleport I simply set the radius to 0. I do plan to go back and look at the teleport balance but I don't think it will need much change for Lobster because we played a lot of 3.1a games and nothing jumped out as being an issue.|||On vault accessibility, Seiya, it's not foolproof or bulletproof, a secondary hosting location will always be useful to many legit customers.
Regarding UI regen display, I don't mind BrockSamson adding UI Regen Display to his mod.
I do however mind if Exavier takes _Any_ code of mine without asking.
Considering I've had to fix yet another malicious incompatibility of his making, I'm still upholding that.
[REL][FA] HalfPower
As per this request.
Functionally like the ResourceRich mod, except that it halves resource output, and only works on energy. The effect of this is that everything costs twice as much energy as before; shields, intel, units, structures, overcharge, etc.
http://code.google.com/p/healthandmana/ ... fPower.zip|||lol now who in there right mind would want to do that
i'll give it a try though, see how rusty my resource gathering skills have gotten since i keep forgetting to turn off auto-paragon|||Hi,
MANY Thanks
I like a more slower growing of the battle to finaly T4 partys ...
And with this you musst build bigger bases with more room for energy generators.
With all negative aspects bigger bases and more room to defend have .....
Regards
R-TEAM|||Hi,
to clarify my history for demanding such a mod :
Have testet an mod that will bring maintenance cost to all units - a nice idea,
make big forces more hard to have ... and to long have ....
But this mod dont work (or dont work anymore ??) - so i testet Gilbot-X's Mod
and found the change in the upgrade cost from T1 > T2 very funny.
(210000 Energy from T1 Fab to T2 Fab)
This make first time i have to fight seriously with T1 units
The idea with maintenance cost is nice but VERY hard to implement, because the problem that FA count only one energy cost per unit and so it gets wrong on all units that have energy costs already ...(IMHO)
So i think the idea to double the energy cost (or halve the output - again thanks
BulletMagnet) is the most closed thing that can make a simillar effect ...
Now i need to set the right energy costs for the update of the fabs - think the way this mod is working (Hooking the bp file) is the way i musst go to hook all fab bp files
and change the energy cost numbers for updating ...
Regards
R-TEAM
Functionally like the ResourceRich mod, except that it halves resource output, and only works on energy. The effect of this is that everything costs twice as much energy as before; shields, intel, units, structures, overcharge, etc.
http://code.google.com/p/healthandmana/ ... fPower.zip|||lol now who in there right mind would want to do that
i'll give it a try though, see how rusty my resource gathering skills have gotten since i keep forgetting to turn off auto-paragon|||Hi,
MANY Thanks
I like a more slower growing of the battle to finaly T4 partys ...
And with this you musst build bigger bases with more room for energy generators.
With all negative aspects bigger bases and more room to defend have .....
Regards
R-TEAM|||Hi,
to clarify my history for demanding such a mod :
Have testet an mod that will bring maintenance cost to all units - a nice idea,
make big forces more hard to have ... and to long have ....
But this mod dont work (or dont work anymore ??) - so i testet Gilbot-X's Mod
and found the change in the upgrade cost from T1 > T2 very funny.
(210000 Energy from T1 Fab to T2 Fab)
This make first time i have to fight seriously with T1 units
The idea with maintenance cost is nice but VERY hard to implement, because the problem that FA count only one energy cost per unit and so it gets wrong on all units that have energy costs already ...(IMHO)
So i think the idea to double the energy cost (or halve the output - again thanks
BulletMagnet) is the most closed thing that can make a simillar effect ...
Now i need to set the right energy costs for the update of the fabs - think the way this mod is working (Hooking the bp file) is the way i musst go to hook all fab bp files
and change the energy cost numbers for updating ...
Regards
R-TEAM
[REL][FA] More Particle Effects
Hi guys,
my second mod, a pretty small one but it looks quiet nice. It will simply increase every particle output in the game to the double amount. It makes everything look like an overkill and especially makes beamweapons like the Aeon Colossus look pretty strong. It's not supposed to look any realistic and it eats about 30% more graphicpower, but hey, it can be fun to watch overeffected battles, ain't I right?
Download:
http://www.mediafire.com/?s912rc98larcy81
I won't upload screenshots as it's just obvious how the double amount of particles will look like
my second mod, a pretty small one but it looks quiet nice. It will simply increase every particle output in the game to the double amount. It makes everything look like an overkill and especially makes beamweapons like the Aeon Colossus look pretty strong. It's not supposed to look any realistic and it eats about 30% more graphicpower, but hey, it can be fun to watch overeffected battles, ain't I right?
Download:
http://www.mediafire.com/?s912rc98larcy81
I won't upload screenshots as it's just obvious how the double amount of particles will look like
[REL][FA] Experimental Squareshields
Hi guys, I would like to present you my first FA mod
I worked hard on it and I never made a mod before so please leave feedback and comment!
I used the Supreme Shields (1.2) mod from GJohnny (thanks for allowing other users to use your stuf!) as a starting pattern so I won't have to mess around on finding a good model of a civil building for each faction. (I was too lazy to rename the IDs so my mod won't work together with the Supreme Shields mod, but I would have never advised it anyways to use both mods together due to balancing issues)
I wanted to create a mod I can play on with friends so I wanted it to be
1. balanced
2. fun
3. useful
How to combine those 3 factors? Well, I found a way, I will describe how I did it. To just have an experimental shield wouldn't be useful at all, there are already T2 and T3 shields so just making a larger and stronger shield wouldn't have a purpose. The Supreme Shields mod tries to create a useful new building by making it a artillery stopper but making it too large to defend against air. Nice idea, but I wanted to make something new. With the help of ThaPear (thanks alot for that!) I was able to make a large square shield which is higher than every other shieldbubble (so they won't overlap) but I also made it low enough for bombers to fly above the shield instead of under the sphere (gunships still can kill the generator, but some T2 shields around it will save it from gunshipassaults). This makes the shield a perfect first line of defence and allows even the largest builings to be placed at the edges of the shield without some parts going outside the "ceiling" of the shield. The shieldbubble is pretty large and has alot of regeneration and energy (it can defend against one scathis with the help of 1-2 engineers) but it also consumes alot energy (8500).
Now you may ask: "Nice, it's fun to use and it's useful, but what about the balance, your first point on the list?"
Well, I handled it by making overlapping parts of the squareshield BOTH taking full damage when something hits a overlapping spot --> The shields are pretty large, when building 3 of them next to each other they may help defending against groundtroops as the x and y axis won't overlap, but the z axis overlaps on nearly all the area. --> The enemy can just use a bunch of T3 bombers or other strong units which shoot from above (Czar, Mavor, etc.) and make all 3 shields go offline at the same time. To recharge it takes 80 seconds. And as ALL THREE shields are offline at the same time they can be killed quiet easy.
--> This shield is a "one building for one base" complex. It's not useful to build more than one shield in one base. It's a strong defence against artillery (if not spammed), ground forces, ships and aircraft (except gunships), but building multiple ones won't increase the effect in a efficient way. It's your first line of defence, but having 10 of them in your base just won't give you a greater advantage than just having 1 or 2 well placed ones.
Screenshots (don't mind the low energy consumption, my new version has 8500)
Mod download:
http://www.mediafire.com/?cqeyzw5ldlqvnqm|||This looks really cool, thanks for sharing.|||Don't forget to leave feedback Btw, is there some way to make the shieldrangering a square instead of a circle? Would like to add that for verison 1.1 (and tell me if you find bugs, playtested alot but if there are bugs left, tell me )|||Gonna play a game with this now so will let you know how it goes!|||looks interesting, i'll have to try this out. as for the range ring, i myself don't know much about that, i THINK you might be able to alter it i honestly don't know, best bet would be to post a topic in the mod dev forum|||@Hawkeye
If you want to steal the scripts or something else feel free to do it. I would like to see which crazy ideas you come up with. A flying unit which creates a squareshield UNDER it defending the ground but leaving itself vulnerable would come in my mind here
I worked hard on it and I never made a mod before so please leave feedback and comment!
I used the Supreme Shields (1.2) mod from GJohnny (thanks for allowing other users to use your stuf!) as a starting pattern so I won't have to mess around on finding a good model of a civil building for each faction. (I was too lazy to rename the IDs so my mod won't work together with the Supreme Shields mod, but I would have never advised it anyways to use both mods together due to balancing issues)
I wanted to create a mod I can play on with friends so I wanted it to be
1. balanced
2. fun
3. useful
How to combine those 3 factors? Well, I found a way, I will describe how I did it. To just have an experimental shield wouldn't be useful at all, there are already T2 and T3 shields so just making a larger and stronger shield wouldn't have a purpose. The Supreme Shields mod tries to create a useful new building by making it a artillery stopper but making it too large to defend against air. Nice idea, but I wanted to make something new. With the help of ThaPear (thanks alot for that!) I was able to make a large square shield which is higher than every other shieldbubble (so they won't overlap) but I also made it low enough for bombers to fly above the shield instead of under the sphere (gunships still can kill the generator, but some T2 shields around it will save it from gunshipassaults). This makes the shield a perfect first line of defence and allows even the largest builings to be placed at the edges of the shield without some parts going outside the "ceiling" of the shield. The shieldbubble is pretty large and has alot of regeneration and energy (it can defend against one scathis with the help of 1-2 engineers) but it also consumes alot energy (8500).
Now you may ask: "Nice, it's fun to use and it's useful, but what about the balance, your first point on the list?"
Well, I handled it by making overlapping parts of the squareshield BOTH taking full damage when something hits a overlapping spot --> The shields are pretty large, when building 3 of them next to each other they may help defending against groundtroops as the x and y axis won't overlap, but the z axis overlaps on nearly all the area. --> The enemy can just use a bunch of T3 bombers or other strong units which shoot from above (Czar, Mavor, etc.) and make all 3 shields go offline at the same time. To recharge it takes 80 seconds. And as ALL THREE shields are offline at the same time they can be killed quiet easy.
--> This shield is a "one building for one base" complex. It's not useful to build more than one shield in one base. It's a strong defence against artillery (if not spammed), ground forces, ships and aircraft (except gunships), but building multiple ones won't increase the effect in a efficient way. It's your first line of defence, but having 10 of them in your base just won't give you a greater advantage than just having 1 or 2 well placed ones.
Screenshots (don't mind the low energy consumption, my new version has 8500)
Mod download:
http://www.mediafire.com/?cqeyzw5ldlqvnqm|||This looks really cool, thanks for sharing.|||Don't forget to leave feedback Btw, is there some way to make the shieldrangering a square instead of a circle? Would like to add that for verison 1.1 (and tell me if you find bugs, playtested alot but if there are bugs left, tell me )|||Gonna play a game with this now so will let you know how it goes!|||looks interesting, i'll have to try this out. as for the range ring, i myself don't know much about that, i THINK you might be able to alter it i honestly don't know, best bet would be to post a topic in the mod dev forum|||@Hawkeye
If you want to steal the scripts or something else feel free to do it. I would like to see which crazy ideas you come up with. A flying unit which creates a squareshield UNDER it defending the ground but leaving itself vulnerable would come in my mind here
[REL-FA]No Eco Death Damage
This is my first finished mod, and was made in response to this post:
viewtopic.php?f=7&t=47624
This mod basically removes the damage dealt by all non-experimental ecconomy structures when they die.
DL Link:
http://www.filefront.com/17199947/No-Ec ... sions.zip/
viewtopic.php?f=7&t=47624
This mod basically removes the damage dealt by all non-experimental ecconomy structures when they die.
DL Link:
http://www.filefront.com/17199947/No-Ec ... sions.zip/
(REQ - FA) Manual Attack Overide
There is one thing that has been bugging me HEAPS
In most RTS games, you can set a unit to not 'auto-attack', then manualy choose targets for them - They will only attack when you say so, and once the target is dead they won't aquire a new target till you tell them to.
Now, Supreme Commander has a 'hold fire' command, but when you switch units to this mode, and try to issue an attack command they refuse to fire untill you change them back to fire at will or attack ground...
Would it be possible for some one to alter the Hold fire mode, to allow you to issue manual attack commands??
The main use would be for artilery and such. I want to be able to easily direct artillery fire without them fireing all over the map once the target is gone, and without having to change them between 'attack ground' and 'hold fire' all the time|||not at all a bad idea. if you can wait about 48 hours (final final exam is in 24 hours time, so first things first), I could cobble together this out of some UOKC code.|||BulletMagnet|||Isn't the icon between 'Hold Fire' and 'Return Fire' called 'Attack Ground'?
I believe it is. The name is misleading, but last I checked it can be used to do what you are asking for.|||Kahooli|||BM, if you can....
Alter Attack ground to be like this (not Hold fire). It'd still be nice to have something that will cause a unit not to fire at all, yet have a mode that you can manually assign targets without it auto-picking.
Honestly, I'm surprised Attack Ground even auto picks a target... and the fire state name of "Return Fire" is so misleading for those of us who used to play TA. |||Oooh if we're doind requests for UOKC.
Can you add a "sticky fire", I think this was suggested before but if not:
Say you have a bunch of tanks and your enemy has a group of tanks and arty. You need to destroy the arty asap so you select all your tanks, press "Sticky Fire" and click an enemy (or even your own) arty. Then, when the forces engage, if there is an enemy arty in range, your tanks will drop others targets and engage the new ones. This way you don't have to micro to ensure that the arty will die first.
You'd also need a "Clear Sticky Fire" button, to drop priorities if needed.|||crap. I forgot I said I'd do this. after exams, I kinda' got onto the terps' a bit (WHOOO! no more exams, lets get our drink on sort of terps'), then started learning C#.
that sticky fire you suggested has been done before, by Neruz. it's a mod unto itself, and I don't plan on implementing that one at all. sorry.
anyway, I think having attack ground be not-shooting-enemies-but-at-manually-specified-patches-of-dirt makes the most sense. I'll aim for doing something that way. I also need to fix UOKC's desync issue too (which I have no idea how to find, let alone fix).|||BulletMagnet|||Hey bullet, could you please upload the sticky fire mod from Neruz to your page, the vault is EVIL.|||It's not on the Vault.|||But where to download the sticky fire mod then? Please donate a link |||Neruz doesn't have a copy any more, but he said try RTSCommunity.|||It was target priority changer, not a sticky fire mod. It would work just as you said, except with categories instead of individual units.
RTSCommunity downloads are corrupted, and I don't think it's even the newest version ( there are huge differences between the first and the latest version )
In most RTS games, you can set a unit to not 'auto-attack', then manualy choose targets for them - They will only attack when you say so, and once the target is dead they won't aquire a new target till you tell them to.
Now, Supreme Commander has a 'hold fire' command, but when you switch units to this mode, and try to issue an attack command they refuse to fire untill you change them back to fire at will or attack ground...
Would it be possible for some one to alter the Hold fire mode, to allow you to issue manual attack commands??
The main use would be for artilery and such. I want to be able to easily direct artillery fire without them fireing all over the map once the target is gone, and without having to change them between 'attack ground' and 'hold fire' all the time|||not at all a bad idea. if you can wait about 48 hours (final final exam is in 24 hours time, so first things first), I could cobble together this out of some UOKC code.|||BulletMagnet|||Isn't the icon between 'Hold Fire' and 'Return Fire' called 'Attack Ground'?
I believe it is. The name is misleading, but last I checked it can be used to do what you are asking for.|||Kahooli|||BM, if you can....
Alter Attack ground to be like this (not Hold fire). It'd still be nice to have something that will cause a unit not to fire at all, yet have a mode that you can manually assign targets without it auto-picking.
Honestly, I'm surprised Attack Ground even auto picks a target... and the fire state name of "Return Fire" is so misleading for those of us who used to play TA. |||Oooh if we're doind requests for UOKC.
Can you add a "sticky fire", I think this was suggested before but if not:
Say you have a bunch of tanks and your enemy has a group of tanks and arty. You need to destroy the arty asap so you select all your tanks, press "Sticky Fire" and click an enemy (or even your own) arty. Then, when the forces engage, if there is an enemy arty in range, your tanks will drop others targets and engage the new ones. This way you don't have to micro to ensure that the arty will die first.
You'd also need a "Clear Sticky Fire" button, to drop priorities if needed.|||crap. I forgot I said I'd do this. after exams, I kinda' got onto the terps' a bit (WHOOO! no more exams, lets get our drink on sort of terps'), then started learning C#.
that sticky fire you suggested has been done before, by Neruz. it's a mod unto itself, and I don't plan on implementing that one at all. sorry.
anyway, I think having attack ground be not-shooting-enemies-but-at-manually-specified-patches-of-dirt makes the most sense. I'll aim for doing something that way. I also need to fix UOKC's desync issue too (which I have no idea how to find, let alone fix).|||BulletMagnet|||Hey bullet, could you please upload the sticky fire mod from Neruz to your page, the vault is EVIL.|||It's not on the Vault.|||But where to download the sticky fire mod then? Please donate a link |||Neruz doesn't have a copy any more, but he said try RTSCommunity.|||It was target priority changer, not a sticky fire mod. It would work just as you said, except with categories instead of individual units.
RTSCommunity downloads are corrupted, and I don't think it's even the newest version ( there are huge differences between the first and the latest version )
[REQ] [FA] No explosion damage for generators
Hi,
I would love to know if there's a mod for supcom FA that disables the deathexplosion damage of generators, storages and massgenerators in FA? It always pissed me off when a T3 energy generator exploded and just killed all small buildings around it. And if there's no such mod, please create one I bet I'm not the only one here who would like to play without the explosion damage ^^
Thanks in advance !|||Anyone? :)|||Kids these days are so impatient. Chill out man, its barely been 15 hours since your first post. Be glad this isn't OT or SupCom Gen as they'd just tell you to stop building all these volatile buildings right next to each other.
Mike|||Such a mod would be easy enough. Perhaps I could make one sometime this afternoon. Or you could learn to make one yourself, it's basically making 2 files and putting them in a folder. Try searching the Vault for such a mod, so that we don't have to waste our effort if one does exist.|||Would have done it but you are way to impatient to way for somebody as lazy as me so meh.|||Fun thing about it is that you actually all answered in this thread right after I made my second post Well, would be great X-Cubed if you could make it, if you are too busy I may learn editing .lua files myself. ^^ Well, would be great if you would just make that little mod none the less :) I think the explosive buildings are energy storages, mass fabs and energy generators, right?
@Legion
I love you regardless, hero of the minimods. Btw, do you have a google page with all your mods, also the small ones? |||It's not even lua files. Basically it's just text files with the ending changed to .bp with some changes to the unit blueprints within.|||Well then, thanks in advance for making the requested mod :)
May I ask you if it's possible to disable the desynch message in lan games? It's not happening quiet often, but if it happens we could just go on playing if the message wouldnt block the view all the time. Well, we have too many mods enabled at the same time I know But I really would love to know if it's somehow possible to disable the desynch message. I know there is a mod which disables it for multiplayer, but it doesn't seem to work for lan games. I hope you can help me out there if it's even possible. |||If a game Desyncs it means you are not all playing the same game anymore. What you should be doing is finding what mod is causing the desync. The main cause of desyncs are mismatched version of custom AIs or someone not having the AI at all. It does not matter if you not using an AI. Just by one person not having the same version it can desync the game.|||Well, I just copied my game to all of their PCs, the whole folder + the folder in my documents with the not .scd mods --> it's exactly the same game
Sometimes (every third game) it still desynchs, guess due to the "my speed" modified .exe or sth. . But we can still play the game to end WITH the desynch, just the desynch window popping up every few secs can be frustrating
Nonetheless, if someone knows how to modify the desynch screen to not pop up I would be glad to be teached how to do it
And X-Cubed, I still hope to see the "no death explosion" mod for generators, p-gens and e-storages If you are not in the mood to do it you can also teach me how to do it myself, but as it's the only mod I'm missing it would be great if you could do it for me/us (I have all the other stuf I need, like half buildtime, spread attack - yeah it still works in FA, LEM, Sorian AI, GAZ UI and some additional UI mods, Overkillcontrol, sometimes complex or exp wars 2 and a few others, but normally no unit additions, they are most commonly imbalanced , don't say something different hawkeye if you read this, your BlackOps pack is great, but not as balanced as the normal game ).|||The desyncs could be caused by large differences in your computer hardware. I had this problem with my friend, and the only way to fix it was to put the slower computers graphics on the minnimum and vice-versa for the more powerful one. Hope this helps.
Ill also try making the mod for you if I have time tommorow.|||Thanks alot for your answer and for making the mod tomorrow I will try to get myself into those .lua files next week, glad to have the mod earlier due to you.|||Oddly enough, I ran into some trouble making the mod yesterday. I haven't done any modding in months, so I might not be able to finish the mod in a short time. Kozi could do a better job.|||It might be a few days before I can do it now, but i'll try and do it today.|||Thanks alot general :)|||Okay, I've finished it. I just dont know how to distribute it. Can someone tell me what site to use. Thnx|||GPGNet Vault? That would be my medium of choice. If GPGNet doesn't work, then SupCom Files at FileFront.|||I've never uploaded any mods before abd dont know haw to upload things to the vault.
Download Link:
http://www.filefront.com/17199947/No-Ec ... sions.zip/
All non experimental ecconomy units now deal 0 damage when they die, but the Paragon, ACU's and SCU's still go sploady. |||Thanks alot, you are great. |||Your Welcome.
I would love to know if there's a mod for supcom FA that disables the deathexplosion damage of generators, storages and massgenerators in FA? It always pissed me off when a T3 energy generator exploded and just killed all small buildings around it. And if there's no such mod, please create one I bet I'm not the only one here who would like to play without the explosion damage ^^
Thanks in advance !|||Anyone? :)|||Kids these days are so impatient. Chill out man, its barely been 15 hours since your first post. Be glad this isn't OT or SupCom Gen as they'd just tell you to stop building all these volatile buildings right next to each other.
Mike|||Such a mod would be easy enough. Perhaps I could make one sometime this afternoon. Or you could learn to make one yourself, it's basically making 2 files and putting them in a folder. Try searching the Vault for such a mod, so that we don't have to waste our effort if one does exist.|||Would have done it but you are way to impatient to way for somebody as lazy as me so meh.|||Fun thing about it is that you actually all answered in this thread right after I made my second post Well, would be great X-Cubed if you could make it, if you are too busy I may learn editing .lua files myself. ^^ Well, would be great if you would just make that little mod none the less :) I think the explosive buildings are energy storages, mass fabs and energy generators, right?
@Legion
I love you regardless, hero of the minimods. Btw, do you have a google page with all your mods, also the small ones? |||It's not even lua files. Basically it's just text files with the ending changed to .bp with some changes to the unit blueprints within.|||Well then, thanks in advance for making the requested mod :)
May I ask you if it's possible to disable the desynch message in lan games? It's not happening quiet often, but if it happens we could just go on playing if the message wouldnt block the view all the time. Well, we have too many mods enabled at the same time I know But I really would love to know if it's somehow possible to disable the desynch message. I know there is a mod which disables it for multiplayer, but it doesn't seem to work for lan games. I hope you can help me out there if it's even possible. |||If a game Desyncs it means you are not all playing the same game anymore. What you should be doing is finding what mod is causing the desync. The main cause of desyncs are mismatched version of custom AIs or someone not having the AI at all. It does not matter if you not using an AI. Just by one person not having the same version it can desync the game.|||Well, I just copied my game to all of their PCs, the whole folder + the folder in my documents with the not .scd mods --> it's exactly the same game
Sometimes (every third game) it still desynchs, guess due to the "my speed" modified .exe or sth. . But we can still play the game to end WITH the desynch, just the desynch window popping up every few secs can be frustrating
Nonetheless, if someone knows how to modify the desynch screen to not pop up I would be glad to be teached how to do it
And X-Cubed, I still hope to see the "no death explosion" mod for generators, p-gens and e-storages If you are not in the mood to do it you can also teach me how to do it myself, but as it's the only mod I'm missing it would be great if you could do it for me/us (I have all the other stuf I need, like half buildtime, spread attack - yeah it still works in FA, LEM, Sorian AI, GAZ UI and some additional UI mods, Overkillcontrol, sometimes complex or exp wars 2 and a few others, but normally no unit additions, they are most commonly imbalanced , don't say something different hawkeye if you read this, your BlackOps pack is great, but not as balanced as the normal game ).|||The desyncs could be caused by large differences in your computer hardware. I had this problem with my friend, and the only way to fix it was to put the slower computers graphics on the minnimum and vice-versa for the more powerful one. Hope this helps.
Ill also try making the mod for you if I have time tommorow.|||Thanks alot for your answer and for making the mod tomorrow I will try to get myself into those .lua files next week, glad to have the mod earlier due to you.|||Oddly enough, I ran into some trouble making the mod yesterday. I haven't done any modding in months, so I might not be able to finish the mod in a short time. Kozi could do a better job.|||It might be a few days before I can do it now, but i'll try and do it today.|||Thanks alot general :)|||Okay, I've finished it. I just dont know how to distribute it. Can someone tell me what site to use. Thnx|||GPGNet Vault? That would be my medium of choice. If GPGNet doesn't work, then SupCom Files at FileFront.|||I've never uploaded any mods before abd dont know haw to upload things to the vault.
Download Link:
http://www.filefront.com/17199947/No-Ec ... sions.zip/
All non experimental ecconomy units now deal 0 damage when they die, but the Paragon, ACU's and SCU's still go sploady. |||Thanks alot, you are great. |||Your Welcome.
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