This is the first mod that I've ever made, so please give me some good feedback. :) I realize that all by itself this mod may not generate a lot of interest, but I personally feel that it is a good one to have along side of other mods that alter veteran bonuses.
This mod now supports the Black Ops: Global Icon Support v5 mod.
Mirror download links are welcomed. Please let me know of any issues you guys encounter. Balance change suggestions welcomed as well.
Download Zip file:
Main Download
Now requires three other mods:
Buff System Fix v1.2.1
Enhancement Passing v1.0
Black Ops: Global Icon Support v5
Highly recommended:
Mod Order Load Fix
Mod Info:
This mod adds a series of enhancements to all Sea, Air, and Land Factories (including Q-Gates), (S)ACUs, and engineers. Once enabled, the enhancements allow the factory/engineer to produce its respective units as veterans. When upgrading factories with an enhancement already enabled, the new factory will carry over the previous factory's enhancements. The types of enhancements are as follows:
T1 Veteran Level 5 - Available on all factories/engineers, this enhancement allows the factories/engineers to build their respective T1 units as Veteran Level 5. This enhancement is required for T2 Veteran Level 5.
T2 Veteran Level 5 - Avaiable on all T2 and above factories/engineers, this enhancement allows the factories/engineers to build their respective T1 & T2 units as Veteran Level 5. This enhancement requires T1 Veteran Level 5 to be enabled first and is required for T3 Veteran Level 5.
T3 Veteran Level 5 - Avaiable only on all T3 factories/engineers (including experimental), this enhancement allows the factories/engineers to build all of their respective units as Veteran Level 5. This enhancement requires T2 Veteran Level 5 to be enabled first and is the highest level enhancement available.
Note: Some units will only have their respective tech level enhancement.
All enhancements also add various buffs to the unit that ran the enhancement.
Aeon: Increases vision and Omni (if prexisting) radii by up to 25%.
Cybran: Increases regen rate by up to 25%.
Seraphim: Increases vision, Omni (if prexisting), max health, and regen rates by up to 8.333%.
UEF: Increases max health by up to 25%.
All: Increases build rate by up to 25% and movement speed by up to 25% (T1 gets 15%, +5% each tech level after).
Installation Instructions: Place the .zip file into your "Mods" folder located in your personal directory (ex: For vista, \Documents\My Games\Gas Powered Games\Supreme Commander Forged Alliance\Mods, for XP, \My Documents\My Games\Gas Powered Games\Supreme Commander Forged Alliance\Mods). If you do not have the "Mods" folder, create it. Unzip the contents into the folder. Start up the game and enable the mod through the Mod Manager. Enjoy! :)
Compatibility: I tried to make this mod as compatible as possible for other mods. If you run into any issues with using it with another mod(s) or find something in the code that should be changed to ensure greater compatibility (or remove bugs), PLEASE let me know! Please be aware that I can't make this mod compatible with every single other mod out there as the issue may actually lie with how the other mod was put together.
Known issues:
None!
To do list:
None!
Special Thanks:
Brute51 for helping and guiding me in the creation of the majority of this mod's script.
Gilbot-X for helping me in ensuring script compatibility and in the use of some of his files.
To my lovely Fiancee for putting up with me.
Change Log:
v1.5
Bug Fix:
Outstanding bug of Omni bonus with enhancements has been fixed by rewriting the code a little and now requiring Buff System Fix v1.2.1 mod.
Balance Change:
Have rebalanced it so it is more energy heavy (reduced mass costs, increased energy).
Compatibility Fix:
Updated compatibility for Black Ops: Global Icon Support v5. Now a required mod.
Split feature for upgrading factories to pass their enhancement info on to their upgrade to a separate, required mod.
v1.4d
Balance Change:
Rebalanced T2 and T3 cost requirements so they weren't as absurd.
Compatibility Fix:
Added compatibility with Black Ops: Global Icon Support mod. Compatibility depends on version downloaded. Check folder name or look at your in game mod list to determine which is which.
v1.4c
Bug Fix:
Got Omni bonuses for Aeon and Seraphim factions working. Only applies to units that start with Omni radar.
v1.4b
Bug Fix:
Commented out a couple lines of code that weren't working but were causing the veterancy to not apply.
v1.4
Removed veterancy for mobile factories. Cannot get it to work for Megalith due to its method of creating units without doing an overwrite. You can kind of consider it as being a "balancing" type affect for factories... static factories can't move, thus get the bonus of being able to produce vets instead. The criteria for the mod to not add the buff to a mobile factory:
Most mobile factories from GPG have the tag 'NEEDMOBILEBUILD'. My mod is set to not allow these to have the buff. The few mobile factories that don't have the tag also do not have the tag 'CONSTRUCTION', so the mod won't assign the buff to them anyways.
Also changed the buffs used by the different factions slightly.
v1.3
Expanded enhancement coverage to include Q-Gates, Engineers, (S)ACUs, and mobile factories.
Removed veterancy buff to unit running the enhancement and added stat buffs in its place (ie, Max Health, Regen, etc). Currently varies by faction.
Re-wrote a lot of code with Gilbot-X's help.
v1.2
Added icons for enhancements.
Bug Fixes:
Fixed typo that was making T2 and T3 vet enhancements cheaper than what was originally intended (factor of 10).
v1.1
Increased compatibility! Changed where and the way the mod inserts its code such that it is now a bit more difficult to overwrite from another mod, and so that it will work on most modified/added factories!
v1.0d
Bug Fixes:
Cybran T3 factory not applying the vet bonuses.
v1.0c
Bug Fixes:
A rash of bugs that appear to have been caused by two simple errors in one file.
v1.0b
Bug fixes:
1)Cybran T1 Land factory was not properly upgrading to the T2 factory.
2)While not affecting performance, a bug in the modded Units.lua file was returning a warning in the log.
Misc:
Added code to the modded defaultunits.lua and Units.lua file to help prevent a possible bug on units that were upgrading.
v1.0
Initial Release|||good work :)
i will see if it work with Experimental Wars ( In expe wars there are veterancy upgradable units )|||Thanks asdrubaelvect. It was actually that feature of your mod that inspired me to make this one. I actually don't know how well it'll work with yours, though, cause I did add veterancy lines into the blueprints of the factories. As I work on this, I intend to try and make it more and more compatible as possible.|||FuryoftheStars|||Great idea. I can't wait to see if it works with Total Veterancy, microing people to lvl them gets kind of annoying.
Actually a better idea is to mod T.V. and make Lvl 1 factories produce lvl1 units and so forth.|||I don't know how effective it would be with that mod. Mine will only increase the vet level to a maximum of 5. Considering TotalVet having an infinite level, I don't see it being very effective.|||hmm, this sounds interesting. i'll have ot give it a try. i'll suggest one thing though, maybe make it like 1 or 2 upgrades? for instance raise the lvl cap to 6 and then make it 2 upgrades for reach max lvl. or if you wan to just make 5 upgrades(1 for each lvl) for each tech level, might turn out rather interesting.|||Edit: I disabled my mods and cybran T1 Land factory still doesn't upgrade to T2. All of the other buildings are fine.|||@Quenlar - Hmm, I'll have to take a close look at that. My mod shouldn't have touched the ability of the factory itself to perform the T2 factory upgrade.
@Lt_hawkeye - actually, my original concept was having 3 separate series of 5 upgrades... each upgrade for 1 level of veterancy, each series for a different tech level. But ultimately I decided to condense it to what you see now for simplicity. But I wanted to keep the vet upgrades separated by tech level because I wanted someone in a T1 economy to be able to hit Level 5 with their units, but not in such a way that someone of a higher tier economy could do the same with practically no skin off their nose. Or the reverse of that, too.|||Released V1.0b
Files Changed: 3
Files Added: 0
Files Removed: 0
Bug fixes:
1)Cybran T1 Land factory was not properly upgrading to the T2 factory.
2)While not affecting performance, a bug in the modded Units.lua file was returning a warning in the log.
Misc:
Added code to the modded defaultunits.lua and Units.lua file to help prevent a possible bug on units that were upgrading.
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I discovered that the bug causing the Cybran factory to not upgrade was a simple copy & paste error on my part. It was trying to call upon the cybran factory scripts from the UEF files. |||It still looks like cybran land units don't get the levels.
Aeon Air spawns multiple factories for tech upgrade... and they don't get lvls. If you upgrade from T1-> T2, the T1 is still there under, you can see the healthbars.
UEF/Sereph/cybran Air don't upgrade tech levels
Aeon/cybran/uef Air don't gain lvl's (seraph still gain lvls once you spawn a T3 factory) After sereph Air builds 1 unit it stops building.
All Air units built don't appear ontop the factory, they sink down into it (at least with T3+lvl upgrade).
All Land except cybran gain lvls (and they all tech up fine).
All Naval are fine.
I liked the other version better.
But anyway, hope that helps you squash the bugs.|||Released V1.0c
Files Changed: 1
Files Added: 0
Files Removed: 0
Bug fixes:
A rash of bugs that appear to have been caused by two simple errors in one file.
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Again... copy & paste errors it seems. I've really gotta be careful about that. :) Go ahead and give this one a try. If you're still having issues with things not working, double check your mods enabled... including .scd files in your gamedata folder. With only Resource Rich and Nothing But Time mods enabled, everything appears to be working fine for me. I'm also in the process of rewriting some of my files to help with compatibility, but those were not included in this release. If you do run into any other issues, I'll have to fix them tomorrow as I'm fixing to turn in for the evening today.|||Looks like the cybran land factory is still having issues with the level upgrades.|||@Quenlar - I hate to say this, but I think it is something on your end. When I run the mod all of the cybran units receive the vet bonus. I'm gonna send you a PM.
EDIT: After doing some more searching, how about this... what tech level is the problem on? If it was just 3, I think I just fixed it. Let me know though so I can do just a single release.|||Released V1.0d
Files Changed: 1
Files Added: 0
Files Removed: 0
Bug fixes:
Cybran T3 factory not applying the vet bonuses.
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Yeah, I'm horrible with copy/paste errors. :)|||Glad I'm not crazy...
Edit: oh, and this mod does work fine with Total Vet. if anyone is wondering.|||Yeah, I must've looked at that file close to half a dozen times looking for a script error. Should've seen my mistake each time I went to open it.
And that's good to hear about TotalVet. At least my mod is compatible with something.
Still working on the next version. Just having some syntax error problems that are keeping me from really making a break-through on this. |||Released V1.1
Files Changed: 2
Files Added: 0
Files Removed: 73
Increased compatibility! Changed where and the way the mod inserts its code such that it is now a bit more difficult to overwrite from another mod, and so that it will work on most modified factories!
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The "kind of" technical mumbo-jumbo: I altered Units.lua and Blueprints.lua to add in the scripts and blueprints (respectively) that the enhanced factories need.
Used category checks in Blueprints.lua to be sure that only certain factories get the changes and that it would encompass even mod changed. Basically if the unit has 'FACTORY' as one of its tags, but not 'MOBILE' or 'GATE' (units like the Fat Boy or Q-Gates), then the changes get applied.
Units.lua I altered in that I removed the CreateEnhancement function from the individual unit scripts and made it available at the Unit class level. I use category checks of tech level to determine which set of enhancements it can access, otherwise the only other limiting factor for a unit being able to access the actual enhancement code is a check on the enhancement name. This should not affect units that already have a CreateEnhancement function in their individual script (such as (S)ACU) as theirs should overwrite mine when compiling themselves.
The only catches to this "increased" compatibility:
1) If other mods overwrite Blueprints.lua and/or Units.lua (which I can't think of any reason off hand why they need to other than the author doesn't know better/how not to) then it won't work at all.
2) If other mods add enhancement data to factories and do so by the factories individual script (without referencing a previous version of CreateEnhancement), then while my enhancement icons will appear, they won't actually work.
Let me know of any errors you guys find. As there are 36 different factories default, with a total of 180+ different combinations of enhancement effects to have to test, I can't test everything.
Enjoy! |||So everyone knows (I edited this out of my release notes cause I hadn't actually tested it, but now that I have...), this mod will work with mod added factories as well. Tested using asdrubaelvect's Experimental Wars v1.9 beta before he abandoned the new factories idea.|||Released V1.2
Files Changed: 1
Files Added: 38
Files Removed: 0
Added icons for enhancements.
Bug Fixes:
Fixed typo that was making T2 and T3 vet enhancements cheaper than what was originally intended (factor of 10).
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The majority of the added files are the icons themselves. Only two of the files are actual code files and one of them I'm not even sure if it is needed, but put it in anyways.
As for the bug fix, I had originally intended that for a factory to build its equivalent tech enhancement, it needed to expend the amount of mass equal to the respective tech mex's production rate x 5 x build time (150 secs) and the amount of energy equal to the respective tech Pgen's production rate x 10 x build time (150 secs). I screwed up in that I left off 1 zero for the T2 and T3 energy figures. Again, let me know about balance, if you think it's too much, etc. I am actually considering on removing (or greatly reducing) the mass component (as it doesn't make a lot of sense for such an enhancement).|||Here are the numbers I have been using (just for reference). But, keep in mind that I am using custom Total veterancy values, where each level is over twice as good (so it'd be like the factories upgrade to level 10). A lvl 5 brick of mine has 40k hp. Edit: oh, I guess this doesn't have any real meaning, I'm sure I upped the HP bounus too, lol
Tech 1: Mass: 3,000 Energy: 60,000 BuildTime: 6,000
Tech 2: Mass: 18,000 Energy: 400,000 BuildTime: 16,000
Tech 3: Mass: 75,000 Energy: 1,500,000 BuildTime: 27,000
That's been working nicely, it takes the place of building experimentals, and it still takes awhile to build the units. Once the factory gets going it's really nice to have. (and my tech 3, lvl 5 factory has 90k hp, so it's almost unkillable, muhahahah)
I think the mass and buildtime are needed to keep a more balanced economy in the long run. Really, with the ease you made changing the numbers it's all just personal preference (though some might not want to balance test). It really makes a big difference if you are running TotalVet or not, so it can't be balanced for everyone anyway.|||Yeah, I placed in the values I did with the release because I wanted it to actually cost something to do, but I didn't want it so high that people forewent it in favor of just simply upgrading to T3, then doing the enhancements.
But what I had been thinking was decreasing the mass component while possibly increasing the energy, leaving build time alone or increasing. The way I was looking at it is that you're not actually building something solid with the enhancement, just more changing the internal schematics.
As for further updates, I think I'm gonna give my brain a day or two to rest (:)) and then I'm going to work on adding the enhancements to all engineers and (S)ACUs (although for those, I have to figure out which slot would work best). I'm also going to have to figure out what to do about the enhancements giving veterancy to the unit using them, and the ones that it builds (or is built by, rather). Ex: factory with the enhancement builds an engineer, then the engineer performs the enhancements. It'll result in double veterancy in those situations. I know that in use with TV this would be desired by some ( ) but I'd like to have some consistency.
At any rate though, I'm going to continue to set figures and the way things work to a balance that works with the mod on its own. I might eventually look into a way to get it to play better with TV, but at this time I'm not thinking of creating a separate version of this mod for it.|||Released V1.3
Files Changed: 2
Files Added: 2
Files Removed: 0
Expanded enhancement coverage to include Q-Gates, Engineers, (S)ACUs, and mobile factories.
Removed veterancy buff to unit running the enhancement and added stat buffs in its place (ie, Max Health, Regen, etc). Currently varies by faction.
Re-wrote a lot of code with Gilbot-X's help.
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Lemme know what you guys think of the changes. Also let me know what you think of the build times/costs for especially the engineers and (S)ACUs. If you guys feel as though it's too much, I can reduce it.
I still have not fixed the issue with the enhancements not removing properly. So upgrade your (S)ACUs with this wisely.
Cybran's Megalith has not received this enhancement. I need to figure out how to work it in properly.|||Is it just me using this?
I need to give this new crazyness a try.|||*shrug* You're the only one that's really been leaving regular posts, but the d/l count shows 16. :)
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