Thursday, April 12, 2012

[REL- FA] 4th-D Compatibility "4DC" (Updated 22 Aug 2011)

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Well I've gone and done it and produced a version of 4th-Dimension that should be compatible with all the other major mods out there.
4th-D Compatibility, 4DC supports or has done the following:
    -Global / World changes have ALL been removed.
    -4th-D's rebalencing of the original FA units, has been removed.
    -Lua "Hooking" has been reworked or removed where possible.
    -Unit help / description text has all been reworked for compatibility.
    -Duplicate files removed where possible, reducing the overall mod size by about a 1/3rd.
    -Setup for Black-Op's Global Icon Support
    -Full Sorian's AI support.
    -UEF - Instant Shields, "instant" on / off, faster recharge and 25% health boost.
    -Cybran Auto Shields, normally "off" until a projectile comes within range. The benifit being is that when "off" the shield costs nothing to keep active! (Requires shield to be upgraded at least once)
    -Aeon Time Dilation Shield, projectiles passing through the shield slow down and can fail to impact their intended targets.
    -Seraphim Inertial Dampening Shield, projectiles within the field lose speed and can slowdown to the point they'll impact the ground. Due to the nature of the field beam weapons can not penetrate it.

VIDEO: http://www.youtube.com/watch?v=4XA7mBDGvnI
DOWNLOAD, Version 0.8: http://www.mediafire.com/?1bqnib4q79hvwlz
TO INSTALL:
    Uncompress the files to your /mods directory.
    Alter your FA game icon to add /purgecache
    Example "C:\Program Files (x86)\THQ\Gas Powered Games\Supreme Commander - Forged Alliance\bin\ForgedAlliance.exe" /purgecache /log c:\supcomlog.txt

*** Requires: DMS v0.7 http://forums.gaspowered.com/viewtopic.php?f=7&t=46958 ***
Note: This thread is "Independent" of the main thread opened by Optimus_Prime... as the goals of 4DC differ vastly from the original content it's based from.
Resin_Smoker|||Seraphim
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http://www.youtube.com/watch?v=5unmUQrMTZM
Name: Kykhu Oss
Class: T3 Transformer Mech
Description:
The Kykhu Oss brings a formidable tool to the Seraphim commander's arsenal. This heavily-armed but slow walker is able to transform into an unarmed air unit for insertion deep behind enemy lines.
Weapons: Chain Lighting Gun (Left Arm), Pulse cannon (Right Arm), Shield piercing energy missile (Rear Pod)
Special: While in "Air" mode the is phased, allowing some projectiles can pass thru instead of impact.

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Name: Shyeld
Class: T3 Shield Drone
Description:
The Shyeld can enhance MLU's (Moble Land Units) and Structures with shields. The enhancement strength given a unit is determined by that units type and tech level. Simply have the drone assist another unit for it to begin the process.
Weapons: None.
Special: One-Shot Projected Shield Generator

Bouncing Projectiles: http://www.youtube.com/watch?v=K23QHANZMng
Advanced Missile Re-targeting: http://www.youtube.com/watch?v=1Apk08LAtxc
Black Hole Weapons: http://www.youtube.com/watch?v=B3aDT0Ft_Yg|||Aeon
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Name: Artemis
Class: T1 Light Assault Walker
Description: The Heavily armored assault walker is armed with a rapid fire pulse laser and anti-tank missiles.
Weapons: Pulse cannon, Anti-Tank missiles.
Special: Can be enhanced with a fast recharging personal shield.

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Name: Predator
Class: T2 Sniper Bot
Description: The Predator is a Sniper Bot with long range, high damage per shot and a long reload time.
Weapons: Sniper Rifle.
Special: Can be enhanced with advanced targeting computers and weapon upgrades.

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Name: Abolisher
Class: T2 Advanced Gunship
Description: The Abolisher is an advanced Gunship design equiped with an Ion beam weapon and defensive teleportation system.
Weapons: Ion Beam Cannon.
Special: None.

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Name: Annihilator
Class: T3 Heavy Disruptor Cannon
Description: The Annihilator fires ball lightning which can destroy armored units with ease. Its long reload time makes it vulnerable to masses of small units. The weapon needs massive amounts of energy to fire.
Weapons: Ball lightning cannon.
Special: None.

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Name: Meson
Class: T3 Ultra Heavy Tank
Description: Sporting long range quad gauss cannons and sixpack Miasma missiles, this battletank is exellent in crushing defences. This unit can not be transported.
Weapons: Quad Gauss Cannons, 6 Pack Miasma Spread Fire Missiles.
Special: Can be enhanced with Teleportation capabilities or Personal Shields.

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Name: Tarantula
Class: T3 Heavy Anti Air Defence Unit
Description: This heavy armored walker is designed to destroy heavy planes. The Tarantula has not only a SAM launcher and an anti experimental missile launcher, it also has tactical missile defences.
Weapons: Anti-Air missiles, Anti-Experimental missiles.
Special: Can be enhanced with an Dome Shield.

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Name: Overlord
Class: Experimental Assault Bot
Description: The Overlord is mounted with a light Phason Laser, a SAM launcher for anti air defence, a shoulder cannon and a photon blaster. It also can walk under water. While being a weaker experimental, the Overlord is good for multiple purposes.
Weapons: Anti-Air missiles, particle beam, plasma cannons.
Special: Can be enhanced with an Chrono Dampener.|||UEF
Name: Titan
Class: T3 Mech
Description:
Added a Napalm Missile Launcher to the UEF Titan as an Enhancement. This includes the required changes to that units model and textures.
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HOLOGRAMS VIDEO:
http://www.youtube.com/watch?v=naLTI0dqz4Y|||Reserved|||Resin_Smoker|||The difference is that the Titan in my mod must go thru the enhancement process to have the weapon, while im sure that your mod just has the missiles by default.
Edit: I'd suggest removing the titan from your mod considering we're looking at keeping things compatable. After all you did get the model from me... : )
Resin|||Resin_Smoker|||brandon007|||Resin_Smoker|||you know another possibility would be renaming the unitIDs involved... While technically this would cause multiple titans to appear it wouldn't cause any other problems other than the player being forced to pick which one to use :P
Its always funny when multiple projects decide to use the same unitIDs for their units :P|||Exavier Macbeth|||then what is the problem? different unit IDs means different units, and just removing 1 unit from your mod wont make it unbalanced, just means 1 faction doesn't get a unit(which you could easily make a different one >.>)|||I'm still grinding away at this...
Resin|||so when will it be realeased? I cant wait|||nejc1994|||Still notfing? Any progress?|||nejc1994|||You should have wrote baily dasis. It would have been better.|||nejc1994|||electro2|||Resin_Smoker|||I hope it was meant as a joke! In any case, really looking forward to this mod, and I'm not going to bug you and ask for status! :)|||Oh leave the poor guy alone you guys >.> Hes doing a great thing, and all you are doing is pestering him to release >.> Maybe he should release now, and let all of you suffer from any leftover bugs =p
Dont Worry Resin, Your work is very important to all of us, and We love the work your doing ^^|||Quote:

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