[:1]So after doing a lot of research in various topics here on the forum, and also on the Supcom Wikia site, it appears that units are traveling much faster than is realistic.
From what I understand...
1 SupCom unit of measure equals about 19.53 meters or 64.0748 feet
Therefore, about 82.4037 SupCom units equals a mile
Let's take the UEF T1 Engineer
Max Speed = 1.9 Sup Com Units = 37.1 meters per second = 121.7 feet per second = 83 miles per hour
For my WWII Conversion, the fastest unit in the game, the Me-262 Jet Fighter travels at 559 mph, while an average speed tank is the Panzer IV that travels at 27 mph.
This would make the units have the following SupCom speeds:
*Me-262 = 12.7955
*Panzer IV = 0.61803 on a 5 km map it would take almost 7 minutes to go from one end to the other
I have a few questions...
1) Am I understanding all of this correctly?
2) Is it done so that games do not take forever with units traveling?
3) Is it realistic to change unit speeds to reflect correct speeds without ruining the game?|||pap1723|||Thanks Mithy, your post has helped me out, but now of course I am running into other mesh and model dimension problems.
Showing posts with label [:]. Show all posts
Showing posts with label [:]. Show all posts
Friday, April 13, 2012
I really miss in FA .......
[:1]Hi,
as we have very talented modders like BO:TEAM,Resin [4DC/WOF...],Fof [bugfix mods],Domino [to many things
] and many others [the list refelect mainly the mods (and makers) "I" use! ].
I miss a few things in FA that would it make more perfect....
- Multiplayersave
The maps can be very hugh and the gamespeed can be adjustet for more slow strategic play, so we "can" have enormous Big battles ... but the time cant halted :\
- Alternate Transport over Water
The Air transports are nice and very good ...
But if i like to ship a whole Army .. i need Air superior on this way or massive usage of fighters.And i need an mass of air transports ....
I like doing this more like in reality.
For massive troop transport the best over water is an ship with room for 80-120 units.This is an "mass" transport.And it is even over Air protectet (better than an Air transport...).And for high tech-tree or experimental this is possible as Submarine transport.To mass ambush an opposite bay with troops ...
- This is mainly not going in "modding" ... but more "Realistic" Big Maps would be nice.
Not Syntetic bad looking balanced maps ....
- Massive Wall elements
I have the "Siege Wall Mk2" mod in usage, it is not bad ... but looks "horrible" :)
I would have the walls more like the orginal FA walls.Have found long time ago an mod who let build all FA walls, but without the functional of the Mk2 walls.
It should blook paths and blook shoting thru it.Like real walls.
Thats all
I am happy with FA without this too ... it is simply no Alternate game with this scale and mass on different Units (big thanks again on the modders) and this variety of effects (thanks on the modders - again
) available ....
But it can maked even be better
Regards
R-TEAM|||ill sort some water transports out soon.. ive just got side tracked with other things..
i still have my beam ffenses mod on hold also.. ill get back to these mods ASAP.|||Domino|||The scripting aspect isnt a difficult one as we all know that this can be done... The big issue here is one of modeling.... While i do have limited model and UV map experiance, I'm not a texture guy.
Resin|||aye as resin aready said.. the scripting part is reletively easy, i to suck bad at modeling and texturing.. :/ in time i will get better LOL... lots of time!
who knows about said units appearing in 4dc.. not in the next release but maybe in a future one.. :)
as we have very talented modders like BO:TEAM,Resin [4DC/WOF...],Fof [bugfix mods],Domino [to many things
] and many others [the list refelect mainly the mods (and makers) "I" use! ].I miss a few things in FA that would it make more perfect....
- Multiplayersave
The maps can be very hugh and the gamespeed can be adjustet for more slow strategic play, so we "can" have enormous Big battles ... but the time cant halted :\
- Alternate Transport over Water
The Air transports are nice and very good ...
But if i like to ship a whole Army .. i need Air superior on this way or massive usage of fighters.And i need an mass of air transports ....
I like doing this more like in reality.
For massive troop transport the best over water is an ship with room for 80-120 units.This is an "mass" transport.And it is even over Air protectet (better than an Air transport...).And for high tech-tree or experimental this is possible as Submarine transport.To mass ambush an opposite bay with troops ...
- This is mainly not going in "modding" ... but more "Realistic" Big Maps would be nice.
Not Syntetic bad looking balanced maps ....
- Massive Wall elements
I have the "Siege Wall Mk2" mod in usage, it is not bad ... but looks "horrible" :)
I would have the walls more like the orginal FA walls.Have found long time ago an mod who let build all FA walls, but without the functional of the Mk2 walls.
It should blook paths and blook shoting thru it.Like real walls.
Thats all
I am happy with FA without this too ... it is simply no Alternate game with this scale and mass on different Units (big thanks again on the modders) and this variety of effects (thanks on the modders - again
) available ....But it can maked even be better
Regards
R-TEAM|||ill sort some water transports out soon.. ive just got side tracked with other things..
i still have my beam ffenses mod on hold also.. ill get back to these mods ASAP.|||Domino|||The scripting aspect isnt a difficult one as we all know that this can be done... The big issue here is one of modeling.... While i do have limited model and UV map experiance, I'm not a texture guy.
Resin|||aye as resin aready said.. the scripting part is reletively easy, i to suck bad at modeling and texturing.. :/ in time i will get better LOL... lots of time!
who knows about said units appearing in 4dc.. not in the next release but maybe in a future one.. :)
3603 patchmod balancing discussion
[:1]To finaly solve all the trouble about the current Balancing Situation in FA, there will be this thread about it!
The purpose of this discussion is to find new Balancing-Settings for a new and common Community Balancing-Patchmod based on 3603_v5 (wich will be developed, based upon the Results).
EVERYBODY can post here and is welcome! But if you want to take part of it, you should know about the Balancing in
3599 http://supcomdb.com/db/,
3603v5 http://www.fa-ladder.com/index.php?link=3&skin=1 and
3604 http://forums.gaspowered.com/viewtopic.php?f=7&t=51145!
We had a discussion about it allready. Here are the additional changes to 3603_v5.1 compared to 3599:
• aeon T2 Mobile Shield Generator: Parashield
- Shield health changed from 4000 to 3500
- increased buildtime from 720 to 792
• cybran ACU health changed from 10000 to 10500
• T3 AA Gunship Restorer:
- Costs and Build-Time (from 1200M 60000E 4800T to 1764M 42000E 8820T)
- normal Weapon = 270 DPS
- Anti-Air Weapon = 27DPS
- max airspeed reduced to 9 from 10
• T2 Mobile Shield Generator: Asylum
- Shield health changed from 5000 to 4500
- increased buildtime from 600 to 660
• Increased T3 Air Factory Cost (from 2520M 46200E to 2750M 72000E)
• T2 Transporter health changed from 3050 to 2440
You think oh no that isnt right! or you have a good idea? post it!|||I have a good idea. Instead of going all "Oh noes LD hasn't replied to his email for a while, we should make a community mod instead!" You could just, you know, wait till my finals are over and then nudge me into action. The community will get its changes. Patience is a virtue.|||pwnt.|||LD, the idea was to give it an other name (not 3603) and make this a community mod. That would be way less confusing and we are far away from the "original" 3603-Settings anyway.
So whats you problem with that?|||The last thing the community needs is another community mod (how ******* many do we have).
Stick with the biggest, if you don't like the balance in the biggest; suggest some well thought out changes.
DO NOT just fork off a new version to your own liking. The Open Source community does this all the time, and 97.2% projects die because everyone gets too fragmented.
Let LD finish his exams and he'll come back to it. Show some patience, and consideration for other people.|||We dont want to do "just an other" community mod.
What we are working on, is to migrate 3603v5 and 3604 and improve all the settings even more to create one common and global balancing mod. For that, everybody can work together with us on this project.|||If you want to slap another name on it, fine I don't care but there's absolutely no need to make it a community mod. This is just other people wanting a slice of the pie. That's fine. There's other ways to get involved than just bluntly telling me "Thanks for the work but we'll take it from here"
Hey, if you want to deal with random people whining to you about change X to unit Y but not to unit Z be my guest.
Migrating 3603 and 3604 isn't even hard because every single unit is either already in 3603 and you just have to change some values or you can simply drag and drop the file from the 3604 folder to the 3603 folder. In fact none of the modding is hard, it's all the people complaining about changes they don't like but never giving any credit for the things they do like that makes this mod such a pain in the ***.
Turning it into a community mod will only make things worse. Besides inviting "everyone" to work on it never works. You are going to say no to some people or if you don't, you're going to find it impossible to get anything done. Eventually the only ones that are going to be working on it are the ones that came up with the idea.
That's the two of you and maybe Moritz too, I don't know how involved he wants to be. Then there's me, but I don't feel the need to be part of yet another community project doomed to fail because nothing will be organized properly.
To me this whole thing is a big **** you because god forbid I'm not working on it 24/7 so now the "community" has to do it.
Learn to have some goddamn patience and I'll fix it, bloody hell man.|||Legion Darrath|||LD, so what you want to tell me, thats its either done by you, or its doomed to fail?
Or do i misunderstand you?
I just dont get your point atm...|||I'm saying it's better done by one person than by the "community" or a group of people, each with their own ideas and opinions and that I feel like I'm getting shafted here.|||If its done by one person, there will be many others that say "oh no, those settings are carp".
Ofcourse, if its discussed, its also not possible to find find settings that everyone like. But its a much better way, imo
Anyway, i still dont understand why you feel pissed now. You have done the scripting for the 3603 mod. And? Afaik, the Changes are discussed with Rock and so on. So where is the difference to what we are doing right now?|||Legion Darrath|||I'm with Resin_Smoker. Most mod projects needs a 'leader' (one or two, no more).If you don't you end up with endless discussing and that leads no where (see (most?) governments). I've seen it before and I've been involved a few times, here on the forum with Supcom mod projects. It just doesn't work with more than 2 guys. Another example is the number of balance mods...
That doesn't mean that any project should be limited to 2 people developers, not at all. It just means decisions have to be made to get any kind of progress and you can't satisfy everyone.
For the CBFP it was me who made the decisions. I (tried to) listened to the community and the feedback I got and I welcomed everyone who helped fixing bugs. It seemed to work out nicely although I admit there wasn't a lot to discuss about. A bug is a bug.
That said, a balance mod is probably the hardest kind of mod. There is no right or wrong and everyone has an opinion. The only 'person' who can make balance changes that everyone will play (whether they like it or not) is GPG. Unfortunately that won't happen anymore.
In my opinion the best thing to do here is to not have many balance mods but just one and 'everyone' should play it. The leader of that project should listen to the community and then make decisions. Not everyone will like the decisions but that's jsut too bad. Not everyone can be satisfied. Learn to live with it or provide proof that it doesn't work. A good project leader will listen and either explain why certain aspects are they way they are or change it (again).
This balance mod project I'm describing could be called a comunity project. There is nothing dirty about that word (right?). It's all about a good project leader who listens to the community and dares to make decisions that affect 'everyone'. As long as 'everyone' gives good feedback this process should work for everyone in the end.
By the way, I'm not refering to any person or mod here. I'm not saying 'use mod x' or 'person y should do it'. I just like to see the 'discussing' (fighting is more like it) set aside.
Before anyone asks; yes I do have a new version of the CBFP planned. But between my day job and Nomads I don't have any time to work on it. Maybe when I need a break from Nomads!|||Ok i see we cant discuss it here in the forum. Was just an idea.
It worked much better in a seperated chatroom.
@LD email? I dont know what you want. I thought we can talk a little bit here about it. No one said we have to take the changes here.
If you want to make it alone i can't help you.|||brute51|||Legion Darrath|||What so you mean is that LD should balance make the balance mod alone? No offence but isnt he pretty bad? In order to have a good understanding about the balance of the game you need to be pretty good at it. Period.
I dont think anyone care how actually makes the mod but let one semi-good player who doesnt even play anymore do the actual balancing is crazy to me.
With that said I hope this will be more about the actual balance from now on.
On T3 navy:
We have been used to have t2 navy as the end tech for navy (exept for sera). 3603 changed that and t3 navy viable in many situations. That is a huge improvment! A whole new tech level to play around with pretty much. Getting to T3 navy should put pressure on your opponents just as t3 land or t3 air does. But its not an auto win to fast tech navy still, all the t3 navy (exept sera again) units are support units that need a whole bunch of other units to be effective (air and torp defense). All in all i think t3 navy works really well and is perhaps the most fun tech level in the entire game. The only issue I can see is with battlecrusiers, they might need a slight nerf but its nothing serious. I havn't tested it but i dont recognize this issue with the sera battleship. I think it drains 4000 per tick like it should?|||The balance can come from anywhere, I just do the coding. I've mostly been taking my queues from Rock since he's the one in charge of the FA Ladder Mod thing. I assume he discusses proposed changes with other people that have a sense of balance before informing me.
True, I have no sense of balance because I simply don't care. However if all of a sudden it's a community project where everyone can help you'll run into conflicts because various people have various opinions about balance. Anyway let's not go off on this tangent again.
Regarding the Sera battleship, I believe the issues is the cost of the battleship compared to the cost of the other faction's nuke subs right now and not the actual nuke.|||Well, it's possible to develop with multiple people as long as there's a single point of control who is disciplined.
Eg. the person who uploads the mod to the vault, is usually well-known as the maintainer of the mod, and thus has some authority even in a team of volunteers.
If people argue, this person can just put his foot down and decide, or mediate, or whatever.
For people who just want to code and can't stand arguments, that's probably bad.
For someone like me, who is too lazy to code and loves arguments, it's a great way to take credit for other peoples' work :D|||AdmiralZeech|||Legion Darrath
The purpose of this discussion is to find new Balancing-Settings for a new and common Community Balancing-Patchmod based on 3603_v5 (wich will be developed, based upon the Results).
EVERYBODY can post here and is welcome! But if you want to take part of it, you should know about the Balancing in
3599 http://supcomdb.com/db/,
3603v5 http://www.fa-ladder.com/index.php?link=3&skin=1 and
3604 http://forums.gaspowered.com/viewtopic.php?f=7&t=51145!
We had a discussion about it allready. Here are the additional changes to 3603_v5.1 compared to 3599:
• aeon T2 Mobile Shield Generator: Parashield
- Shield health changed from 4000 to 3500
- increased buildtime from 720 to 792
• cybran ACU health changed from 10000 to 10500
• T3 AA Gunship Restorer:
- Costs and Build-Time (from 1200M 60000E 4800T to 1764M 42000E 8820T)
- normal Weapon = 270 DPS
- Anti-Air Weapon = 27DPS
- max airspeed reduced to 9 from 10
• T2 Mobile Shield Generator: Asylum
- Shield health changed from 5000 to 4500
- increased buildtime from 600 to 660
• Increased T3 Air Factory Cost (from 2520M 46200E to 2750M 72000E)
• T2 Transporter health changed from 3050 to 2440
You think oh no that isnt right! or you have a good idea? post it!|||I have a good idea. Instead of going all "Oh noes LD hasn't replied to his email for a while, we should make a community mod instead!" You could just, you know, wait till my finals are over and then nudge me into action. The community will get its changes. Patience is a virtue.|||pwnt.|||LD, the idea was to give it an other name (not 3603) and make this a community mod. That would be way less confusing and we are far away from the "original" 3603-Settings anyway.
So whats you problem with that?|||The last thing the community needs is another community mod (how ******* many do we have).
Stick with the biggest, if you don't like the balance in the biggest; suggest some well thought out changes.
DO NOT just fork off a new version to your own liking. The Open Source community does this all the time, and 97.2% projects die because everyone gets too fragmented.
Let LD finish his exams and he'll come back to it. Show some patience, and consideration for other people.|||We dont want to do "just an other" community mod.
What we are working on, is to migrate 3603v5 and 3604 and improve all the settings even more to create one common and global balancing mod. For that, everybody can work together with us on this project.|||If you want to slap another name on it, fine I don't care but there's absolutely no need to make it a community mod. This is just other people wanting a slice of the pie. That's fine. There's other ways to get involved than just bluntly telling me "Thanks for the work but we'll take it from here"
Hey, if you want to deal with random people whining to you about change X to unit Y but not to unit Z be my guest.
Migrating 3603 and 3604 isn't even hard because every single unit is either already in 3603 and you just have to change some values or you can simply drag and drop the file from the 3604 folder to the 3603 folder. In fact none of the modding is hard, it's all the people complaining about changes they don't like but never giving any credit for the things they do like that makes this mod such a pain in the ***.
Turning it into a community mod will only make things worse. Besides inviting "everyone" to work on it never works. You are going to say no to some people or if you don't, you're going to find it impossible to get anything done. Eventually the only ones that are going to be working on it are the ones that came up with the idea.
That's the two of you and maybe Moritz too, I don't know how involved he wants to be. Then there's me, but I don't feel the need to be part of yet another community project doomed to fail because nothing will be organized properly.
To me this whole thing is a big **** you because god forbid I'm not working on it 24/7 so now the "community" has to do it.
Learn to have some goddamn patience and I'll fix it, bloody hell man.|||Legion Darrath|||LD, so what you want to tell me, thats its either done by you, or its doomed to fail?
Or do i misunderstand you?
I just dont get your point atm...|||I'm saying it's better done by one person than by the "community" or a group of people, each with their own ideas and opinions and that I feel like I'm getting shafted here.|||If its done by one person, there will be many others that say "oh no, those settings are carp".
Ofcourse, if its discussed, its also not possible to find find settings that everyone like. But its a much better way, imo
Anyway, i still dont understand why you feel pissed now. You have done the scripting for the 3603 mod. And? Afaik, the Changes are discussed with Rock and so on. So where is the difference to what we are doing right now?|||Legion Darrath|||I'm with Resin_Smoker. Most mod projects needs a 'leader' (one or two, no more).If you don't you end up with endless discussing and that leads no where (see (most?) governments). I've seen it before and I've been involved a few times, here on the forum with Supcom mod projects. It just doesn't work with more than 2 guys. Another example is the number of balance mods...
That doesn't mean that any project should be limited to 2 people developers, not at all. It just means decisions have to be made to get any kind of progress and you can't satisfy everyone.
For the CBFP it was me who made the decisions. I (tried to) listened to the community and the feedback I got and I welcomed everyone who helped fixing bugs. It seemed to work out nicely although I admit there wasn't a lot to discuss about. A bug is a bug.
That said, a balance mod is probably the hardest kind of mod. There is no right or wrong and everyone has an opinion. The only 'person' who can make balance changes that everyone will play (whether they like it or not) is GPG. Unfortunately that won't happen anymore.
In my opinion the best thing to do here is to not have many balance mods but just one and 'everyone' should play it. The leader of that project should listen to the community and then make decisions. Not everyone will like the decisions but that's jsut too bad. Not everyone can be satisfied. Learn to live with it or provide proof that it doesn't work. A good project leader will listen and either explain why certain aspects are they way they are or change it (again).
This balance mod project I'm describing could be called a comunity project. There is nothing dirty about that word (right?). It's all about a good project leader who listens to the community and dares to make decisions that affect 'everyone'. As long as 'everyone' gives good feedback this process should work for everyone in the end.
By the way, I'm not refering to any person or mod here. I'm not saying 'use mod x' or 'person y should do it'. I just like to see the 'discussing' (fighting is more like it) set aside.
Before anyone asks; yes I do have a new version of the CBFP planned. But between my day job and Nomads I don't have any time to work on it. Maybe when I need a break from Nomads!|||Ok i see we cant discuss it here in the forum. Was just an idea.
It worked much better in a seperated chatroom.
@LD email? I dont know what you want. I thought we can talk a little bit here about it. No one said we have to take the changes here.
If you want to make it alone i can't help you.|||brute51|||Legion Darrath|||What so you mean is that LD should balance make the balance mod alone? No offence but isnt he pretty bad? In order to have a good understanding about the balance of the game you need to be pretty good at it. Period.
I dont think anyone care how actually makes the mod but let one semi-good player who doesnt even play anymore do the actual balancing is crazy to me.
With that said I hope this will be more about the actual balance from now on.
On T3 navy:
We have been used to have t2 navy as the end tech for navy (exept for sera). 3603 changed that and t3 navy viable in many situations. That is a huge improvment! A whole new tech level to play around with pretty much. Getting to T3 navy should put pressure on your opponents just as t3 land or t3 air does. But its not an auto win to fast tech navy still, all the t3 navy (exept sera again) units are support units that need a whole bunch of other units to be effective (air and torp defense). All in all i think t3 navy works really well and is perhaps the most fun tech level in the entire game. The only issue I can see is with battlecrusiers, they might need a slight nerf but its nothing serious. I havn't tested it but i dont recognize this issue with the sera battleship. I think it drains 4000 per tick like it should?|||The balance can come from anywhere, I just do the coding. I've mostly been taking my queues from Rock since he's the one in charge of the FA Ladder Mod thing. I assume he discusses proposed changes with other people that have a sense of balance before informing me.
True, I have no sense of balance because I simply don't care. However if all of a sudden it's a community project where everyone can help you'll run into conflicts because various people have various opinions about balance. Anyway let's not go off on this tangent again.
Regarding the Sera battleship, I believe the issues is the cost of the battleship compared to the cost of the other faction's nuke subs right now and not the actual nuke.|||Well, it's possible to develop with multiple people as long as there's a single point of control who is disciplined.
Eg. the person who uploads the mod to the vault, is usually well-known as the maintainer of the mod, and thus has some authority even in a team of volunteers.
If people argue, this person can just put his foot down and decide, or mediate, or whatever.
For people who just want to code and can't stand arguments, that's probably bad.
For someone like me, who is too lazy to code and loves arguments, it's a great way to take credit for other peoples' work :D|||AdmiralZeech|||Legion Darrath
[FA] Progress (check it out)
[:1]Hi,
i thought i would share this lil video with you all, Take a look, the video says it all..
http://www.youtube.com/watch?v=cdotYVfG5Lk|||Cool beans!|||very nice,..!!
excellent work again domino!!
I am constantly amazed at your work,...Hats off....:)
I hope you can find a way to implement custom sounds...on a roughly similar type...
that would be absolutely fantastic....!!
Greetings|||FA's UI is actually pretty flexible - it's mostly just a matter of time and work spent formatting things and finding places to hook it into the existing UI structure.
There's really nothing more that can be done with audio, as that's handled by the engine. I mean, you can already play a sound bank whenever you want from both the sim and UI, both in 3D and as a voiceover, so from a UI perspective, there's nothing more to be done there. It's just inconvenient to create and install sound banks, but that can't be helped by a mod.|||Unless I'm missing something here, it's some text.
i thought i would share this lil video with you all, Take a look, the video says it all..
http://www.youtube.com/watch?v=cdotYVfG5Lk|||Cool beans!|||very nice,..!!
excellent work again domino!!
I am constantly amazed at your work,...Hats off....:)
I hope you can find a way to implement custom sounds...on a roughly similar type...
that would be absolutely fantastic....!!
Greetings|||FA's UI is actually pretty flexible - it's mostly just a matter of time and work spent formatting things and finding places to hook it into the existing UI structure.
There's really nothing more that can be done with audio, as that's handled by the engine. I mean, you can already play a sound bank whenever you want from both the sim and UI, both in 3D and as a voiceover, so from a UI perspective, there's nothing more to be done there. It's just inconvenient to create and install sound banks, but that can't be helped by a mod.|||Unless I'm missing something here, it's some text.
Clone FA interface to the 2nd display?
[:1]Few days ago I've gotten myself a 2nd monitor and was really excited about new FA game experience. But it appeared that I feel very uncomfortable issuing any kind of order on it, because I just cant see neither my eco nor the build menu there.
As I'm lazy enough to learn new ways to play using hotkeys (I did try, honestly), I'm guessing there could be a mod to get the same interface on both screens.
And if there really is one, please let me know. :)|||Hi,
No idea why you would want a second ui on a second display, when all you have to do is flick your eyes to the first screen..
Although a seocnd ui on a second screen is possible.. to my knowledge no one has made such a mod..
however.. you may want to look at my split screen mod.. its made with dual screen in mind...
take a look :)
http://forums.gaspowered.com/viewtopic.php?f=7&t=50281
As I'm lazy enough to learn new ways to play using hotkeys (I did try, honestly), I'm guessing there could be a mod to get the same interface on both screens.
And if there really is one, please let me know. :)|||Hi,
No idea why you would want a second ui on a second display, when all you have to do is flick your eyes to the first screen..
Although a seocnd ui on a second screen is possible.. to my knowledge no one has made such a mod..
however.. you may want to look at my split screen mod.. its made with dual screen in mind...
take a look :)
http://forums.gaspowered.com/viewtopic.php?f=7&t=50281
[REL/WIP] BlackOps:Alternate Reality
[:1]Hey-o People.
Normally I wouldn't be posting this prior to it being released, btu you can all thank Rasti for it, seeing as he had to go and post about something I've been working on without telling you guys everything about it.
So, Just what is BlackOps:Alternate Reality?
Its basically going to be the dumping ground for units that are either a bit too silly or just couldn't properlly fit in with the Unleashed or Secret Weapon Mods. These units might not be as high quality model ro effects wise as our other work, but they will be functional, after all, just is mostly a place to dump our sometimes useless work/ideas.
If you have complaints about the quality of the visual aspects please take your complaints to the Goverment of Canada so then can pay off my student loan for me and I won't have to work as much so I can put more time into Modding okay? ;p
We've Released!
Available on the VAULT, just search 'BlackOps'
Also Available in ZIP Format
Completed Units:
UEF: T4 Duke Nukem: Experimental Medium Range Anti-Matter Nuke Armed Artillery Tank.
UEF: T4 Bolo
UEF: T4 AC-500 Gunship
Cybran: T1 Rocket Beetle
WIP Units:
UEF: Duke Nukem: Experimental Medium Range Anti-Matter Nuke Armed Artillery Tank.
Cybran: Armadillo [Being Modeled]
Unit Concepts
Aeon: Drone Sub
Cybran: Repair Sub
Cybran: Armadillo
Cybran: Bolo
Seraphim: Bolo
Seraphim: Prawn Bot
Now I'm kinda worried about saying this, but I figure I'll give it a shot, If anyone has ideas of something they would like to see post it BUT, and this is big, please put some thought into it and nothing overtly silly please, I've already got a lot on my plate, Ex still needs 2 Naval models from me xD.
More to Come Later.
Mike|||Unit Information
Cybran
UEF
AC500


Unit Description;
The AC-500 is used for close Air Support or ground troops.
Weapons;
- Nose Mounted Gattling Gun (1 turret)
- Side Mounted Gattling Gun (1 turret)
- Side Mounted Energy Cannons (3 turret)
- Side Mounted Artillery Cannon (1 turret)
- AA Guns (4 turrets)
Duke Nukem

Unit Description;
The Duke Nukem Experimental Medium Range Anti-Matter Nuke Armed Artillery Tank.
Weapons;
- Low Arc Anti-Matter Nuke Cannon
- AA Missile system(8 silos)
- Plasma Defence Cannons(4 turrets)
- TMD(1 turret)
Bolo Class Super Heavy Tank

Unit Description;
A Big-Ass Massive Tank with Multiple Weapon Systems
Weapons;
- Triple Barrel Main Gun (Must Deploy to Fire, movement NOT locked)
- High Arc Howitzers (6 turrets)
- VLS(Verticle Launch System) Missiles (12 Silos)
- Secondary Cannons (10 turrets)
- Anti-Air Energy Lances (6 turrets)
Aeon
Seraphim|||Wakka|||Wooooooop|||Didn't you already have a BO project for after Unleashed, some space thing?|||Times are hard saddly, at this point to try and create several space factions on my own, what with keeping up with the mods I already have going and working on my portfolio stuff as well is more or less impossible.
Mike|||OrangeKnight|||You know those hunter killers from terminator salvation?|||Raiden2|||More or less, its not gonna have Hellbores, and it won't 100% accurate....but it hits teh Main points, which are IMO;
- Huge
- Big *** Main Weapon
- Missiles
- Artillery
- Secondary Weapons(Infinite Repeaters)
But I'll be upfront with you, its a Hack model, I used th Fatboy as a base cause I'm lazy and out of the groove atm, so I wanted something I could accomplish without texturing to wear me down xD
Like I said, this will kinda be like a dumping ground for stuff.
Raiden2|||OrangeKnight|||OrangeKnight|||Kenquinn|||OrangeKnight|||Kenquinn|||mike you forgot my Droideka|||OrangeKnight|||I'm sure they'd been described as many things over the Bolo's time line, I've seen them described as howitzers, which prolly explains my reasoning.
Mike|||DROIDEKA|||Fine Now Be Quiet.
Mike|||Ideas? Something I thought would be cool for Cybran was a T3 intel sub. Stealth, cloak, better sensors/range then the T2 boat, no weapons but good torpedo defense. Would be nice if the cloak would always stay on so it could approach dangerous areas hidden, but could always just make it go slower while cloaked or something.
Idea comes from reading too much Tom Clancy, in Red Storm Rising they mention the USS Narwhal, an intel sub parked off the Soviet Coast that sends back Raid Warnings. The sub itself was quite advanced and stealthy for its time, or so the wiki tells me.
I was actually considering this for my 2nd mod lol but seeing as I had problems with my first, I think this would be a bit to hard for me. And even if I did make something it would probably just reuse one of the subs already in the game seeing as I can't make new models. So I think it would be best if you made it
|||Actually if your not messing or just removing the weapons, making a stealth sub would be something fairly easy to try, you'll prolly want to figure out things like stealth and radar eventually anyways if you plan to continue modding.
But it reminds me of when Hawk was making the T3 Air staging buildings, I had this idea of a Sub that could repair and such, kinda like a Naval engineer/....sub thing! xD
Mike|||Bolo Time;
Unit Description;
A Big-Ass Massive Tank with Multiple Weapon Systems
Weapons;
- Triple Barrel Main Gun (Must Deploy to Fire)
- High Arc Howitzers (6 turrets)
- VLS(Verticle Launch System) Missiles (12 Silos)
- Secondary Cannons (10 turrets)

Basic Pic, nothing fancy.

The Bolo deploys its Track Guards/Stablizers to fire its Main Cannon.

The High Arc Howitzers

The VLS Missile silos.

Top view.
Comments?
Mike|||It's a giant spaceship with wheels! And considering the gigantic "not compensating at all" cannon, it's probably from a Gundam series
I like it.|||It looks like the fatboy.
Normally I wouldn't be posting this prior to it being released, btu you can all thank Rasti for it, seeing as he had to go and post about something I've been working on without telling you guys everything about it.
So, Just what is BlackOps:Alternate Reality?
Its basically going to be the dumping ground for units that are either a bit too silly or just couldn't properlly fit in with the Unleashed or Secret Weapon Mods. These units might not be as high quality model ro effects wise as our other work, but they will be functional, after all, just is mostly a place to dump our sometimes useless work/ideas.
If you have complaints about the quality of the visual aspects please take your complaints to the Goverment of Canada so then can pay off my student loan for me and I won't have to work as much so I can put more time into Modding okay? ;p
We've Released!
Available on the VAULT, just search 'BlackOps'
Also Available in ZIP Format
Completed Units:
UEF: T4 Duke Nukem: Experimental Medium Range Anti-Matter Nuke Armed Artillery Tank.
UEF: T4 Bolo
UEF: T4 AC-500 Gunship
Cybran: T1 Rocket Beetle
WIP Units:
UEF: Duke Nukem: Experimental Medium Range Anti-Matter Nuke Armed Artillery Tank.
Cybran: Armadillo [Being Modeled]
Unit Concepts
Aeon: Drone Sub
Cybran: Repair Sub
Cybran: Armadillo
Cybran: Bolo
Seraphim: Bolo
Seraphim: Prawn Bot
Now I'm kinda worried about saying this, but I figure I'll give it a shot, If anyone has ideas of something they would like to see post it BUT, and this is big, please put some thought into it and nothing overtly silly please, I've already got a lot on my plate, Ex still needs 2 Naval models from me xD.
More to Come Later.
Mike|||Unit Information
Cybran
UEF
AC500
Unit Description;
The AC-500 is used for close Air Support or ground troops.
Weapons;
- Nose Mounted Gattling Gun (1 turret)
- Side Mounted Gattling Gun (1 turret)
- Side Mounted Energy Cannons (3 turret)
- Side Mounted Artillery Cannon (1 turret)
- AA Guns (4 turrets)
Duke Nukem
Unit Description;
The Duke Nukem Experimental Medium Range Anti-Matter Nuke Armed Artillery Tank.
Weapons;
- Low Arc Anti-Matter Nuke Cannon
- AA Missile system(8 silos)
- Plasma Defence Cannons(4 turrets)
- TMD(1 turret)
Bolo Class Super Heavy Tank
Unit Description;
A Big-Ass Massive Tank with Multiple Weapon Systems
Weapons;
- Triple Barrel Main Gun (Must Deploy to Fire, movement NOT locked)
- High Arc Howitzers (6 turrets)
- VLS(Verticle Launch System) Missiles (12 Silos)
- Secondary Cannons (10 turrets)
- Anti-Air Energy Lances (6 turrets)
Aeon
Seraphim|||Wakka|||Wooooooop|||Didn't you already have a BO project for after Unleashed, some space thing?|||Times are hard saddly, at this point to try and create several space factions on my own, what with keeping up with the mods I already have going and working on my portfolio stuff as well is more or less impossible.
Mike|||OrangeKnight|||You know those hunter killers from terminator salvation?|||Raiden2|||More or less, its not gonna have Hellbores, and it won't 100% accurate....but it hits teh Main points, which are IMO;
- Huge
- Big *** Main Weapon
- Missiles
- Artillery
- Secondary Weapons(Infinite Repeaters)
But I'll be upfront with you, its a Hack model, I used th Fatboy as a base cause I'm lazy and out of the groove atm, so I wanted something I could accomplish without texturing to wear me down xD
Like I said, this will kinda be like a dumping ground for stuff.
Raiden2|||OrangeKnight|||OrangeKnight|||Kenquinn|||OrangeKnight|||Kenquinn|||mike you forgot my Droideka|||OrangeKnight|||I'm sure they'd been described as many things over the Bolo's time line, I've seen them described as howitzers, which prolly explains my reasoning.
Mike|||DROIDEKA|||Fine Now Be Quiet.
Mike|||Ideas? Something I thought would be cool for Cybran was a T3 intel sub. Stealth, cloak, better sensors/range then the T2 boat, no weapons but good torpedo defense. Would be nice if the cloak would always stay on so it could approach dangerous areas hidden, but could always just make it go slower while cloaked or something.
Idea comes from reading too much Tom Clancy, in Red Storm Rising they mention the USS Narwhal, an intel sub parked off the Soviet Coast that sends back Raid Warnings. The sub itself was quite advanced and stealthy for its time, or so the wiki tells me.
I was actually considering this for my 2nd mod lol but seeing as I had problems with my first, I think this would be a bit to hard for me. And even if I did make something it would probably just reuse one of the subs already in the game seeing as I can't make new models. So I think it would be best if you made it
But it reminds me of when Hawk was making the T3 Air staging buildings, I had this idea of a Sub that could repair and such, kinda like a Naval engineer/....sub thing! xD
Mike|||Bolo Time;
Unit Description;
A Big-Ass Massive Tank with Multiple Weapon Systems
Weapons;
- Triple Barrel Main Gun (Must Deploy to Fire)
- High Arc Howitzers (6 turrets)
- VLS(Verticle Launch System) Missiles (12 Silos)
- Secondary Cannons (10 turrets)
Basic Pic, nothing fancy.
The Bolo deploys its Track Guards/Stablizers to fire its Main Cannon.
The High Arc Howitzers
The VLS Missile silos.
Top view.
Comments?
Mike|||It's a giant spaceship with wheels! And considering the gigantic "not compensating at all" cannon, it's probably from a Gundam series
I like it.|||It looks like the fatboy.
[FA] Something New!
[:1]Hi,
here is a lil video of something some may appriciate :)
http://www.youtube.com/watch?v=vvT0140Jcag
This is something new added to DMS V7 (not released yet)
It is NOT limited to only this one unit.. ANY unit can now have one of these..
by just entering a simple BP entry
if your a unit modder, im sure you will appriciate that this thing has many uses..
not limited to what you see in the video.. :)
im also using for something else.. :)|||Don't you already have a thread for talking about DMS and it's features?
Mike|||Are you telling me off for posting a video of of something?|||no he is asking why you started yet another new thread when you could have just posted this in DMS thread(since it is going to be in the next release i assume) and his argument is valid, it isn't a personal attack or anything.
on note to the vid, that is pretty damned awesome|||I'm trying to nicely say don't post a new thread for every little thing you work on when all/most of those will be found in the same mod.
It'd be like me posting a new thread for every new unit I work on for BlackOps.
Mike|||Hi,
Ok seeing as you asked nicely
ill keep the related things to the related threads.. np..
i was going to wind you up a little
i didnt have the hump or anything.. :)
you can delete this thread if you wish, i re-posted the topic in The DMS thread..
Ps, if you liked that LT, your going to love the next video!
here is a lil video of something some may appriciate :)
http://www.youtube.com/watch?v=vvT0140Jcag
This is something new added to DMS V7 (not released yet)
It is NOT limited to only this one unit.. ANY unit can now have one of these..
by just entering a simple BP entry
if your a unit modder, im sure you will appriciate that this thing has many uses..
not limited to what you see in the video.. :)
im also using for something else.. :)|||Don't you already have a thread for talking about DMS and it's features?
Mike|||Are you telling me off for posting a video of of something?|||no he is asking why you started yet another new thread when you could have just posted this in DMS thread(since it is going to be in the next release i assume) and his argument is valid, it isn't a personal attack or anything.
on note to the vid, that is pretty damned awesome|||I'm trying to nicely say don't post a new thread for every little thing you work on when all/most of those will be found in the same mod.
It'd be like me posting a new thread for every new unit I work on for BlackOps.
Mike|||Hi,
Ok seeing as you asked nicely
i was going to wind you up a little
you can delete this thread if you wish, i re-posted the topic in The DMS thread..
Ps, if you liked that LT, your going to love the next video!
[REQ] TA style resource generators
[:1]I know this is gonna sound stupid, but here goes...
Is there a way possible to add TA style resource generators to the start of the game via modpack? Like Solar panels, tidal generators and windmills and stuff? I know full well that maps don't have a wind/tidal strength attribute but that can be balanced out by altering cost/yield. Like, Windmills= cheap as dirt but low yield, Solar Panels= medium cost, medium yield, and tidal= highest yield early game but highest cost, fitting in with the naval paradigms of the game.
I'd much rather sacrifice early game adjacency bonuses to have these things. IMHO, they're way better than power generators working on the "It just does" system with no explanation as to how.|||Look at this here mod. It is not only TA, but when you build windmills the wind power changes periodically and some maps have more wind than others.
All the power generators in the game have an explanation, they just aren't traditional ones used like today. UEF found out how to make energy with fusion and Aeon uses dark energy and stuff like that.
Hope this helps.
Ion
Is there a way possible to add TA style resource generators to the start of the game via modpack? Like Solar panels, tidal generators and windmills and stuff? I know full well that maps don't have a wind/tidal strength attribute but that can be balanced out by altering cost/yield. Like, Windmills= cheap as dirt but low yield, Solar Panels= medium cost, medium yield, and tidal= highest yield early game but highest cost, fitting in with the naval paradigms of the game.
I'd much rather sacrifice early game adjacency bonuses to have these things. IMHO, they're way better than power generators working on the "It just does" system with no explanation as to how.|||Look at this here mod. It is not only TA, but when you build windmills the wind power changes periodically and some maps have more wind than others.
All the power generators in the game have an explanation, they just aren't traditional ones used like today. UEF found out how to make energy with fusion and Aeon uses dark energy and stuff like that.
Hope this helps.
Ion
[REL][SC2]Campaign Cheating
[:1]I decided to not beat around the bush, it is cheating. This is the only version of this I plan to make unless it doesnt work for any one other then me. This is possible since I have a lot of modifications made to my pathing to try and get other types of modding to work.
To install, unzip it in your 'My Documents/My Games/Gas Powered Games/Supreme Commander 2' directory.
http://filesmelt.com/dl/campaigncheating.zip
Note, this makes getting most achievements trivial (even on hard).|||You know, this brings up an interesting subject.
Maybe the reason why modding has been for the most part disabled in the retail version is to prevent people from getting achievements so easily.
Just speculation of course.|||Unless achievements actually do something other than make you feel good, that's a terrible reason to disable modding.|||Valve has a history of going after people who do achievements either through exploits, botting, or cheating.
And yes, a part of me wonders if that is the reason as well.|||Sounds silly, achievements are only there to show what you've done, all in all rather pointless unless they add some sort of bonuses to the gameplay. Can't really be the reason to not allow modding... :/|||Torchlight had the same problem with modding making it easy to get achievements (irony is there were even achievements for running X number of mods
). They didn't seem to worry/care though, because the achievements don't actually do anything, not even add to a gamerscore a'la xbox (which I initially thought was bad, but now I think is smart on valve's part, so they didn't have to worry about modders or people who cheat).|||interesting, thank you for sharing your cheat seiya, appreciated!
I'm not sure this is enough to get me to buy supcom2, but it is a start.|||Mooilo|||Achievements, the bane of modern civilization...
No really, imagine all the people wasting their lives just to get some.|||Ghaleon|||This mod does not work for me. Does anyone know how I could enable cheats?|||How did you use it? Did you unzip to where I said?|||Yes. I just found out it does work. I wasn't looking for resource production, I was looking for debug mode. Do you know how to activate it?|||Debug is completely disabled as far as anyone can tell. That mod is just about the only cheating you can do right now.|||That's retarded...|||how do you download it? every time i click the link it just opens another window..|||Just to throw this out there, but if you create a new unit/building, it shows up in the campaign. Seiya's trio of units? funny imbaness in campaign. :p|||Does this work in skirmish?|||Hey thanks for the release of the campaign cheat!
EDITED - I was wrong about what I typed earlier. my bad for the mistake!|||Mazrix|||8MB? wow, that would explain GPG's hesitation to release patches.
mind if you shout us a source on that?|||Pc and xbox 360 share the same license?|||Bobucles|||Does anyone still have this and does it work? The links broken and I really want it|||Anyone still have this? I've beaten the campaign several times, and want something to amuse me in regards to this.
To install, unzip it in your 'My Documents/My Games/Gas Powered Games/Supreme Commander 2' directory.
http://filesmelt.com/dl/campaigncheating.zip
Note, this makes getting most achievements trivial (even on hard).|||You know, this brings up an interesting subject.
Maybe the reason why modding has been for the most part disabled in the retail version is to prevent people from getting achievements so easily.
Just speculation of course.|||Unless achievements actually do something other than make you feel good, that's a terrible reason to disable modding.|||Valve has a history of going after people who do achievements either through exploits, botting, or cheating.
And yes, a part of me wonders if that is the reason as well.|||Sounds silly, achievements are only there to show what you've done, all in all rather pointless unless they add some sort of bonuses to the gameplay. Can't really be the reason to not allow modding... :/|||Torchlight had the same problem with modding making it easy to get achievements (irony is there were even achievements for running X number of mods
I'm not sure this is enough to get me to buy supcom2, but it is a start.|||Mooilo|||Achievements, the bane of modern civilization...
No really, imagine all the people wasting their lives just to get some.|||Ghaleon|||This mod does not work for me. Does anyone know how I could enable cheats?|||How did you use it? Did you unzip to where I said?|||Yes. I just found out it does work. I wasn't looking for resource production, I was looking for debug mode. Do you know how to activate it?|||Debug is completely disabled as far as anyone can tell. That mod is just about the only cheating you can do right now.|||That's retarded...|||how do you download it? every time i click the link it just opens another window..|||Just to throw this out there, but if you create a new unit/building, it shows up in the campaign. Seiya's trio of units? funny imbaness in campaign. :p|||Does this work in skirmish?|||Hey thanks for the release of the campaign cheat!
EDITED - I was wrong about what I typed earlier. my bad for the mistake!|||Mazrix|||8MB? wow, that would explain GPG's hesitation to release patches.
mind if you shout us a source on that?|||Pc and xbox 360 share the same license?|||Bobucles|||Does anyone still have this and does it work? The links broken and I really want it|||Anyone still have this? I've beaten the campaign several times, and want something to amuse me in regards to this.
Mod for stacking transported units in the UI?
[:1]Hi everyone
I'm looking for a mod for FA's interface that will stack similar units being transported. What I mean is when you select an army, the UI abbreviates the units into stacks with one icon per unit type with the number of that unit (tanks 20, AA 15, for example). In transports, however, all units have their own icon. This can get cumbersome when you have a full aircraft carrier and you need to know how many units of each it's carrying.
Does a mod like this exist?|||Moved to mod talk.|||Legion Darrath
I'm looking for a mod for FA's interface that will stack similar units being transported. What I mean is when you select an army, the UI abbreviates the units into stacks with one icon per unit type with the number of that unit (tanks 20, AA 15, for example). In transports, however, all units have their own icon. This can get cumbersome when you have a full aircraft carrier and you need to know how many units of each it's carrying.
Does a mod like this exist?|||Moved to mod talk.|||Legion Darrath
[REL-FA] Forged Alliance 16-player mod version 1.0
[:1]=== Forged Alliance 16-player mod version 1.0 ===
This mod allows up to 16 players in the game Forged Alliance.
It should work on all Forged Alliance patch levels since 3598.
--- Features ---
The main feature is 16 player support for maps.
The lobby screens and map filters were also adjusted to accommodate more players.
Other features:
-number of teams boosted to 8.
-extra team colors added.
-the main menu UI has been speeded up (no more annoyingly slow navigation).
-speeded up map preview screen: caching and preloading.
-the intro "logo" movies are skipped, just the Seraphim invasion of earth clip is shown.
LINK
http://www.moddb.com/downloads/forged-alliance-16-player-mod-version-10
|||...16 players? Really? I doubt ANY computer can handle that much...|||This would be cool for single player games vs AI's.... not so sure about skirmish vs 16 other human players though.
Resin|||Hi,
downloaded to try it..
seems to work with a few errors.. sadly i dont have any 16 player maps..
else id try it further.. this mod is something to make your pc spontaniously combust lol...
cool that this is possible though.. well done!|||Some maps that support >8 number of players can be found on mod-db (the same site where the mod download is hosted).
Example link:
http://www.moddb.com/members/rattas/addons/central-mound-with-12-player-starts|||LOL, although the support with this map is cool... id hate to be spawned at one of the spots on the inside.. i think id like an outer spawn point... lol inner spawned = OWNED!
good job pal... (thumbs up)|||Just how many players can the game technically support?|||I do not know if there is a hard limit in the game engine.
Other practical limitations - especially RAM usage - will limit it too.
With a reasonable number of units (500) per player you can quickly end up near 2 Gb of RAM. You can reconfigure the kernel on Windows XP to get up to 3 Gb for user processes. However, the ForgedAlliance executable would need to have been compiled&linked with some specific options to let it use the extra memory beyond 2Gb...|||In order to get access to more than 2 GB of memory (in Windows), you need something like the following:
- http://www.ntcore.com/4gb_patch.php
- http://www.techpowerup.com/forums/showthread.php?t=112556
The original exe doesn't need to be compiled & linked with some specific options. Only a particular flag needs to be set, which the above programs can do externally.
But I think GPG already set the flag for FA.|||Can you get a mirror link up please?
Both that site and filefront are now blocked for me from work. I have no internet at home to use....|||A great idea rattas! I Imagine playing on maps like Oceans Fortress with this many players. You'd need a good amount of upload to be able to participate though.
On making this more practical, you could add some code to allow this on any map, ie add the startpoints and mexes via script, should be possible in a lobbymod.
What mirrors CAN you access Fury? Mediafire, Rapidshare or somesuch? If rattas doesn't mind I can up it, otherwise you could just use some proxy to bypass the filters set.|||As far as I can tell, only the two I mentioned are blocked.|||I guess this could work for LAN games if everyone's got some pretty serious hardware, but I cannot possibly imagine > 8 player games online. Not only do you have a significantly increased chance of getting someone with a slow computer who kills everyone else's sim speed, but the amount of data being transmitted will increase radically (since each player has to communicate with each other player).
I don't remember the rough per-player datarate for an average FA game, but I think it's something like ~6kb/s. ~100kb/s doesn't sound all that bad compared to most US/Canadian cable upload rates, but most DSL and Euro cable upload rates aren't going to be able to handle that comfortably and reliably.
Neat idea, but definitely a niche thing.|||This could be so useful for games with very low unit counts.
Upping the player count opens up so much for custom maps.|||This would be great for LAN parties!
Are there any other maps besides the one link for more than 8 players?
From the picture, it looks like this is working with Sorian's LEM?
Great idea!|||I uploaded a total of 3 maps that support this, that were made or converted by myself.
These were meant as examples of what such maps look like and to whet people's appetite for >8player maps.
It is easy enough to convert any map you like. Instructions for that is in the readme.txt with the mod, but I'll quote it here:
Quote:|||Thanks, I've downloaded the map, and I'll give it a try to mod others when I have a chance.|||Spawn addition could be done procedurally with a fairly simple mod - find where the map .save is doscripted, and modify that table afterwards. It would be very easy to add spawns without adding mexes, but adding mexes procedurally might be tricky depending on the space available.
I suppose you could grab all mex locations within 20 or so of each spawn point and create another set that's offset ~5 toward the center, placing the new spawn between the innermost set.|||Tried this mod last night, and it worked great! But I'm wondering if it's possible to make it compatible with the Big Map Preview mod at: viewtopic.php?f=7&t=46383&start=0&hilit=big+lem
When the 16 player mod is in the gamedata directory and working, the Big map preview mod stops working. Any way to make this mod compatible with the Big map preview mod?
Thanks|||Only one .scd mod at a time can /schook a file, so no, there's no way to make them directly compatible without combining their code directly in any files that they both use.|||Gentlemen, we have found the most effective CPU torturing system:
Set it to 16 CPU's, and watch it go at 0.1 FPS.|||I've made a version that combines the big bap preview with the 16 player lobby. Turns out the only file in the big map preview mod was lobby.lua. I did a compare of this file across the 2 mods, and integrated the changes from the big map preview version into the 16 player version.
Works great! :)
Anyone interested in a copy that combines both, let me know.|||nice mod!
any chance this could work for gpgnet ?|||rattas|||I love the idea of this mod.
Thank you.
This mod allows up to 16 players in the game Forged Alliance.
It should work on all Forged Alliance patch levels since 3598.
--- Features ---
The main feature is 16 player support for maps.
The lobby screens and map filters were also adjusted to accommodate more players.
Other features:
-number of teams boosted to 8.
-extra team colors added.
-the main menu UI has been speeded up (no more annoyingly slow navigation).
-speeded up map preview screen: caching and preloading.
-the intro "logo" movies are skipped, just the Seraphim invasion of earth clip is shown.
LINK
http://www.moddb.com/downloads/forged-alliance-16-player-mod-version-10
Resin|||Hi,
downloaded to try it..
seems to work with a few errors.. sadly i dont have any 16 player maps..
cool that this is possible though.. well done!|||Some maps that support >8 number of players can be found on mod-db (the same site where the mod download is hosted).
Example link:
http://www.moddb.com/members/rattas/addons/central-mound-with-12-player-starts|||LOL, although the support with this map is cool... id hate to be spawned at one of the spots on the inside.. i think id like an outer spawn point... lol inner spawned = OWNED!
good job pal... (thumbs up)|||Just how many players can the game technically support?|||I do not know if there is a hard limit in the game engine.
Other practical limitations - especially RAM usage - will limit it too.
With a reasonable number of units (500) per player you can quickly end up near 2 Gb of RAM. You can reconfigure the kernel on Windows XP to get up to 3 Gb for user processes. However, the ForgedAlliance executable would need to have been compiled&linked with some specific options to let it use the extra memory beyond 2Gb...|||In order to get access to more than 2 GB of memory (in Windows), you need something like the following:
- http://www.ntcore.com/4gb_patch.php
- http://www.techpowerup.com/forums/showthread.php?t=112556
The original exe doesn't need to be compiled & linked with some specific options. Only a particular flag needs to be set, which the above programs can do externally.
But I think GPG already set the flag for FA.|||Can you get a mirror link up please?
Both that site and filefront are now blocked for me from work. I have no internet at home to use....|||A great idea rattas! I Imagine playing on maps like Oceans Fortress with this many players. You'd need a good amount of upload to be able to participate though.
On making this more practical, you could add some code to allow this on any map, ie add the startpoints and mexes via script, should be possible in a lobbymod.
What mirrors CAN you access Fury? Mediafire, Rapidshare or somesuch? If rattas doesn't mind I can up it, otherwise you could just use some proxy to bypass the filters set.|||As far as I can tell, only the two I mentioned are blocked.|||I guess this could work for LAN games if everyone's got some pretty serious hardware, but I cannot possibly imagine > 8 player games online. Not only do you have a significantly increased chance of getting someone with a slow computer who kills everyone else's sim speed, but the amount of data being transmitted will increase radically (since each player has to communicate with each other player).
I don't remember the rough per-player datarate for an average FA game, but I think it's something like ~6kb/s. ~100kb/s doesn't sound all that bad compared to most US/Canadian cable upload rates, but most DSL and Euro cable upload rates aren't going to be able to handle that comfortably and reliably.
Neat idea, but definitely a niche thing.|||This could be so useful for games with very low unit counts.
Upping the player count opens up so much for custom maps.|||This would be great for LAN parties!
Are there any other maps besides the one link for more than 8 players?
From the picture, it looks like this is working with Sorian's LEM?
Great idea!|||I uploaded a total of 3 maps that support this, that were made or converted by myself.
These were meant as examples of what such maps look like and to whet people's appetite for >8player maps.
It is easy enough to convert any map you like. Instructions for that is in the readme.txt with the mod, but I'll quote it here:
Quote:|||Thanks, I've downloaded the map, and I'll give it a try to mod others when I have a chance.|||Spawn addition could be done procedurally with a fairly simple mod - find where the map .save is doscripted, and modify that table afterwards. It would be very easy to add spawns without adding mexes, but adding mexes procedurally might be tricky depending on the space available.
I suppose you could grab all mex locations within 20 or so of each spawn point and create another set that's offset ~5 toward the center, placing the new spawn between the innermost set.|||Tried this mod last night, and it worked great! But I'm wondering if it's possible to make it compatible with the Big Map Preview mod at: viewtopic.php?f=7&t=46383&start=0&hilit=big+lem
When the 16 player mod is in the gamedata directory and working, the Big map preview mod stops working. Any way to make this mod compatible with the Big map preview mod?
Thanks|||Only one .scd mod at a time can /schook a file, so no, there's no way to make them directly compatible without combining their code directly in any files that they both use.|||Gentlemen, we have found the most effective CPU torturing system:
Set it to 16 CPU's, and watch it go at 0.1 FPS.|||I've made a version that combines the big bap preview with the 16 player lobby. Turns out the only file in the big map preview mod was lobby.lua. I did a compare of this file across the 2 mods, and integrated the changes from the big map preview version into the 16 player version.
Works great! :)
Anyone interested in a copy that combines both, let me know.|||nice mod!
any chance this could work for gpgnet ?|||rattas|||I love the idea of this mod.
Thank you.
[REL-WIP-SC2] Non-stupid Illuminate unit names
[:1]Non-Stupid Illuminate unit names V1
A simple merge mod
Description:
Well, I'm not sure what other people think of the current SC2 Illuminate unit names, but if you're like me, you think that they were thought up some time before the game designers were taken to the asylum. Well, cringe no more! This simple, DLC compatible mod switches out those goofy unit titles with names from the Forged Alliance Aeon arsenal.
Changes:
(Please note: due to concern over compatibility with other mods, I have not changed any of the units names on the research tree, as I cannot hook/merge it.)
Here is a list of all the name changes I have made:
Land:
Yenzoo -> Obsidian
Harvog -> Flare
Sliptack -> Asylum
Crahdow -> Thistle
Bodaboom -> Restorer
Shotja (DLC) -> Striker
Fistoosh -> Evensong
Air:
Vulthoo -> Specter
Weedoboth -> Corona
HeeHola -> Aluminar
Experimental:
Urchinow -> Eliminator
Pulinsmash -> Siren
Space temple -> Portal
Darkenoid -> Czar
Airnomo -> Ascendant
Buhbledow (DLC) -> Absolver
Sooprizer (DLC) -> Transcender
Download:
http://www.mediafire.com/file/f3ofkadhhq9c6eb/zz_proper_names.scd
(MediaFire, 1.22 KB)
Install:
Simply take zz_proper_names.scd and place it in your Supreme Commander 2 gamedata folder.
Notes:
If you have any suggestions for more fitting names, I'd like to hear them!
Currently I just want to see how interested people are in this mod.|||Sorry but this mod would have to be the most point less mod i have ever seen who cares about unit names
|||A lot of people, myself included, raged at the retarded names.|||liveordie|||slinki|||
yeah, chris must have been smoking something good, but look on the bright side, it could have been these names;
LAND:
Yenzoo -> dohickey (do hickey)
Harvog -> whatchamahcallit (what cha mah call it)
Sliptack -> thingahmahbob (thing ah mah bob)
Crahdow -> thingahmahjigger (thing ah mah jigger)
Badaboom -> thingy
Fistoosh -> contraption
Shotja -> sniping dohickey
AIR:
Vulthoo -> flying dohickey
Weedoboth -> 2 n 1
Heehola -> all aboard
EXPERIMENTAL:
Urchinow -> Ear canal
Pullinsmash -> getovahere (get over here)
Space temple -> sending device
Darkenoid -> U.F.D (un-identified flying do hickey)
Airnomo -> anti-air contraption (or a.a.c)
|||damusolja|||
|||
They feel like an evolved in-joke that should have been euthanized long before becoming canon.|||I disagree with the idea that this mod is pointless.I mean, even though I've never been the biggest fan of the Aeon, but they still had their dignity and they fit nicely in the story. In SC2, they took that dignity out behind the wood shed and beat it to death with a folding steel chair. And I'm not even going to get into the story because we'll be here all day.|||
yeah, the Aeon got the short end of the stick this time around. Seem's like it's always been about Cybran or UEF, but to me it's not the faction, it's the player using them.
Ive actually seen a guy kick 3 experienced human players assez and they were cheating (mass glitching). he was playing with aeon, so yeah they can kick butt, you just gotta take advantage of there tech, like the loyalty gun and space temple.
A simple merge mod
Description:
Well, I'm not sure what other people think of the current SC2 Illuminate unit names, but if you're like me, you think that they were thought up some time before the game designers were taken to the asylum. Well, cringe no more! This simple, DLC compatible mod switches out those goofy unit titles with names from the Forged Alliance Aeon arsenal.
Changes:
(Please note: due to concern over compatibility with other mods, I have not changed any of the units names on the research tree, as I cannot hook/merge it.)
Here is a list of all the name changes I have made:
Land:
Yenzoo -> Obsidian
Harvog -> Flare
Sliptack -> Asylum
Crahdow -> Thistle
Bodaboom -> Restorer
Shotja (DLC) -> Striker
Fistoosh -> Evensong
Air:
Vulthoo -> Specter
Weedoboth -> Corona
HeeHola -> Aluminar
Experimental:
Urchinow -> Eliminator
Pulinsmash -> Siren
Space temple -> Portal
Darkenoid -> Czar
Airnomo -> Ascendant
Buhbledow (DLC) -> Absolver
Sooprizer (DLC) -> Transcender
Download:
http://www.mediafire.com/file/f3ofkadhhq9c6eb/zz_proper_names.scd
(MediaFire, 1.22 KB)
Install:
Simply take zz_proper_names.scd and place it in your Supreme Commander 2 gamedata folder.
Notes:
If you have any suggestions for more fitting names, I'd like to hear them!
Currently I just want to see how interested people are in this mod.|||Sorry but this mod would have to be the most point less mod i have ever seen who cares about unit names
LAND:
Yenzoo -> dohickey (do hickey)
Harvog -> whatchamahcallit (what cha mah call it)
Sliptack -> thingahmahbob (thing ah mah bob)
Crahdow -> thingahmahjigger (thing ah mah jigger)
Badaboom -> thingy
Fistoosh -> contraption
Shotja -> sniping dohickey
AIR:
Vulthoo -> flying dohickey
Weedoboth -> 2 n 1
Heehola -> all aboard
EXPERIMENTAL:
Urchinow -> Ear canal
Pullinsmash -> getovahere (get over here)
Space temple -> sending device
Darkenoid -> U.F.D (un-identified flying do hickey)
Airnomo -> anti-air contraption (or a.a.c)
|||damusolja|||They feel like an evolved in-joke that should have been euthanized long before becoming canon.|||I disagree with the idea that this mod is pointless.I mean, even though I've never been the biggest fan of the Aeon, but they still had their dignity and they fit nicely in the story. In SC2, they took that dignity out behind the wood shed and beat it to death with a folding steel chair. And I'm not even going to get into the story because we'll be here all day.|||
Ive actually seen a guy kick 3 experienced human players assez and they were cheating (mass glitching). he was playing with aeon, so yeah they can kick butt, you just gotta take advantage of there tech, like the loyalty gun and space temple.
[SC2] Balance and Playability Mod v1.138 (Merge Mod)
[:1]Bast mods proudly presents:
SC2 Balance & Playability Mod (B&P Mod): This started out as a list of change requests in the Sup Com2 suggestions forum. A lot of those change requests evolved as the game did, and my understanding of competitive play grew. The chief goal of this mod is playability and competitive balance. New and long time players who play this mod should feel like things fit together more smoothly with units performing adequately in expected areas. The interface should improve player's command and comfort. Finally, top players should agree that this mod addresses particular imbalances with the Navy and Air combat theatres.
Download B&P Mod, SC2MM v1.02, and Mod Support v7
To learn more about Mithy's Mod Support.
To learn more about CerusVi's SC2MM.
To install:
1. Complete the download of B&P_Mod, Mod Support and SC2MM.
2. Find a file location that you like for these files.
I chose: C:\Program Files (x86)\Steam\SteamApps\common\supreme commander 2\gamedata\mods
3. Unzip the 'SupCom2_Mod_Manager (SC2MM)' folder into the location you chose.
4. Open the folder and make a shortcurt of 'SupCom2_Mod_Manager.exe'.
5. Click the shortcut to run SC2MM. You should now have SC2MM open.
6. Click 'Add' and use browse to find 'B&P_Mod.scd' and 'Mod Support.scd' in the file location you chose.
7. You are done installing. To play the mod click to check the box next to both mods and then click launch within SC2MM.
Note: The Mod Files B&P Mod and Support Mod are not zip files. They are ready to go and do not require opening or decompression.
Mod Includes Improve Elements of Playability, Balance Improvements, Bigger Formation Spread, Tech Adjustments, Buff Adjustments and Unit Functionality changes.
Elements of playability are not game changers. They shouldn't disrupt the balance of the game in terms of counters, but they may make a unit slightly more flexible on the map, easier to micro, more reliable in a support role, or just look like it's doing what it's supposed to better.
-Cybran ACU weapons improved visually.
-Jump Jet speed improved.
-Mega Armor speed improved.
-Field Engineer more like the original Sparky.
-All TMD improved substantially.
-Factory TML now chooses structures as its first priority target.
-Structure Trainings each provide a 5% increase to mass extractor production rate
-Cybranosaur Derp Less.
-Now benefit from shield upgrade: engineers, field engineers, TMD and bodabooms.
-Gunships are slightly faster.
-Cobra slight range increase.
-Cybran Engineer slight range increase.
-Fatboy turret rotation improved. Fatboy now equipped with torpedoes.
-Urchinow speed increase.
-Megalith speed reduced slightly and given radar stealth.
-Assault Bot Combat Buffs
-Darkenoid can shoot underwater with it's main beam.
-Experimental Gantry is more survivable.
-Reduced movement rate of ships.
-WYSIWYG: Super Triton, King Kryptor, AC1K, Darkenoid, Sooprizer, Transports
What You See Is What Your Get (WYSIWYG) - meaning a projectile is doing damage and area of effect proportional to your visual expectations.
Balance Changes are balance of power adjustments. These changes have been made to the mod because a certain unit is more than dominant and better than good. Balance changes in this area include:
-Salem vs. Tigershark (no more need to attack ground)
-Tier1 ships vs. Yenzoo (no more infinite dodging with Yenzoo)
-Executioner vs. Poseidon (Executioner is worth building)
-UEF land factory shield vs. ACU Rush (10K like the other land facs)
-Airnomo vs. massed air (you wanted flak)
-Kraken vs. Ships (better range and torpedoes)
-Command Class (very useful rather than slightly useful)
-Overcharge vs. Land (basic land is less disadvantaged)
-Weebs (Flare and Scorch were both unreasonably good and are now ok fine)
-All Assault Bots equally short range (less kiting around)
-TMD do not miss (accuracy vastly improved)
-Wilfindja vs. Ships (something to support your tank formations)
-Air vs. Mastadons (Mastadon AA was toned down but is still the best naval AA.)
Slight Adjustments Include:
-Aeon and UEF mobileAA improved shields to improve transition into late game.
-Poseidon AA (Poseidon AA is abysmal)
-Reduced sonar availability.
-All non-experimental land units without a shield bubble, now benefit from personal shield upgrades.
-Slight boost to mobile AA speed
-Slight nerf to demolisher speed (Base speed still faster than Brachman. Range still longer due to upgrade prereq.)
-KK and C-Rex given slight build time decrease and improved weaponry.
-UGC given a range improvement to help compete with monkeylord technology.
-Monkeylord removed AOE from eye laser.
-Aeon Shields reflect 400% more projectile damage than they did before. Lower shield health is not a reduction in durability due to increased damage reflection.
Tech Changes:
-Purely defensive research techs are made cheaper.
-A few techs rearranged due to better similarity of technology.
-Land unit upgrades are more in line with other tech tree costs.
-Detonate is higher on the cybran tech tree allowing some gunship use against Cybran.
-Spruced up the weak branches of the tech trees.
-Cybran Air and Navy research techs improved to keep up with Aeon and UEF late game.
-UEF ACU research tech improved to match Aeon and Cybran ACUs.
-Tech prices are more intuitive and systematic.
Wormhole Techs:
-Naval Transport is now available for research after you research transport capacity in the air research tree.
-Eagle Eye Torpedoes upgrade is now available for research after you research the Atlantis experimental aircraft carrier in the Naval Research tree.
Abilities:
-Improve the Cybran ACU push from Quantum Force Blast.
-UEF Bomber Camera Radius and Length increased.
-Aeon PDHunker affects AATowers too.
Formations:
-All formations have been spread out a to help you manage your forces. Don't forget to use your cntrl clicks to take advantage of the best benefits of concentrated and/or spread formations.
UI: User Interface
-Separate Submerge and Surface command for Submarines.
-Mod and Version on the main screen when you start the game.
Thanks to SC2MM this mod is super easy to install, load, play, unload ad infinitum! Thanks to Mithy for Mod Support making adding mod features far easier and improving mod compatibility. This is ready for play in skirmish or multi-player as is. Both players must have mod installed for game to function properly over the Steam client. I have found playing it in skirmish against Sorian's AI it to be enjoyable.
Note: this mod is not intended as a SC2 replacement, but I put in more than a few hours into assembling it, and I really like how it runs. I assembled it specifically so I could see if my suggestions to GPG actually look good in game. I am posting it here for the curious, those who are also interested in balance/playability and those who are looking for some new elements of fun in their skirmish games at home.
Work in Progress
WARNING: If you do not like teasers, do NOT read ahead!
Balance and Playability Mod
a. Toggle to turn on/off combat selection for engineers and ACUs
b. Toggle to turn on/off DoT Bombs
c. Improved DoT Bomb Visual Effects
1. Mass Convo nerf (waiting to see what Mithy comes up with)
2. UEF Research Convo buff (how would you like to produce mass from research?)
Downloadable Content Mod [DLC]
FA Battle Units [DLC]
If we do add units to SupCom2 it would be good for the most part to make them equal with the current land units rather than a higher tech grade that would replace them. One of the advantages of SupCom2 is that our units are available for the life of the game, and we don't want to give that up.
FA Units (SupCom2 Converted) [DLC]:
UEF:
Percival - UEF Sniper Bot (shotja) (maybe slower rate of fire and higher dps)
Cybran:
Deceiver - Cybran New Unit type to SC2 (7RP) (unique in FA)
Fire Beetle - Cybran New Unit type to SC2 (9RP) (unique in FA)
Hoplite - Cybran New Unit type to SC2 (7RP) (unique in FA)
Aeon:
Fervor - Aeon Mobile Artillery (Demolisher, Brachman)
Asilum - AEON Mobile Shield (Adapter, P-Shield)
Heavy Battle Units (Heavy FA Units) [DLC]:
UEF:
Commanche - UEF Heavy Assault Bot (12RP Total) COMPLETE (I would like to have the Comanche convert into an AAGunship but this would require a new model designed by a skilled modeler)
Cybran:
Wagner - Cybran Submersible Heavy Tank (12RP Total) (COMPLETE (The Wagner's rocket has been replaced with an AA projectile. This tank can retake the ocean, surprise the enemy from the depths and fight small air attacks.)
Aeon:
Obsidian - Aeon Super Heavy Tank (14RP Total) COMPLETE (The Obsidian had monster shields in FA. This is also true in B&P Mod. The Obsidian is the toughest to destroy of the heavy units.)
Heavies are not replacements for the regular bots or tanks. They have a special role as more resilient and pinch worthy than tier 1 tanks. They are designed to die to swarms of tier 1 tanks or bots, but to excel in pinch situations such as AOE attacks or scrunched land battles. Slightly slower, they a slight range advantage and superior shields.
Though the 'Tier 2' combat units fit the higher tier nitch in Sup Com 2, the higher cost will keep players from spamming these unless their economies out paced normal factory production.
Experimentals [DLC]
I am planning to add FA experimentals to SupCom2. These will be coming last.
-Fatboy I as Big Daddy (new title for the original unit will avoid further confusion)
-Megalith as Widow Maker (new title for the original unit will avoid further confusion)
-Scathis
-Paragon
-Tempest
New Research Content [DLC]
UEF
-Add an Engineering AI upgrade that allows UEF engineers to automatically start capturing on their own. I know this should be a cybran tech from the campaign, but the UEF engineer needs something.
-Build Cost Reduction upgrade for land units (-10% Mass and Energy). COMPLETE
-Submersible upgrade for land units. COMPLETE
-UEF Structures Health II upgrade of 25% health COMPLETE
-Mastadon Tacticle Missile Launcher upgrade (TML now requires an upgrade). COMPLETE
-Damage upgrade for UEF Navy. COMPLETE
-Heavy Shields upgrade for UEF Navy. COMPLETE
-Shield Generator for UEF ACU.COMPLETE
-SpeedOverdrive for UEF ACU.COMPLETE
Cybran
-Damage upgrade for Land. COMPLETE
-Add a Mass Production upgrade after the Recycler upgrade (25% buff). COMPLETE
-Structures Bigger Detonate +25% blast radius. COMPLETE
-Naval Factories to be built on land called Launch Ashore Naval Deployment. This upgrade costs 3 RP and comes after LEGS. COMPLETE
-Sonar upgrade for Navy. COMPLETE
-Extra Torpedo Tubes upgrade to the Cybran Navy for 6 RP after the Sonar upgrade. Increase torpedos fired by each ship with torpedoes. COMPLETE
-Damage upgrade for Navy. COMPLETE
-Gemini Torpedo upgrade after Damage. COMPLETE
-Gemini Stealth Field upgrade after Nanoshield. COMPLETE
-Mega Armor for Cybran ACU. COMPLETE
-PowerShuntRegeneration for Cybran ACU. COMPLETE
-EscapeDetonate for Cybran ACU. COMPLETE
Aeon
-Pulse AA weapon unlock for Vulthoo Gunship.
-Aeon structure Range upgrade of 15% (reduce Aeon Pd range to 40) affects: PD, AAT and TML. COMPLETE
-Aeon structure Damage II upgrade of 25% COMPLETE
-Super Nanites for Aeon ACU. COMPLETE
-Research Income for Aeon ACU. COMPLETE
-Chrome Health for Aeon ACU. COMPLETE
All Factions
-Mass Production II upgrade of +50% mass production to mass extractors. COMPLETE
5. Separate Auto Groups from Grid/Hum
6. DLC Unit & Upgrades Wishlist
8. Ground Fire and Multiple AOE Attacks
9. Unit Selection Layers Criteria Improvements
10. Improved Firing and Movement Commands
11. Interface Improvements
12. Rename Units
13. Paint Wreckage and Paint Guard
Idea Bin
-Turbo Extraction for the Mass Extractor (costs some amount of energy to turbo charge you economy for a time period. Mithy's idea.)
-Research Center produces research based on the number of engineers you have.
-Add a Harbinger Shields upgrade for the Harvog. This upgrade will change the personal shields of the Harvog into small stackable bubble shields.
-Add a Flakk upgrade for the Crashdow.
-Attack Pods upgrade for Aeon ACU. Attack pods is a couple wilfindja attack pods.
-Add an EMP Laser upgrade that replaces to the loyalist's third weapon.
-Flakk upgrade for the Archanist.|||Havent tried it out, but all the changes looks great! Except for Harvog AA. Theres no reason for a buff, except for that UEF have a better upgrade. Maybe make the UEF one worse.|||Grim Tuesday|||Grim Tuesday|||Ok, haven't posted an update in a while.
Here are the new planned additions:
1. WYSIWYG isn't just for the Triton.
-AC-1000
-King Kryptor
-Transport
2. Aegis: Reduce Cost of Aegis Shield Recharge. [DLC] (Change dropped. Instead, massive regeneration worthy of a shield of this size.)
3. UEF Shield Generator buff
4. Sooprize Stealth. [DLC]
5. UEF Land Units: Cut Railgun AA upgrade in half.
6. Should I put AA on the Carrier? I think the answer is probably YES to this one. But the answer turns out to be NO mostly because it's really good as is. (also we nerfed the weebs bombs which helps Cybran Ships a lot.)
7. AC-1000s and Experimental Transports slight cost increase
8. AC-1000 range adjusted so that ground AA units fired upon can fire back.
Coming soon..|||Highlights:
1. Wilfindjas have shields and extended range but reduced dps for more favorable results.
2. Ships are much slower
3. WYSIWYG isn't just for the Triton.
-AC-1000
-King Kryptor
-Darkenoid
-Sooprizer
-Transports
2. Aegis: Shield given regeneration instead of recharge cost reduction. [DLC]
3. Shield Generators are doubled health and cost to help UEF shield effectiveness.
4. Sooprizer Stealth [DLC]
5. UEF Land Units: Cut Railgun AA Upgrade in half.
7. Improvements made to all major experimentals other than the Monkey Lord.
8. Slight buff to all bomber base AOE. Does not affect bomb upgrades. Will improve the Gemini bombing capability.
9. Nerfed Weedoboth Flares to each absorb one projectile only.
10. Nerfed Weedoboth Scorch damage from a double increase in damage to about what the UEF bomb deals after it's upgrade.
11. Mega Fortress production rate reduced slightly. (change dropped)
Coming soon?
1. Should I put AA on the Carrier? (I am leaning towards no. It's an excellent factory advantage for Air Superiority already.)
2. Fatboys with Torpedos (Working almost perfectly.)
3. Larger Spread Formation option to mitigate bombing runs, Overcharge, Jack Hammers... you name the AOE. (Complete)
6. Less C-Rex derp (Complete: has fingers crossed)
7. Less AC-1000 derp (not sure how to fix this)
8. Research Tech ala Nephy? (Complete)
4. Mass Convo nerf
5. UEF Research Convo buff
6. Big Daddy (probably take me a while)
7. Tech 2 Battle Units
Link for more ideas DLC2 Thread:
viewtopic.php?f=50&t=48606
This is kind of like a public to do list. So keep me accountable with encouragement and suggestions if you got some.
More information on Tech 2 Units and introduction of FA Unit Plans:
Firstly thank you for your efforts, though I haven't tried it yet, many of the changes look very well thought out.
I noticed it looks like you're interested in adding some new units. If possible can you make 2 versions then?
One with just balance changes and another that would include new units?|||Callouseye|||Bast Mods Proudly Presents B&P v1.12
As promised Balance and Playability mod v1.12 is being released without adding new unique content. I would be happy to go back to the more dps shieldless Willy, because that would be a lot closer to GPG's original intent. Not sure if the Wilfindja Bubble is a problem. You tell me if you like it or you want something more true to the design intentions in the vanilla version.
This mod is aimed at balance and playability of the core GPG content. This mod changes stats, unit parameters, buffs, tech layouts, tech costs and formations to provide a more premium SupCom2 gaming experience. The first post of this thread has been updated to describe the latest modification improvements.
BP&DLC v1.00 coming soon.
However, changes have already been made to the the Vanilla DLC1 B&P to make adding new units and features less difficult and fit together well.
I hope you enjoy. If you do, don't forget to thank CerusVI.
The txt file listing all the changes made is located inside the .scd file, and can be reached by opening the file with Winrar. Please follow Cerus's readme to run and disable the mod. Thanks to SC2MM this is super easy, so enjoy. This mod has future changes to be applied, but is ready for play in skirmish or multi-player as is. Both players must have mod installed for game to function properly over the Steam client. I have found playing it in skirmish against Sorian's AI it to be very enjoyable.
To be honest there are very few future changes ahead for vanilla B&P. There are some 'abilities and powers' which I have yet to hack that need some modification like Mass Convo, but for the most part this should be a concrete product. Also, I will add more bug fixes or improved control features if I can.|||Do you plan on adding mass+energy costs in addition to research points in order to unlock items in the tech tree?
Also, maybe consider putting your mod on the SupCom 2 list of mods sticky.|||madface|||Bastilean|||LayZboy|||Made a ninja edit on the latest release so you can play with Fatboy torpedoes as described in the notes above.|||Supreme Commander 2 B&P Mod v1.130
This mod is now completely merge friendly with all new whizzbangs and compatibility options supported by SC2MM.
See the original post for a description of the latest update to download.|||Word noticed a couple changes that didn't make it over into the merge mod.
Salem and Command Class didn't receive the muzzle velocity buff the rest of the tier1 ships did.
These items have been have been corrected.
I also made a slight adjustment that should blend the velocities and accuracy better visually for tier1 ships with battleships.
If anyone sees discrepancies people notify me either here or through a PM, and I will remove them. Thank you Word.|||Cerus gave me some pointers on sprucing up my mod to easily replace older versions. When you add this version of the mod SC2MM should ask you if you would like to replace the older version.
Also, I have added a comprehensive description to the SC2MM format, so that you can read the changes and adjustments in SC2MM.
Thank you CerusVI.
A couple more adjustments:
Also switched the torpedoes with the Wilfindja in the tech tree making the torpedo 8RP and the Wilfindja 15RP.
Lastly reduced the buff on the UEF Naval Radar to 100% to be more in line with other naval intel nerfs. Still highly valuable and better than the Cybran equivalent.|||Chrono noticed that the mexicans (mas extractor PD) were working, but the dominicans (mass extractor AA) were not dominating air or even existent. Many of you probably know that Neph's mod has been plagued by this bug. Domincans have been repaired in this last patch thanks to Esch1lus. Patch repairs both mexes as well as research structures.
Also, Chrono had some questions about how to install, so I provided a quick reference guide in this thread to install the Mod as well as the Mod Manager.
Thank you Chrono and Esch1lus!|||I like what you're doing with the mod. Keep it up!
Just a couple of small suggestions that I think could add a little bit more diversity:
(1) Create more wormholes; and
(2) Consider adding persistent mass, energy, and research production/consumption rates to the units themselves, but in such a manner that balances out the choice of units between factions. This wouldn't have to be for every unit or structure in the game, but maybe just a few key ones.
For example, let's say that air experimentals produce a lot of mass, drain a lot of energy, and produce nominal research. Then, land would drain a lot of mass, produce a lot of energy, and drain nominal research (i.e., your research goes DOWN). Then, naval experimentals drain a LOT of mass and energy, but produce a LOT of research, so like a temporary boost that will allow you to unlock more things quickly, but also at a cost to you. If the unit is alive for too long then, your whole economy suffers greatly.
The above is just an ad hoc example. The main idea is to introduce a mechanism by which to inhibit spamming, but also to add an "experimental" nature to the Experimentals. Since they are "experiments", there should be some adverse side effects.|||madface|||Very small adjustment to the cybran acu tech tree that is purely visual, and upgraded this mod to a superior host site for easy access and download.|||I too very much like where this mod is going!
question: does the ai behave well with the current changes? does it use the
structure bonuses on the mexes well?
very nice going there, bast, keep the good work up! :)|||Bastilean|||Updates for Version 1.135
Wormhole Techs:
-Naval Transport is now available for research after you research transport capacity in the air research tree.
-Eagle Eye Torpedoes upgrade is now available for research after you research the Atlantis experimental aircraft carrier in the Naval Research tree.
Abilities:
-Overcharge energy cost to activate increased for all ACUs.
-Improve the Cybran ACU push from Quantum Force Blast.
-UEF Bomber Camera Radius and Length increased.
-Aeon PDHunker affects AATowers too.|||I like what you're doing with this mod. I think I'm going to require it as the SC2 portion of my Unholy Alliance mod
SC2 Balance & Playability Mod (B&P Mod): This started out as a list of change requests in the Sup Com2 suggestions forum. A lot of those change requests evolved as the game did, and my understanding of competitive play grew. The chief goal of this mod is playability and competitive balance. New and long time players who play this mod should feel like things fit together more smoothly with units performing adequately in expected areas. The interface should improve player's command and comfort. Finally, top players should agree that this mod addresses particular imbalances with the Navy and Air combat theatres.
Download B&P Mod, SC2MM v1.02, and Mod Support v7
To learn more about Mithy's Mod Support.
To learn more about CerusVi's SC2MM.
To install:
1. Complete the download of B&P_Mod, Mod Support and SC2MM.
2. Find a file location that you like for these files.
I chose: C:\Program Files (x86)\Steam\SteamApps\common\supreme commander 2\gamedata\mods
3. Unzip the 'SupCom2_Mod_Manager (SC2MM)' folder into the location you chose.
4. Open the folder and make a shortcurt of 'SupCom2_Mod_Manager.exe'.
5. Click the shortcut to run SC2MM. You should now have SC2MM open.
6. Click 'Add' and use browse to find 'B&P_Mod.scd' and 'Mod Support.scd' in the file location you chose.
7. You are done installing. To play the mod click to check the box next to both mods and then click launch within SC2MM.
Note: The Mod Files B&P Mod and Support Mod are not zip files. They are ready to go and do not require opening or decompression.
Mod Includes Improve Elements of Playability, Balance Improvements, Bigger Formation Spread, Tech Adjustments, Buff Adjustments and Unit Functionality changes.
Elements of playability are not game changers. They shouldn't disrupt the balance of the game in terms of counters, but they may make a unit slightly more flexible on the map, easier to micro, more reliable in a support role, or just look like it's doing what it's supposed to better.
-Cybran ACU weapons improved visually.
-Jump Jet speed improved.
-Mega Armor speed improved.
-Field Engineer more like the original Sparky.
-All TMD improved substantially.
-Factory TML now chooses structures as its first priority target.
-Structure Trainings each provide a 5% increase to mass extractor production rate
-Cybranosaur Derp Less.
-Now benefit from shield upgrade: engineers, field engineers, TMD and bodabooms.
-Gunships are slightly faster.
-Cobra slight range increase.
-Cybran Engineer slight range increase.
-Fatboy turret rotation improved. Fatboy now equipped with torpedoes.
-Urchinow speed increase.
-Megalith speed reduced slightly and given radar stealth.
-Assault Bot Combat Buffs
-Darkenoid can shoot underwater with it's main beam.
-Experimental Gantry is more survivable.
-Reduced movement rate of ships.
-WYSIWYG: Super Triton, King Kryptor, AC1K, Darkenoid, Sooprizer, Transports
What You See Is What Your Get (WYSIWYG) - meaning a projectile is doing damage and area of effect proportional to your visual expectations.
Balance Changes are balance of power adjustments. These changes have been made to the mod because a certain unit is more than dominant and better than good. Balance changes in this area include:
-Salem vs. Tigershark (no more need to attack ground)
-Tier1 ships vs. Yenzoo (no more infinite dodging with Yenzoo)
-Executioner vs. Poseidon (Executioner is worth building)
-UEF land factory shield vs. ACU Rush (10K like the other land facs)
-Airnomo vs. massed air (you wanted flak)
-Kraken vs. Ships (better range and torpedoes)
-Command Class (very useful rather than slightly useful)
-Overcharge vs. Land (basic land is less disadvantaged)
-Weebs (Flare and Scorch were both unreasonably good and are now ok fine)
-All Assault Bots equally short range (less kiting around)
-TMD do not miss (accuracy vastly improved)
-Wilfindja vs. Ships (something to support your tank formations)
-Air vs. Mastadons (Mastadon AA was toned down but is still the best naval AA.)
Slight Adjustments Include:
-Aeon and UEF mobileAA improved shields to improve transition into late game.
-Poseidon AA (Poseidon AA is abysmal)
-Reduced sonar availability.
-All non-experimental land units without a shield bubble, now benefit from personal shield upgrades.
-Slight boost to mobile AA speed
-Slight nerf to demolisher speed (Base speed still faster than Brachman. Range still longer due to upgrade prereq.)
-KK and C-Rex given slight build time decrease and improved weaponry.
-UGC given a range improvement to help compete with monkeylord technology.
-Monkeylord removed AOE from eye laser.
-Aeon Shields reflect 400% more projectile damage than they did before. Lower shield health is not a reduction in durability due to increased damage reflection.
Tech Changes:
-Purely defensive research techs are made cheaper.
-A few techs rearranged due to better similarity of technology.
-Land unit upgrades are more in line with other tech tree costs.
-Detonate is higher on the cybran tech tree allowing some gunship use against Cybran.
-Spruced up the weak branches of the tech trees.
-Cybran Air and Navy research techs improved to keep up with Aeon and UEF late game.
-UEF ACU research tech improved to match Aeon and Cybran ACUs.
-Tech prices are more intuitive and systematic.
Wormhole Techs:
-Naval Transport is now available for research after you research transport capacity in the air research tree.
-Eagle Eye Torpedoes upgrade is now available for research after you research the Atlantis experimental aircraft carrier in the Naval Research tree.
Abilities:
-Improve the Cybran ACU push from Quantum Force Blast.
-UEF Bomber Camera Radius and Length increased.
-Aeon PDHunker affects AATowers too.
Formations:
-All formations have been spread out a to help you manage your forces. Don't forget to use your cntrl clicks to take advantage of the best benefits of concentrated and/or spread formations.
UI: User Interface
-Separate Submerge and Surface command for Submarines.
-Mod and Version on the main screen when you start the game.
Thanks to SC2MM this mod is super easy to install, load, play, unload ad infinitum! Thanks to Mithy for Mod Support making adding mod features far easier and improving mod compatibility. This is ready for play in skirmish or multi-player as is. Both players must have mod installed for game to function properly over the Steam client. I have found playing it in skirmish against Sorian's AI it to be enjoyable.
Note: this mod is not intended as a SC2 replacement, but I put in more than a few hours into assembling it, and I really like how it runs. I assembled it specifically so I could see if my suggestions to GPG actually look good in game. I am posting it here for the curious, those who are also interested in balance/playability and those who are looking for some new elements of fun in their skirmish games at home.
Work in Progress
WARNING: If you do not like teasers, do NOT read ahead!
Balance and Playability Mod
a. Toggle to turn on/off combat selection for engineers and ACUs
b. Toggle to turn on/off DoT Bombs
c. Improved DoT Bomb Visual Effects
1. Mass Convo nerf (waiting to see what Mithy comes up with)
2. UEF Research Convo buff (how would you like to produce mass from research?)
Downloadable Content Mod [DLC]
FA Battle Units [DLC]
If we do add units to SupCom2 it would be good for the most part to make them equal with the current land units rather than a higher tech grade that would replace them. One of the advantages of SupCom2 is that our units are available for the life of the game, and we don't want to give that up.
FA Units (SupCom2 Converted) [DLC]:
UEF:
Percival - UEF Sniper Bot (shotja) (maybe slower rate of fire and higher dps)
Cybran:
Deceiver - Cybran New Unit type to SC2 (7RP) (unique in FA)
Fire Beetle - Cybran New Unit type to SC2 (9RP) (unique in FA)
Hoplite - Cybran New Unit type to SC2 (7RP) (unique in FA)
Aeon:
Fervor - Aeon Mobile Artillery (Demolisher, Brachman)
Asilum - AEON Mobile Shield (Adapter, P-Shield)
Heavy Battle Units (Heavy FA Units) [DLC]:
UEF:
Commanche - UEF Heavy Assault Bot (12RP Total) COMPLETE (I would like to have the Comanche convert into an AAGunship but this would require a new model designed by a skilled modeler)
Cybran:
Wagner - Cybran Submersible Heavy Tank (12RP Total) (COMPLETE (The Wagner's rocket has been replaced with an AA projectile. This tank can retake the ocean, surprise the enemy from the depths and fight small air attacks.)
Aeon:
Obsidian - Aeon Super Heavy Tank (14RP Total) COMPLETE (The Obsidian had monster shields in FA. This is also true in B&P Mod. The Obsidian is the toughest to destroy of the heavy units.)
Heavies are not replacements for the regular bots or tanks. They have a special role as more resilient and pinch worthy than tier 1 tanks. They are designed to die to swarms of tier 1 tanks or bots, but to excel in pinch situations such as AOE attacks or scrunched land battles. Slightly slower, they a slight range advantage and superior shields.
Though the 'Tier 2' combat units fit the higher tier nitch in Sup Com 2, the higher cost will keep players from spamming these unless their economies out paced normal factory production.
Experimentals [DLC]
I am planning to add FA experimentals to SupCom2. These will be coming last.
-Fatboy I as Big Daddy (new title for the original unit will avoid further confusion)
-Megalith as Widow Maker (new title for the original unit will avoid further confusion)
-Scathis
-Paragon
-Tempest
New Research Content [DLC]
UEF
-Add an Engineering AI upgrade that allows UEF engineers to automatically start capturing on their own. I know this should be a cybran tech from the campaign, but the UEF engineer needs something.
-Build Cost Reduction upgrade for land units (-10% Mass and Energy). COMPLETE
-Submersible upgrade for land units. COMPLETE
-UEF Structures Health II upgrade of 25% health COMPLETE
-Mastadon Tacticle Missile Launcher upgrade (TML now requires an upgrade). COMPLETE
-Damage upgrade for UEF Navy. COMPLETE
-Heavy Shields upgrade for UEF Navy. COMPLETE
-Shield Generator for UEF ACU.COMPLETE
-SpeedOverdrive for UEF ACU.COMPLETE
Cybran
-Damage upgrade for Land. COMPLETE
-Add a Mass Production upgrade after the Recycler upgrade (25% buff). COMPLETE
-Structures Bigger Detonate +25% blast radius. COMPLETE
-Naval Factories to be built on land called Launch Ashore Naval Deployment. This upgrade costs 3 RP and comes after LEGS. COMPLETE
-Sonar upgrade for Navy. COMPLETE
-Extra Torpedo Tubes upgrade to the Cybran Navy for 6 RP after the Sonar upgrade. Increase torpedos fired by each ship with torpedoes. COMPLETE
-Damage upgrade for Navy. COMPLETE
-Gemini Torpedo upgrade after Damage. COMPLETE
-Gemini Stealth Field upgrade after Nanoshield. COMPLETE
-Mega Armor for Cybran ACU. COMPLETE
-PowerShuntRegeneration for Cybran ACU. COMPLETE
-EscapeDetonate for Cybran ACU. COMPLETE
Aeon
-Pulse AA weapon unlock for Vulthoo Gunship.
-Aeon structure Range upgrade of 15% (reduce Aeon Pd range to 40) affects: PD, AAT and TML. COMPLETE
-Aeon structure Damage II upgrade of 25% COMPLETE
-Super Nanites for Aeon ACU. COMPLETE
-Research Income for Aeon ACU. COMPLETE
-Chrome Health for Aeon ACU. COMPLETE
All Factions
-Mass Production II upgrade of +50% mass production to mass extractors. COMPLETE
5. Separate Auto Groups from Grid/Hum
6. DLC Unit & Upgrades Wishlist
8. Ground Fire and Multiple AOE Attacks
9. Unit Selection Layers Criteria Improvements
10. Improved Firing and Movement Commands
11. Interface Improvements
12. Rename Units
13. Paint Wreckage and Paint Guard
Idea Bin
-Turbo Extraction for the Mass Extractor (costs some amount of energy to turbo charge you economy for a time period. Mithy's idea.)
-Research Center produces research based on the number of engineers you have.
-Add a Harbinger Shields upgrade for the Harvog. This upgrade will change the personal shields of the Harvog into small stackable bubble shields.
-Add a Flakk upgrade for the Crashdow.
-Attack Pods upgrade for Aeon ACU. Attack pods is a couple wilfindja attack pods.
-Add an EMP Laser upgrade that replaces to the loyalist's third weapon.
-Flakk upgrade for the Archanist.|||Havent tried it out, but all the changes looks great! Except for Harvog AA. Theres no reason for a buff, except for that UEF have a better upgrade. Maybe make the UEF one worse.|||Grim Tuesday|||Grim Tuesday|||Ok, haven't posted an update in a while.
Here are the new planned additions:
1. WYSIWYG isn't just for the Triton.
-AC-1000
-King Kryptor
-Transport
2. Aegis: Reduce Cost of Aegis Shield Recharge. [DLC] (Change dropped. Instead, massive regeneration worthy of a shield of this size.)
3. UEF Shield Generator buff
4. Sooprize Stealth. [DLC]
5. UEF Land Units: Cut Railgun AA upgrade in half.
6. Should I put AA on the Carrier? I think the answer is probably YES to this one. But the answer turns out to be NO mostly because it's really good as is. (also we nerfed the weebs bombs which helps Cybran Ships a lot.)
7. AC-1000s and Experimental Transports slight cost increase
8. AC-1000 range adjusted so that ground AA units fired upon can fire back.
Coming soon..|||Highlights:
1. Wilfindjas have shields and extended range but reduced dps for more favorable results.
2. Ships are much slower
3. WYSIWYG isn't just for the Triton.
-AC-1000
-King Kryptor
-Darkenoid
-Sooprizer
-Transports
2. Aegis: Shield given regeneration instead of recharge cost reduction. [DLC]
3. Shield Generators are doubled health and cost to help UEF shield effectiveness.
4. Sooprizer Stealth [DLC]
5. UEF Land Units: Cut Railgun AA Upgrade in half.
7. Improvements made to all major experimentals other than the Monkey Lord.
8. Slight buff to all bomber base AOE. Does not affect bomb upgrades. Will improve the Gemini bombing capability.
9. Nerfed Weedoboth Flares to each absorb one projectile only.
10. Nerfed Weedoboth Scorch damage from a double increase in damage to about what the UEF bomb deals after it's upgrade.
11. Mega Fortress production rate reduced slightly. (change dropped)
Coming soon?
1. Should I put AA on the Carrier? (I am leaning towards no. It's an excellent factory advantage for Air Superiority already.)
2. Fatboys with Torpedos (Working almost perfectly.)
3. Larger Spread Formation option to mitigate bombing runs, Overcharge, Jack Hammers... you name the AOE. (Complete)
6. Less C-Rex derp (Complete: has fingers crossed)
7. Less AC-1000 derp (not sure how to fix this)
8. Research Tech ala Nephy? (Complete)
4. Mass Convo nerf
5. UEF Research Convo buff
6. Big Daddy (probably take me a while)
7. Tech 2 Battle Units
Link for more ideas DLC2 Thread:
viewtopic.php?f=50&t=48606
This is kind of like a public to do list. So keep me accountable with encouragement and suggestions if you got some.
More information on Tech 2 Units and introduction of FA Unit Plans:
- If we do add units to SupCom2 it would be good for the most part to make them equal with the current land units rather than a higher tech grade that would replace them. One of the advantages of SupCom2 is that our units are available for the life of the game, and we don't want to give that up.
FA Units that are advantageous to add to the current SupCom2 system:
UEF:
Percival - UEF Sniper Bot (shotja) (maybe slower rate of fire and higher dps)
Cybran:
Deceiver - Cybran New Unit type to SC2 (7RP) (unique in FA)
Fire Beetle - Cybran New Unit type to SC2 (9RP) (unique in FA)
Hoplite - Cybran New Unit type to SC2 (7RP) (unique in FA)
Aeon:
Fervor - Aeon Mobile Artillery (Demolisher, Brachman)
Asilum - AEON Mobile Shield (Adapter, P-Shield)
Units I plan to introduce as x4 cost Tier 2 Units:
Wagner - Cybran Submersible Heavy Tank (9RP)
Obsidian - Aeon Super Heavy Tank (10RP)
Commanche - UEF Heavy Assault Bot / AAGunship (15RP) (right now I am thinking about using the FA Titan with a lot of jets and exhaust systems, disabling the main guns while air borne and enabling the head mounted missile rack.)
These wouldn't be replacements so much as they would have a special role as more resilient and pinch worthy than tier 1 tanks. They would be designed to die to swarms of tier 1 tanks, but to excel in pinch situations such as AOE attacks or scrunched land battles. They would also have a slight range advantage and superior shields.
Though the 'Tier 2' combat units would fit the higher tier nitch in Sup Com 2, the drastically higher cost would keep players from spamming these unless their economies out paced normal factory production. Conceptually, it might be ideal to spam these from highly vet'd factories.
Experimentals:
- I am considering adding FA experimentals to SupCom2. These will be coming last.
Fatboy I as Big Daddy
Scathis
Paragon
Tempest
Firstly thank you for your efforts, though I haven't tried it yet, many of the changes look very well thought out.
I noticed it looks like you're interested in adding some new units. If possible can you make 2 versions then?
One with just balance changes and another that would include new units?|||Callouseye|||Bast Mods Proudly Presents B&P v1.12
As promised Balance and Playability mod v1.12 is being released without adding new unique content. I would be happy to go back to the more dps shieldless Willy, because that would be a lot closer to GPG's original intent. Not sure if the Wilfindja Bubble is a problem. You tell me if you like it or you want something more true to the design intentions in the vanilla version.
This mod is aimed at balance and playability of the core GPG content. This mod changes stats, unit parameters, buffs, tech layouts, tech costs and formations to provide a more premium SupCom2 gaming experience. The first post of this thread has been updated to describe the latest modification improvements.
BP&DLC v1.00 coming soon.
However, changes have already been made to the the Vanilla DLC1 B&P to make adding new units and features less difficult and fit together well.
I hope you enjoy. If you do, don't forget to thank CerusVI.
The txt file listing all the changes made is located inside the .scd file, and can be reached by opening the file with Winrar. Please follow Cerus's readme to run and disable the mod. Thanks to SC2MM this is super easy, so enjoy. This mod has future changes to be applied, but is ready for play in skirmish or multi-player as is. Both players must have mod installed for game to function properly over the Steam client. I have found playing it in skirmish against Sorian's AI it to be very enjoyable.
To be honest there are very few future changes ahead for vanilla B&P. There are some 'abilities and powers' which I have yet to hack that need some modification like Mass Convo, but for the most part this should be a concrete product. Also, I will add more bug fixes or improved control features if I can.|||Do you plan on adding mass+energy costs in addition to research points in order to unlock items in the tech tree?
Also, maybe consider putting your mod on the SupCom 2 list of mods sticky.|||madface|||Bastilean|||LayZboy|||Made a ninja edit on the latest release so you can play with Fatboy torpedoes as described in the notes above.|||Supreme Commander 2 B&P Mod v1.130
This mod is now completely merge friendly with all new whizzbangs and compatibility options supported by SC2MM.
See the original post for a description of the latest update to download.|||Word noticed a couple changes that didn't make it over into the merge mod.
Salem and Command Class didn't receive the muzzle velocity buff the rest of the tier1 ships did.
These items have been have been corrected.
I also made a slight adjustment that should blend the velocities and accuracy better visually for tier1 ships with battleships.
If anyone sees discrepancies people notify me either here or through a PM, and I will remove them. Thank you Word.|||Cerus gave me some pointers on sprucing up my mod to easily replace older versions. When you add this version of the mod SC2MM should ask you if you would like to replace the older version.
Also, I have added a comprehensive description to the SC2MM format, so that you can read the changes and adjustments in SC2MM.
Thank you CerusVI.
A couple more adjustments:
Also switched the torpedoes with the Wilfindja in the tech tree making the torpedo 8RP and the Wilfindja 15RP.
Lastly reduced the buff on the UEF Naval Radar to 100% to be more in line with other naval intel nerfs. Still highly valuable and better than the Cybran equivalent.|||Chrono noticed that the mexicans (mas extractor PD) were working, but the dominicans (mass extractor AA) were not dominating air or even existent. Many of you probably know that Neph's mod has been plagued by this bug. Domincans have been repaired in this last patch thanks to Esch1lus. Patch repairs both mexes as well as research structures.
Also, Chrono had some questions about how to install, so I provided a quick reference guide in this thread to install the Mod as well as the Mod Manager.
Thank you Chrono and Esch1lus!|||I like what you're doing with the mod. Keep it up!
Just a couple of small suggestions that I think could add a little bit more diversity:
(1) Create more wormholes; and
(2) Consider adding persistent mass, energy, and research production/consumption rates to the units themselves, but in such a manner that balances out the choice of units between factions. This wouldn't have to be for every unit or structure in the game, but maybe just a few key ones.
For example, let's say that air experimentals produce a lot of mass, drain a lot of energy, and produce nominal research. Then, land would drain a lot of mass, produce a lot of energy, and drain nominal research (i.e., your research goes DOWN). Then, naval experimentals drain a LOT of mass and energy, but produce a LOT of research, so like a temporary boost that will allow you to unlock more things quickly, but also at a cost to you. If the unit is alive for too long then, your whole economy suffers greatly.
The above is just an ad hoc example. The main idea is to introduce a mechanism by which to inhibit spamming, but also to add an "experimental" nature to the Experimentals. Since they are "experiments", there should be some adverse side effects.|||madface|||Very small adjustment to the cybran acu tech tree that is purely visual, and upgraded this mod to a superior host site for easy access and download.|||I too very much like where this mod is going!
question: does the ai behave well with the current changes? does it use the
structure bonuses on the mexes well?
very nice going there, bast, keep the good work up! :)|||Bastilean|||Updates for Version 1.135
Wormhole Techs:
-Naval Transport is now available for research after you research transport capacity in the air research tree.
-Eagle Eye Torpedoes upgrade is now available for research after you research the Atlantis experimental aircraft carrier in the Naval Research tree.
Abilities:
-Overcharge energy cost to activate increased for all ACUs.
-Improve the Cybran ACU push from Quantum Force Blast.
-UEF Bomber Camera Radius and Length increased.
-Aeon PDHunker affects AATowers too.|||I like what you're doing with this mod. I think I'm going to require it as the SC2 portion of my Unholy Alliance mod
Im Creating a new race for FA! Anyone want to help?
[:1]I decided to rush a 5th race together and started work in Blender on models. I don't exactly know how to make a mod. . . I am very new to modeling anyway and even though my sketch-ups on paper are quite detailed, I need help.|||Most of the remaining modders are busy with their own projects.
Also, choosing something like a new faction for one's first foray into Modding/Modeling is a pretty foolish thing to do.
Mike|||When you have all the models + textures (lod 0 and lod 1) completed I might give you a bit of help and pointers here and there. Trust me, there's a lot more involved than you'd initially think!|||Just starting to mod, and you want to make a new faction?
I smell a dead project already... Every other project with a 5th faction (Besides Nomads) has died before it even took off. Why would yours be any different?|||Good models + textures is the biggest hurdle to overcome. Once that's done it's relatively easy for any experienced coder to do the rest.
That isn't to say the coding part is to be underestimated. It takes heaps of time and there is a lot involved. It's not something you can do during lunch breaks but without models it's definately going nowhere.
So, make the models and plenty of them cause a faction requires a lot of them. When they're done post a message to get help with the coding. I'm sure any coder is willing to help out when the models are done.
I also advice you to wait for the Nomads faction (another 5th faction mod). I'm doing a lot of work to make it possible to support more than the initial 4 factions. You can probably take advantage of it.
I hope you'll finish the project! Good luck with it! Do you have a name for the new faction yet?|||LDwg, maybe you could help with the Nomads project as it's nearly completion.|||A new faction would be an excessive amount of time and effort.|||LDwg: pay no attention to the detractors.
If this is something that you want to do, then by all means do it. Just because it's an ambitious project and you are new to modding means nothing. It's about your determination and how hard you are willing to work to bring your ideas to fruition.
Also, there is no deadline that says you have to produce results in one week, one month, or even one year. Take as long as you need.|||madface|||LDwg|||madface|||Manimal|||In other words, If your just learning to swim, stay in the shallow end of the pool =p Once you learn how to swim properly, you can go into the deep end.
I hope that makes sense XD|||What elements does making a new faction entail??? Creating models, that's one. So, even if he is learning and will start by making 3-cubed models, let him do so for all the units and structures he wants for his mod. They don't have to be detailed and can just act as placeholders until he improves them.
Creating a new faction is his motivation for doing modelling in the first place. There is nothing wrong with this. Rather than shoot him down, it would be a lot more beneficial for him if those of you who have experience modelling give him a few pointers or provide him with some links where he can read up on things.
OrangeKnight, brandon: why not provide him with the files of some of your first attempts at modelling and a few words to explain what you did?|||I am offereing advice, telling him to learn more before jumping into a big project without a better understanding of everything involved. Providing him with my files would be useless because I do all my work in XSI|Softimage. Even then, every persons exact pipeline is a little different
And why do all the work of blocking out all the models for a faction when you can just do a couple of real easy test units to experiment with and learn some basics, then once he has a better grasp of everything involved he can move on to his faction.
At this point we know next to knowing about his plans, for all we know he could be planning stuff that just wouldn't be possible or extremely difficult/complicated for any number of reasons.
The number of projects and units left that got dropped from jumping in feet first without better understanding what I was doing is pretty large after more than 4 years doing this.
There are also unique challenges to doing new factions, what will their "gimmick" be? How are you going to design them to stand out form the other factions but still be robust enough to allow for all the different designs will be needed? No to mention there is a whole level of "simpler" things to figure out too, which mainly belong in factional Diversity(if you do amphibious unit(s), how will you do it? Hover? Seafloor? Boat-tank?) and such.
Without knowing more than his intent its hard to say how prepared he is, but to be honest I don't think he's fully thought it through yet(no offense man, just speaking from personal experience and seeing other new Factions flop during my time here)
Mike|||Thanks for the elaboration OrangeKnight, I better see where you're coming from now.
LDwg: perhaps provide an exhaustive list as to what exactly it is you want to do with your mod. In what ways would it be similar / different to what currently exists or is being worked on? By having an extensive project list, you'll get feedback if some aspects of what you want to implement is even possible to do.|||madface|||@LDwg
First, a big welcome to the joy of SupCom and modding in particular. I was very glad to read your post and your plans to do some exciting new work. I am sorry that many of the people here chose to criticize you rather than welcoming you. Quite a sad reflection on a small group of people as there used to be a time when people on here helped, encouraged, supported and inspired one another, including new modders, rather than making you "prove" yourself nonsense. Rest assured there are many of us that are glad to see someone new - creative ideas and positive support are the lifeblood of a true community so please simply ignore the above naysayers. They always come out with the same old tired remarks.
Even if you simply create one new unit, that in itself is something! Know that if you have fun doing it there will be many other people who share in the fun of using whatever you come up with. To me that is how it should be!
Welcome to modding and I look forward to your ideas and creative units. As an aside, you may want to talk a bit with brute - he is working on finishing the Nomad faction project. He is knowledgeable, helpful and a really good guy with lots of experience on here. Working on finishing an existing faction will give you a better idea of the different aspects of modding a faction and brute is sure to have lots of practical tips. Have fun.
Cheers
|||I was curious if your new faction had a name yet.
GOOD LUCK working on it though...
Also, choosing something like a new faction for one's first foray into Modding/Modeling is a pretty foolish thing to do.
Mike|||When you have all the models + textures (lod 0 and lod 1) completed I might give you a bit of help and pointers here and there. Trust me, there's a lot more involved than you'd initially think!|||Just starting to mod, and you want to make a new faction?
I smell a dead project already... Every other project with a 5th faction (Besides Nomads) has died before it even took off. Why would yours be any different?|||Good models + textures is the biggest hurdle to overcome. Once that's done it's relatively easy for any experienced coder to do the rest.
That isn't to say the coding part is to be underestimated. It takes heaps of time and there is a lot involved. It's not something you can do during lunch breaks but without models it's definately going nowhere.
So, make the models and plenty of them cause a faction requires a lot of them. When they're done post a message to get help with the coding. I'm sure any coder is willing to help out when the models are done.
I also advice you to wait for the Nomads faction (another 5th faction mod). I'm doing a lot of work to make it possible to support more than the initial 4 factions. You can probably take advantage of it.
I hope you'll finish the project! Good luck with it! Do you have a name for the new faction yet?|||LDwg, maybe you could help with the Nomads project as it's nearly completion.|||A new faction would be an excessive amount of time and effort.|||LDwg: pay no attention to the detractors.
If this is something that you want to do, then by all means do it. Just because it's an ambitious project and you are new to modding means nothing. It's about your determination and how hard you are willing to work to bring your ideas to fruition.
Also, there is no deadline that says you have to produce results in one week, one month, or even one year. Take as long as you need.|||madface|||LDwg|||madface|||Manimal|||In other words, If your just learning to swim, stay in the shallow end of the pool =p Once you learn how to swim properly, you can go into the deep end.
I hope that makes sense XD|||What elements does making a new faction entail??? Creating models, that's one. So, even if he is learning and will start by making 3-cubed models, let him do so for all the units and structures he wants for his mod. They don't have to be detailed and can just act as placeholders until he improves them.
Creating a new faction is his motivation for doing modelling in the first place. There is nothing wrong with this. Rather than shoot him down, it would be a lot more beneficial for him if those of you who have experience modelling give him a few pointers or provide him with some links where he can read up on things.
OrangeKnight, brandon: why not provide him with the files of some of your first attempts at modelling and a few words to explain what you did?|||I am offereing advice, telling him to learn more before jumping into a big project without a better understanding of everything involved. Providing him with my files would be useless because I do all my work in XSI|Softimage. Even then, every persons exact pipeline is a little different
And why do all the work of blocking out all the models for a faction when you can just do a couple of real easy test units to experiment with and learn some basics, then once he has a better grasp of everything involved he can move on to his faction.
At this point we know next to knowing about his plans, for all we know he could be planning stuff that just wouldn't be possible or extremely difficult/complicated for any number of reasons.
The number of projects and units left that got dropped from jumping in feet first without better understanding what I was doing is pretty large after more than 4 years doing this.
There are also unique challenges to doing new factions, what will their "gimmick" be? How are you going to design them to stand out form the other factions but still be robust enough to allow for all the different designs will be needed? No to mention there is a whole level of "simpler" things to figure out too, which mainly belong in factional Diversity(if you do amphibious unit(s), how will you do it? Hover? Seafloor? Boat-tank?) and such.
Without knowing more than his intent its hard to say how prepared he is, but to be honest I don't think he's fully thought it through yet(no offense man, just speaking from personal experience and seeing other new Factions flop during my time here)
Mike|||Thanks for the elaboration OrangeKnight, I better see where you're coming from now.
LDwg: perhaps provide an exhaustive list as to what exactly it is you want to do with your mod. In what ways would it be similar / different to what currently exists or is being worked on? By having an extensive project list, you'll get feedback if some aspects of what you want to implement is even possible to do.|||madface|||@LDwg
First, a big welcome to the joy of SupCom and modding in particular. I was very glad to read your post and your plans to do some exciting new work. I am sorry that many of the people here chose to criticize you rather than welcoming you. Quite a sad reflection on a small group of people as there used to be a time when people on here helped, encouraged, supported and inspired one another, including new modders, rather than making you "prove" yourself nonsense. Rest assured there are many of us that are glad to see someone new - creative ideas and positive support are the lifeblood of a true community so please simply ignore the above naysayers. They always come out with the same old tired remarks.
Even if you simply create one new unit, that in itself is something! Know that if you have fun doing it there will be many other people who share in the fun of using whatever you come up with. To me that is how it should be!
Welcome to modding and I look forward to your ideas and creative units. As an aside, you may want to talk a bit with brute - he is working on finishing the Nomad faction project. He is knowledgeable, helpful and a really good guy with lots of experience on here. Working on finishing an existing faction will give you a better idea of the different aspects of modding a faction and brute is sure to have lots of practical tips. Have fun.
Cheers
GOOD LUCK working on it though...
[REL-SC2] Economy Panel R-M-E v1.1 UI MOD 05/06/11
[:1]
Research-Mass-Energy
Designed for the Eco Mod
Thanks to theshadowlord for letting me use his widget as a base to work from, and thanks to madface for adding in research rates.
I spent the time improving this the most i could i created a new UI for it which fits in with the default SC2 UI.
SUPPORT INFO
• DLC Support only
• Requests Mithy's Mod Support MiniMod v7
Version 1.1
• Small UI update
• Mod has be changed to a hook so now requests Mithy's Mod Support to work.
• Campaign Support
Version 1.0
• Official Release Version
• Designed for the Eco Mod
UI Created By LiveOrDie | OverRated
Revamp Team 2011
This mod is configured for use with SC2 Mod Manager
Place the mod.scd within Steam\steamapps\common\supremecommander2\gamedata to enable it without the mod manager
DOWNLOAD
http://www.moddb.com/mods/revamp-mod/downloads/economy-panel-r-m-e-v11-ui-mod|||
|||I don't know why he didn't, but LoD should have provided a different screenshot that shows the eco panel with negative rates. That was the whole point of the panel...
|||Question:
Is this sorta like a "UI" mod?
As in can I play this mod online with other people who don't have the mod, and have no chance of de-sync.|||It should be. Unless it interacts with the sim in some way (and it shouldn't need to).|||Here we go the final skin for the panel supports all resolutions
|||Who else here would like to see the two panels docked together and the icons lined up? 
Awesome job, man! Don't mind me.|||Can you draw over the top of the old UI? I think two non-alpha boxes would be a better solution.|||BulletMagnet|||how shoud we understand :
mass energy
+3 +5
mass energy
-13 -35
do we simply have to consider this means ?:
mass energy
-10 -30 (addition)|||The widget shows the Net Rates, i.e -13 mass would mean thats how much mass you are losing each second, calculated from your mass income - drain. Since the UI does not show negative rates (and cant be directly modded AFAIK) I made this widget to act as a workaround for it.|||thx for clarification and all these great efforts to provide us such ******* impressive stuff
|||Oh, and @LiveOrDie, I see that you've moved it where I've moved it now
|||theshadowlord|||Download is now live
|||where's the link ?
|||http://www.moddb.com/mods/revamp-mod/do ... -r-m-e-v10|||jetsnguns|||VERY nice going!
!|||I noticed that this panel doesn't work in campaign, but it does work in skirmish. Can anyone confirm this?|||oripanil|||Here's a small update I've changed the mod to a hook now it will work with both ether way.
Version 1.1
• Small UI update
• Mod has be changed to a hook so now requests Mithy's Mod Support to work.|||I played around with it bit in campaign, trying to find a way to make it properly hide when the campaign hides the main UI, but I'm honestly not quite sure where/when the main UI is hidden, if that's even reflected in the lua anywhere. It kind of sticks out during cutscenes and such, and slightly overlaps the objective bar, but it works.|||Mithy|||Well, it's not the PIP movies that are the issue (the score hides for those because they occupy the same space), it's the full-screen cinematics. In that situation, the entire UI gets hidden except for the econ panel, and I don't see where this is handled. But, I'm not exactly an expert on moho UI, and I don't even know how/where FA does this.
Research-Mass-Energy
Designed for the Eco Mod
Thanks to theshadowlord for letting me use his widget as a base to work from, and thanks to madface for adding in research rates.
I spent the time improving this the most i could i created a new UI for it which fits in with the default SC2 UI.
SUPPORT INFO
• DLC Support only
• Requests Mithy's Mod Support MiniMod v7
Version 1.1
• Small UI update
• Mod has be changed to a hook so now requests Mithy's Mod Support to work.
• Campaign Support
Version 1.0
• Official Release Version
• Designed for the Eco Mod
UI Created By LiveOrDie | OverRated
Revamp Team 2011
This mod is configured for use with SC2 Mod Manager
Place the mod.scd within Steam\steamapps\common\supremecommander2\gamedata to enable it without the mod manager
DOWNLOAD
http://www.moddb.com/mods/revamp-mod/downloads/economy-panel-r-m-e-v11-ui-mod|||
Is this sorta like a "UI" mod?
As in can I play this mod online with other people who don't have the mod, and have no chance of de-sync.|||It should be. Unless it interacts with the sim in some way (and it shouldn't need to).|||Here we go the final skin for the panel supports all resolutions
Awesome job, man! Don't mind me.|||Can you draw over the top of the old UI? I think two non-alpha boxes would be a better solution.|||BulletMagnet|||how shoud we understand :
mass energy
+3 +5
mass energy
-13 -35
do we simply have to consider this means ?:
mass energy
-10 -30 (addition)|||The widget shows the Net Rates, i.e -13 mass would mean thats how much mass you are losing each second, calculated from your mass income - drain. Since the UI does not show negative rates (and cant be directly modded AFAIK) I made this widget to act as a workaround for it.|||thx for clarification and all these great efforts to provide us such ******* impressive stuff
|||Oh, and @LiveOrDie, I see that you've moved it where I've moved it now Version 1.1
• Small UI update
• Mod has be changed to a hook so now requests Mithy's Mod Support to work.|||I played around with it bit in campaign, trying to find a way to make it properly hide when the campaign hides the main UI, but I'm honestly not quite sure where/when the main UI is hidden, if that's even reflected in the lua anywhere. It kind of sticks out during cutscenes and such, and slightly overlaps the objective bar, but it works.|||Mithy|||Well, it's not the PIP movies that are the issue (the score hides for those because they occupy the same space), it's the full-screen cinematics. In that situation, the entire UI gets hidden except for the econ panel, and I don't see where this is handled. But, I'm not exactly an expert on moho UI, and I don't even know how/where FA does this.
[SC2] what if the UI and controls were switchable?
[:1]I think it would be awesome for supreme commander 2, or any sup com game for that matter to have 2 different UI and control setups.
I notice some people like the ease of control that the 360 has, not to mention it's simple easy to use UI.
Then there are some who like the keyboard mouse functions and the pc version's UI. I figure why not bring the two together and give the player the option to choose.
There will be 2 option's;
Basic; witch would consist of the 360 version UI and controls, witch by the way the controls are optional.
Advanced: witch would consist of the pc UI and controls witch are also changeable.
I know UI modding is not yet doable, buthis is just something to keep in mind when ever UI modding becomes doable, witch i believe will be soon.
Thanks for your time.
I notice some people like the ease of control that the 360 has, not to mention it's simple easy to use UI.
Then there are some who like the keyboard mouse functions and the pc version's UI. I figure why not bring the two together and give the player the option to choose.
There will be 2 option's;
Basic; witch would consist of the 360 version UI and controls, witch by the way the controls are optional.
Advanced: witch would consist of the pc UI and controls witch are also changeable.
I know UI modding is not yet doable, buthis is just something to keep in mind when ever UI modding becomes doable, witch i believe will be soon.
Thanks for your time.
[REQ-FA] No Wreckage mod?
[:1]I'm looking for something that removes unit wrecks, i would like to keep building wreckage in the event i want to rapidly rebuild it, but I was hoping there would be a mod that removed all wrecks in a effort to fight my lag when playing with my friends (dont worry, i dont go on GPG, it would just result in people leaving my games, im not a douche) but really, just trying to fix my lag in any way possible.
Also if you have any ideas to help cut down on game lag mod wise, let me know
This is a forged allianced post btw.|||I couldnt find the original mod pages, and I'm sure they're available on the vault but try these:
http://dl.dropbox.com/u/9017428/WreckDecay.rar
http://dl.dropbox.com/u/9017428/No%20Wreckage.rar|||Thanks a lot, that no wreckage mod actaully made me take over 40 mins to reach a negative simspeed, instead of about 5 mins|||Quote:
Also if you have any ideas to help cut down on game lag mod wise, let me know
This is a forged allianced post btw.|||I couldnt find the original mod pages, and I'm sure they're available on the vault but try these:
http://dl.dropbox.com/u/9017428/WreckDecay.rar
http://dl.dropbox.com/u/9017428/No%20Wreckage.rar|||Thanks a lot, that no wreckage mod actaully made me take over 40 mins to reach a negative simspeed, instead of about 5 mins|||Quote:
[REL] Gilbot-X's Mod Pack v2.05
[:1]***Please note that the first couple of pages of replies on this thread are talking about the Supreme Commander version of my mod pack, not my Forged Alliance version. I am not updating the Supreme Commander version of this mod anymore, as I prefer to focus my efforts exclusively on my FA version. My FA version is described in this first post, but not discussed until the latter part of this thread, starting from page 4 onwards. You are probably better off just reading this first post and the last 2 pages of this thread if you only want to know about the recent developments.
What's In Gilbot-X's Mod Pack 2
Resource Networks System
This is a system that extends the range of adjacency bonuses so that more structure units can give and receive adjacency bonuses. This gives more strategic significance to where you build your economy and defense structures.
Diagonal Adjacency
The first thing you'll notice is that units are now classed as adjacent even if their boundaries only overlap at the corners. For example, this means you can now get 20 T1 Powergens giving adjacency bonuses around a factory, instead of the normal 16.
Indirect Adjacency
Two units are directly adjacent if they have touching boundaries. But adjacency can now also be passed indirectly through units. If structure 1 is directly adjacent to structure 2, and structure 2 is directly adjacent to structure 3, then in my mod, structure 1 is considered indirectly adjacent to structure 3. If you're a mathematician, you'll understand if I say that adjacency is transitive, i.e.
Units that are directly adjacent will pass on full bonuses to each other. Units that are only indirectly adjacent will only pass on 50% of the bonus amount. For example, let's say that building a T1 powergen directly next to a shield will reduce that shield's energy consumption by 10 per second. If that is true, it means if we build a T1 powergen not directly next to the shield but we build other things between them so they are indirectly connected, then this will only reduce energy consumption of that shield by another 5 per second - only half as much bonus as it would give if they were built directly next to each other. When units are connected together in touching chains of units, we say that they are all part of the same Network. Networks have an N number to identify them. N=1, N=2, etc.
Pipelines
To further extend these bonuses, engineers can now build pipeline units that are small and cheap connectors that do nothing apart from link up units that do not have touching boundaries, so they can pass on adjacency bonuses.
All factions have T1, T2 and T3 pipelines. All pipelines can be built on land, some can be built on the seabed, and some float on water.
All connections between structure units also form part of the resource network. Currently the networks are capped so that units attached to a network can get at most a 50% boost in resource production, and at most a 50% reduction in running costs. This can be changed easily and I'm curious to what you players out there will prefer.
Wireless Range
The wireless range of T2, T3 and T4 pipelines is indicated by a red circle when you select it or get an engineer to build it. The wireless ability has a small energy cost, but it the wireless ability can also be turned off. You can also use a slider control to reduce the range of T2/T3/T4 pipelines, which reduces this cost. The overall gains in using these pipelines usually makes the small cost worth it.
For example, in a large network with T2 and T3 pipelines, several factories can be all linked to a set of several distant mass extractors. the bonuses from these mass extractors could reduce the amount of mass it takes any factory to build by up to 50%, so it is worth losing a bit of energy on the wireless network costs to make larger savings on mass in the factories.
Strategy
Just using T1 pipelines is very simple (using dragbuild to lay the pipeline) but setting up T2/T3/T4 pipelines takes an initial bit of planning and micromanagement to set correct positions and get maximum efficiency (i.e you can intersperse them with T1 pipelines for maximum efficiency but then the link is easier for the enemy to cut as T1 pipelines have weaker armour). So there is a 'planning and building time' cost in using them, as well as the initial investment in mass and energy you need to build them. Using pipelines to link your main base to a firebase will also lead a trail to your main base. You have to decide if (and how) using pipelines is going to suit your strategy.
The Role of the ACU
The ACU is responsible for calculating the distribution of bonuses through these networks. Without the ACU, no structures units on a network will receive any bonuses. You can think of the ACU as being the network manager, responsible for routing of bonuses in the network. You can build physical links between structures to create a network, but without a manager to route network traffic, the network will not do anything. As a result, if your ACU dies, all of your network links and pipeline units will instantaneously be destroyed and no more network links will be created. This will make your ACU a more special unit and more important to keep alive.
Network ID Display Overlay
To view which structure units are in which networks, press CTRL and the / key on the number pad. This toggles a display on units in a network. N=2 means the unit is in network #2. N=17 I=3 means that a unit is in network #17 which is remotely-connected to all other networks that have internetwork ID #3.
New Type of Adjacency Bonus Added for Shields
Aeon faction now has an Experimental Shield Enhancer that can be attached to a network. It can increase the amount of damage any shield can take, from as low as a 10% increase up to 100% increase depending on power settings (set with slider control). It consumes a lot of power at its top setting. It is also one of the units that your ACU will automatically switch off to prevent the economy running out of energy.
Auto Toggle
Your ACU is not just the brain for routing adjacency bonuses over networks. it can also provide automatic handling of your economy. It will monitor your energy income and usage, and will switch other units on/off automatically depending on how much energy and mass you have left. Your ACU will switch off whatever it can automatically, to prevent your economy from completely stalling. This mod can really reduce a lot of micro, but if your ACU dies, you lose the ability and everything is back on manual.
What Does It Work on?
For Auto Toggle to be able to pause a unit feature, that unit feature must:
Consume energy (or mass) when switched on
AND must either
(a) normally can be paused on the unit's orders menu, i.e.
When Will Each Thing Get Paused?
By default, the order that the ACU uses for switching off or pausing things is defined in the mod and based on sensible guesses about which things are less important and should be paused first. For example, radar and sonar are switched off before shield towers. But you can customise the order in which things are paused.
Ordering is done by first putting units into "C" (Class) groups. C=1 is for the least important things that should get paused first. C=6 is the highest, for things that get paused as a last resort. Your ACU will also switch all of these units back on when you have enough energy to run them, and the order it does this in reflects the same priority order that was used to switch them off, i.e. the first thing to get switched off is the last thing to get switched back on.
All units capable of being included in the ACU's auto-toggle list will also have a 'AT' button that allows them to opt in or out of the list. This is useful if you have a unit like a stealth tower that you don't want the ACU to ever shut off - i.e. you would rather your energy hit rock bottom and construction was effected rather than have it switched off.
You can customise the order in which things are switched off in-game by selecting an auto-toggle unit and pressing CTRL-NUMPADMINUS and CTRL-NUMPADPLUS (i.e. like how you would change the game speed but with CTRL also pressed). The order number on the units will change to reflect the new order. I've used the custom naming system to display these order numbers to the player. Press CTRL-NUMPADSTAR to toggle this display on/off.
Mass Fabricators are all immediately turned off if your mass storage is full. There is also a class of unit (priority level 2 that can be assigned to units) that are only switched on if you are producing an excess of energy (i.e. energy storage is already full but you are still producing more energy that is being wasted). For example, I have assigned the stealth ability on my Cybran mass extractors this priority, so they all stay switched off when I'm building my initial base (I want my energy storage as full as possible while I'm constructing the first base).
Do I have to use this?
No. Each unit can opt out by unchecking the "ON" button in the AT menu. The ACU also has an 'AT' button in its orders menu. Toggling this determines if the AT menu "ON" button starts in the checked/unchecked position for any new unit being built.
Enhancements
The way that enhancements are managed has been improved to make them easier to use, with less micro.
1/ You can apply an enhancement to multiple units at the same time.
2/ You can apply a 3-stage enhancement on a unit by clicking on just 1 button. All the prerequisite enhancements for it are ordered to be built first automatically.
3/ Buttons are disabled to prevent accidental downgrading to inferior stages of the same enhancement.
4/ If you select a unit and click a series of enhancement buttons, then those enhancements will be applied one after another in that order. No further intervention is needed. A stop order will cancel the whole series of enhancements that have not already been completed.
5/ A unit can have an upgrade that is made up of many enhancements. If the unit already has some enhancements done, it will cost the unit less if a full upgrade is ordered on it. For example, in my mod pack in the Military Upgrades 2 module, a T1 Mech marine can upgrade to a T2 Mech Marine by selecting the T2 Mech Marine icon in the build menu. Alternatively, the T1 Mech Marine also has 3 enhancement paths that can be used to give it some of the abilities that the T2 version has. If all 3 of these enhancement paths are completed, the Mech Marine becomes T2 automatically at no further cost or build time. If part of the enhancement paths are completed, the build costs will be reduced if the full upgrade is ordered by clicking in the T2 icon in the build menu. In this way, units can upgrade in stages, without wasting lots of resources.
Economy
There are two aims to the economy changes in my mod pack.
1/ Some units play a very small role in the game because it is too easy to tech up and build better ones that make them redundant. The mod pack makes changes to the way the economy develops (as well as to the units themselves) in order to address this. Teching up now takes longer or costs more. Units at lower tech levels are changed to be slightly less overpowered by units of higher tech levels.
2/ Reduce economy micromanagent.
3/ Make holding territory and the location of bases important.
Separation of the 4th Tech Level
Developed independently, my mod pack was one of the first mods to have a clearly distinct 4th tech level, where T3 engineers cannot build T4 units, and ACUs have an extra enhancement that must be activated before they can build T4 units. (Black Ops also has this and it seems to be becoming popular with other modders too).
Teching Up Costs More
A lot of people complain that the T1 and T2 combat units get underused because it is always a better strategy to tech up fast, sometimes skipping out on T1 combat units altogether on larger maps. To address this situation, I made the following changes: Building T1 Factories cost more (so like in TA, it does make a difference which factory you choose to build first). Upgrading factories costs a lot more and is more capable of stalling your economy. The ACU's build enhancements cost a lot more. The Military Upgrades 2 Module included in my mod pack adds lots of enhancements for Tech 1 units. Mobile arty can increase their range. Each faction's scout now has unique upgrade paths to make them useful as combat units. LABs also get enhancements to make them less overpowered by T2 units.
Exponential Mass Extractors and Hydrocarbon Power Plants
This has been in my mod pack since the early SC days when Pawz made the first version of exponential mass extractors for SC. Since then my reworkings of the concept have proved very popular. What is it? Mexes and HCPPs produce more output according to how long they have survived. My twist on this idea was to extend it to also give these units other bonuses based on their survival time, and to extend it to HCPPs. I'm still looking for ideas for a special ability to give to the Seraphim mexes and HCPP. I wrote this part of the mod before FA came out and I hadn't planned on the Seraphim! This feature makes it important to hold more territory, as players who hold more territory will get more benefit from being able to defend their mexes and HCPPs.
Unit Improvements
I have added slider controls so that units can be adjusted in various ways.
My Aeon Czar has a slider control that lets you adjust its personal shield strength.
Dome shields have a slider control that adjusts their radius. Energy costs will increase as the area of coverage increases.
Stealth fields and cloak fields can be adjusted in a similar way.
LABs and T1 PDs have a slider control that lets you adjust their weapon range. Their weapons will now fire faster at shorter ranges.
User Interface
1/ I have integrated UI code from Goom into my mod. I did a conversion of his old 'Area Commands' mod for SC and brought it into FA with new features. I have also included a patched copy of his popular GUI 6 collection, that works alongside all my other mod pack modules.
2/ I added 'Factory Toggles': you can choose how toggles are set on units as they roll out of the factory.
Improved Effects
1/ I took over the work of Covert Jaguar and completed the transparent cloak effect that shows you which of youir units are cloaked by making them appear semi-transparent. I updated it to work with cloak field units and increased the accuracy and reliability of it.
2/ I added a trimmed version of Duncane's 'Music Order' mod, to randomise the order that musical tracks are played.
3/ My mod pack is 100% compatible with 4th Dimension's Explosions graphical effects module. Make sure you download a copy of that from their website to play with my mod pack.
4/ Corrected misplacement of blinking lights on Mass Fabricators and updated these effects so they display correctly underwater (they can be built on the seabed in my mod).
5/ Effects for my UEF damage limitation system.
6/ The size of the exhaust fumes increases on HCPPs as their output increases over time.
6/ The animation speed of increases on Mexes as their output increases over time. Aeon animations modified to support packing into defensive position when AutoDefend enabled (AutoDefend is explained below).
Goodies that other Modders can use
My mod pack contains modules of re-usable code for doing all kinds of cool stuff. For example:
These mods both have modular script code that make unit mods easier to program and maintain. The average player won't really notice the effect of these code modules, but other modders can take advantage of the code by using it to give improved features to units in their mods.
Excellent Compatibility
All modules in my mod pack were designed with compatibility with other mods in mind. Considering the vast amount of code my mod adds, there are amazingly not that many conflicts with other mods, and a lot of mods that can be run alongside my mod pack.|||Let me take this opportunity to let you know that you kick ***, Gil.
I'd been wondering if anybody was going to tackle polishing up this concept - I'd given up hope. It sounds like you've done a seriously good deed here.
Here's a question - what about modded-in bonuses? Like say I gave shields a strength bonus, or intel a range bonus, with adjacency? Would those break this system, work with it, or work only as normal?
And what other mod stuff that nobody's done are you considering?
I'm definitely grabbing this - lots of goodies here. :)|||Gilbot, your mods have always found a welcome home on my drive, and this pack will definitely be taking up residence there at the soonest possible moment (in fact, I'm putting RTSC on auto-refresh :)).
Will be modding the cap out, though. Currently, I have the adjacency limit set high enough to get 758 out of one L3 mex. Being able to use just one metal storage farm for all my mexes would be awesome though, since right now my metal income buildings use up over half my unitcap by late game
|||work w/ FA?|||Lurkily|||The Mod Pack can be downloaded from RTSC (see link in my signature).
Please let me know about any bugs, and reply to this thread with any suggestions on changes you think I should make or features you would like added. I do not promise to add every feature suggested, just the good ideas!
If you can send me error logs, please PM them to me (do not post error logs on this thread).|||You've outdone yourself mate! I'll DL this and report back as soon as I've beat the mod to death with a few rather intense rounds of 8 way play.
BTW: My mech is done, just have to texture it now and redo the walking animation. P.M me if you want a preview.|||Gilbot-X|||
|||Edit: Bugs above were for an old SC version of the mod pack. Please ignore.|||Ok I'll try the mod within it's Zip file.... I'm assuming i have to place it within the mod folder?|||Edit: The installation instructions for the mod pack are now inside the mod's zip file, in a HTML file called "Installation Instructions.mht".|||Ok... I'll see it tomorrow and DL it for home testing.|||New version uploaded.|||Haven't done extensive testing with it yet, but for me the Cybran ex. pipeline shows as T3, and the tooltip for the buildable pylon indicates it's a standard T3 pipeline that will be built. Might be another mod I have on somehow conflicting, or I might just be stupid. Or both at the same time!
Anyway, LOVE all these mods since they all greatly improve gameplay experience for me.|||Impressive, its nice to see my Cloak mod being used.|||comlink|||Gilbot-X|||I'm not quite sure how to use the pipelines, Gil. I'm not getting adjacency connections, even when I build T3 piplines within range of each other. I Do get pipelines between directly adjacent structures, and oddly, I'd getting adjacency connections between structures directly diagonal to one another. (T1 fabs, I noticed this on.)
But I don't seem to be getting any visual indication of which nodes are connected to anything.|||Lurkily|||Is the version up on RTSC the newest? I can't seem to find this exp. Aeon shield enhancer, and the T4 pipeline still says "T3 pipeline".|||No, I've made those fixes but haven't uploaded a version to RTSC that has those changes. The reason is that I'm making other changes to the resource networks code that will improve efficiency, so when that is working I will upload a version with the fix in it. It should be ready soon, just got a couple bugs to iron out!|||Ah, ok. Thought it might have been an upload bug. Returning to WaitPatiently()
|||Gilbot-X|||With no other mods loaded, I've noticed some serious bugs with the networks so far. Mostly to do with them being able to re-link after massive damage has been done.
For example, last night a monkeylord came ashore and shot my commander. All my mass and energy storage went up with him, and when I recovered I noticed that all of my remaining adjacency links were broken, and "all the kings men" couldn't make them work again. I blew up all remaining pipelines, hoping that would reset the system, but alas, it did not. In that particular game, 2 powergens can be butted up against each other and neither will share with the factory directly adjacent.
As a more regular occurring bug, say I have 4 Mexes in a roughly "cross" shape as is the case on a lot of maps. They get networked with T1 pipes during the start of the game, then later on I want to upgrade to a single T3 with a T1 next to each mex as a receiver. Usually I can get maybe 2-3 to connect, sometimes with a visual connection but with no bonus being shown on the mex or my econ readout.
Knowing this is close to useless as a report, I'm going to try running in debug (hopefully) tonight, and see what sort of output I get in the two above scenarios. I wish I had a log for example 1 above when it happened, but alas, it was not to be.
What's In Gilbot-X's Mod Pack 2
Resource Networks System
This is a system that extends the range of adjacency bonuses so that more structure units can give and receive adjacency bonuses. This gives more strategic significance to where you build your economy and defense structures.
Diagonal Adjacency
The first thing you'll notice is that units are now classed as adjacent even if their boundaries only overlap at the corners. For example, this means you can now get 20 T1 Powergens giving adjacency bonuses around a factory, instead of the normal 16.
Indirect Adjacency
Two units are directly adjacent if they have touching boundaries. But adjacency can now also be passed indirectly through units. If structure 1 is directly adjacent to structure 2, and structure 2 is directly adjacent to structure 3, then in my mod, structure 1 is considered indirectly adjacent to structure 3. If you're a mathematician, you'll understand if I say that adjacency is transitive, i.e.
- 1 --> 2 (direct) and
2 --> 3 (direct) so
1 --> 3 (indirect)
Units that are directly adjacent will pass on full bonuses to each other. Units that are only indirectly adjacent will only pass on 50% of the bonus amount. For example, let's say that building a T1 powergen directly next to a shield will reduce that shield's energy consumption by 10 per second. If that is true, it means if we build a T1 powergen not directly next to the shield but we build other things between them so they are indirectly connected, then this will only reduce energy consumption of that shield by another 5 per second - only half as much bonus as it would give if they were built directly next to each other. When units are connected together in touching chains of units, we say that they are all part of the same Network. Networks have an N number to identify them. N=1, N=2, etc.
Pipelines
To further extend these bonuses, engineers can now build pipeline units that are small and cheap connectors that do nothing apart from link up units that do not have touching boundaries, so they can pass on adjacency bonuses.
All factions have T1, T2 and T3 pipelines. All pipelines can be built on land, some can be built on the seabed, and some float on water.
- T1 Pipelines
These are built closely next to each other in chains to provide indirect links between other structures that can exchange adjacency bonuses. These T1 pipelines are easily destroyed and will often explode together in a chain reaction if one is destroyed.
T2 Pipelines
These are more expensive but have better armour and can also remotely connect to other T2 pipeline units that are not within touching distance but still within range. So unlike T1 pipelines, they can pass on adjacency bonuses without being built closely together. To think of it another way, if connecting structures by T1 pipelines is like connecting them by cable, then connecting them by T2 pipelines is more like wireless networking.
T3 Pipelines
These are like T2 pipelines but have even heavier armour and have a much longer wireless range.
Other Network Connecting Units
The Cybrans have an Experimental Pipeline generated by a base that disguises itself as a T1 wall piece. It only connects other pipelines to each other, but it has a massive range and the base is heavily armoured.
All connections between structure units also form part of the resource network. Currently the networks are capped so that units attached to a network can get at most a 50% boost in resource production, and at most a 50% reduction in running costs. This can be changed easily and I'm curious to what you players out there will prefer.
Wireless Range
The wireless range of T2, T3 and T4 pipelines is indicated by a red circle when you select it or get an engineer to build it. The wireless ability has a small energy cost, but it the wireless ability can also be turned off. You can also use a slider control to reduce the range of T2/T3/T4 pipelines, which reduces this cost. The overall gains in using these pipelines usually makes the small cost worth it.
For example, in a large network with T2 and T3 pipelines, several factories can be all linked to a set of several distant mass extractors. the bonuses from these mass extractors could reduce the amount of mass it takes any factory to build by up to 50%, so it is worth losing a bit of energy on the wireless network costs to make larger savings on mass in the factories.
Strategy
Just using T1 pipelines is very simple (using dragbuild to lay the pipeline) but setting up T2/T3/T4 pipelines takes an initial bit of planning and micromanagement to set correct positions and get maximum efficiency (i.e you can intersperse them with T1 pipelines for maximum efficiency but then the link is easier for the enemy to cut as T1 pipelines have weaker armour). So there is a 'planning and building time' cost in using them, as well as the initial investment in mass and energy you need to build them. Using pipelines to link your main base to a firebase will also lead a trail to your main base. You have to decide if (and how) using pipelines is going to suit your strategy.
The Role of the ACU
The ACU is responsible for calculating the distribution of bonuses through these networks. Without the ACU, no structures units on a network will receive any bonuses. You can think of the ACU as being the network manager, responsible for routing of bonuses in the network. You can build physical links between structures to create a network, but without a manager to route network traffic, the network will not do anything. As a result, if your ACU dies, all of your network links and pipeline units will instantaneously be destroyed and no more network links will be created. This will make your ACU a more special unit and more important to keep alive.
Network ID Display Overlay
To view which structure units are in which networks, press CTRL and the / key on the number pad. This toggles a display on units in a network. N=2 means the unit is in network #2. N=17 I=3 means that a unit is in network #17 which is remotely-connected to all other networks that have internetwork ID #3.
New Type of Adjacency Bonus Added for Shields
Aeon faction now has an Experimental Shield Enhancer that can be attached to a network. It can increase the amount of damage any shield can take, from as low as a 10% increase up to 100% increase depending on power settings (set with slider control). It consumes a lot of power at its top setting. It is also one of the units that your ACU will automatically switch off to prevent the economy running out of energy.
Auto Toggle
Your ACU is not just the brain for routing adjacency bonuses over networks. it can also provide automatic handling of your economy. It will monitor your energy income and usage, and will switch other units on/off automatically depending on how much energy and mass you have left. Your ACU will switch off whatever it can automatically, to prevent your economy from completely stalling. This mod can really reduce a lot of micro, but if your ACU dies, you lose the ability and everything is back on manual.
What Does It Work on?
For Auto Toggle to be able to pause a unit feature, that unit feature must:
Consume energy (or mass) when switched on
AND must either
(a) normally can be paused on the unit's orders menu, i.e.
- 1/ Mass production of Massfabs
2/ Shields
3/ Radar or jamming on intel units
4/ Stealth or cloak on counter-intel units
(In the code, these are all the ones in the alt-orders that are paused using 'ScriptBits')
- 1/ The construction done by engineers
2/ The unit upgrades on units that have these.
3/ The enhancements on units that have these.
(In the code, these are all the ones that have ActiveConsumptionand are paused in the construction menu.)
When Will Each Thing Get Paused?
By default, the order that the ACU uses for switching off or pausing things is defined in the mod and based on sensible guesses about which things are less important and should be paused first. For example, radar and sonar are switched off before shield towers. But you can customise the order in which things are paused.
Ordering is done by first putting units into "C" (Class) groups. C=1 is for the least important things that should get paused first. C=6 is the highest, for things that get paused as a last resort. Your ACU will also switch all of these units back on when you have enough energy to run them, and the order it does this in reflects the same priority order that was used to switch them off, i.e. the first thing to get switched off is the last thing to get switched back on.
All units capable of being included in the ACU's auto-toggle list will also have a 'AT' button that allows them to opt in or out of the list. This is useful if you have a unit like a stealth tower that you don't want the ACU to ever shut off - i.e. you would rather your energy hit rock bottom and construction was effected rather than have it switched off.
You can customise the order in which things are switched off in-game by selecting an auto-toggle unit and pressing CTRL-NUMPADMINUS and CTRL-NUMPADPLUS (i.e. like how you would change the game speed but with CTRL also pressed). The order number on the units will change to reflect the new order. I've used the custom naming system to display these order numbers to the player. Press CTRL-NUMPADSTAR to toggle this display on/off.
Mass Fabricators are all immediately turned off if your mass storage is full. There is also a class of unit (priority level 2 that can be assigned to units) that are only switched on if you are producing an excess of energy (i.e. energy storage is already full but you are still producing more energy that is being wasted). For example, I have assigned the stealth ability on my Cybran mass extractors this priority, so they all stay switched off when I'm building my initial base (I want my energy storage as full as possible while I'm constructing the first base).
Do I have to use this?
No. Each unit can opt out by unchecking the "ON" button in the AT menu. The ACU also has an 'AT' button in its orders menu. Toggling this determines if the AT menu "ON" button starts in the checked/unchecked position for any new unit being built.
Enhancements
The way that enhancements are managed has been improved to make them easier to use, with less micro.
1/ You can apply an enhancement to multiple units at the same time.
2/ You can apply a 3-stage enhancement on a unit by clicking on just 1 button. All the prerequisite enhancements for it are ordered to be built first automatically.
3/ Buttons are disabled to prevent accidental downgrading to inferior stages of the same enhancement.
4/ If you select a unit and click a series of enhancement buttons, then those enhancements will be applied one after another in that order. No further intervention is needed. A stop order will cancel the whole series of enhancements that have not already been completed.
5/ A unit can have an upgrade that is made up of many enhancements. If the unit already has some enhancements done, it will cost the unit less if a full upgrade is ordered on it. For example, in my mod pack in the Military Upgrades 2 module, a T1 Mech marine can upgrade to a T2 Mech Marine by selecting the T2 Mech Marine icon in the build menu. Alternatively, the T1 Mech Marine also has 3 enhancement paths that can be used to give it some of the abilities that the T2 version has. If all 3 of these enhancement paths are completed, the Mech Marine becomes T2 automatically at no further cost or build time. If part of the enhancement paths are completed, the build costs will be reduced if the full upgrade is ordered by clicking in the T2 icon in the build menu. In this way, units can upgrade in stages, without wasting lots of resources.
Economy
There are two aims to the economy changes in my mod pack.
1/ Some units play a very small role in the game because it is too easy to tech up and build better ones that make them redundant. The mod pack makes changes to the way the economy develops (as well as to the units themselves) in order to address this. Teching up now takes longer or costs more. Units at lower tech levels are changed to be slightly less overpowered by units of higher tech levels.
2/ Reduce economy micromanagent.
3/ Make holding territory and the location of bases important.
Separation of the 4th Tech Level
Developed independently, my mod pack was one of the first mods to have a clearly distinct 4th tech level, where T3 engineers cannot build T4 units, and ACUs have an extra enhancement that must be activated before they can build T4 units. (Black Ops also has this and it seems to be becoming popular with other modders too).
Teching Up Costs More
A lot of people complain that the T1 and T2 combat units get underused because it is always a better strategy to tech up fast, sometimes skipping out on T1 combat units altogether on larger maps. To address this situation, I made the following changes: Building T1 Factories cost more (so like in TA, it does make a difference which factory you choose to build first). Upgrading factories costs a lot more and is more capable of stalling your economy. The ACU's build enhancements cost a lot more. The Military Upgrades 2 Module included in my mod pack adds lots of enhancements for Tech 1 units. Mobile arty can increase their range. Each faction's scout now has unique upgrade paths to make them useful as combat units. LABs also get enhancements to make them less overpowered by T2 units.
Exponential Mass Extractors and Hydrocarbon Power Plants
This has been in my mod pack since the early SC days when Pawz made the first version of exponential mass extractors for SC. Since then my reworkings of the concept have proved very popular. What is it? Mexes and HCPPs produce more output according to how long they have survived. My twist on this idea was to extend it to also give these units other bonuses based on their survival time, and to extend it to HCPPs. I'm still looking for ideas for a special ability to give to the Seraphim mexes and HCPP. I wrote this part of the mod before FA came out and I hadn't planned on the Seraphim! This feature makes it important to hold more territory, as players who hold more territory will get more benefit from being able to defend their mexes and HCPPs.
Unit Improvements
I have added slider controls so that units can be adjusted in various ways.
My Aeon Czar has a slider control that lets you adjust its personal shield strength.
Dome shields have a slider control that adjusts their radius. Energy costs will increase as the area of coverage increases.
Stealth fields and cloak fields can be adjusted in a similar way.
LABs and T1 PDs have a slider control that lets you adjust their weapon range. Their weapons will now fire faster at shorter ranges.
User Interface
1/ I have integrated UI code from Goom into my mod. I did a conversion of his old 'Area Commands' mod for SC and brought it into FA with new features. I have also included a patched copy of his popular GUI 6 collection, that works alongside all my other mod pack modules.
2/ I added 'Factory Toggles': you can choose how toggles are set on units as they roll out of the factory.
Improved Effects
1/ I took over the work of Covert Jaguar and completed the transparent cloak effect that shows you which of youir units are cloaked by making them appear semi-transparent. I updated it to work with cloak field units and increased the accuracy and reliability of it.
2/ I added a trimmed version of Duncane's 'Music Order' mod, to randomise the order that musical tracks are played.
3/ My mod pack is 100% compatible with 4th Dimension's Explosions graphical effects module. Make sure you download a copy of that from their website to play with my mod pack.
4/ Corrected misplacement of blinking lights on Mass Fabricators and updated these effects so they display correctly underwater (they can be built on the seabed in my mod).
5/ Effects for my UEF damage limitation system.
6/ The size of the exhaust fumes increases on HCPPs as their output increases over time.
6/ The animation speed of increases on Mexes as their output increases over time. Aeon animations modified to support packing into defensive position when AutoDefend enabled (AutoDefend is explained below).
Goodies that other Modders can use
My mod pack contains modules of re-usable code for doing all kinds of cool stuff. For example:
- Maintenance Consumption Breakdown code makes it easy to ensure that your unit is consuming the correct total amounts of energy and mass while doing several things at once, i.e. building, using a shield, radar, stealth, with each one having its own costs and each one can be stopped and started, allowing various combinations of total power consumption. The unit class in SC and FA did not handle such multitasking units. My code makes it easy.
AutoDefend units - Structure units that inherit this behaviour will activate a defense when under attack. In my mod, some Aeon units will pack into a defensive position and will use a personal shield. UEF units have a damage stabilisation system that reduces HP loss.
These mods both have modular script code that make unit mods easier to program and maintain. The average player won't really notice the effect of these code modules, but other modders can take advantage of the code by using it to give improved features to units in their mods.
Excellent Compatibility
All modules in my mod pack were designed with compatibility with other mods in mind. Considering the vast amount of code my mod adds, there are amazingly not that many conflicts with other mods, and a lot of mods that can be run alongside my mod pack.|||Let me take this opportunity to let you know that you kick ***, Gil.
I'd been wondering if anybody was going to tackle polishing up this concept - I'd given up hope. It sounds like you've done a seriously good deed here.
Here's a question - what about modded-in bonuses? Like say I gave shields a strength bonus, or intel a range bonus, with adjacency? Would those break this system, work with it, or work only as normal?
And what other mod stuff that nobody's done are you considering?
I'm definitely grabbing this - lots of goodies here. :)|||Gilbot, your mods have always found a welcome home on my drive, and this pack will definitely be taking up residence there at the soonest possible moment (in fact, I'm putting RTSC on auto-refresh :)).
Will be modding the cap out, though. Currently, I have the adjacency limit set high enough to get 758 out of one L3 mex. Being able to use just one metal storage farm for all my mexes would be awesome though, since right now my metal income buildings use up over half my unitcap by late game
Please let me know about any bugs, and reply to this thread with any suggestions on changes you think I should make or features you would like added. I do not promise to add every feature suggested, just the good ideas!
If you can send me error logs, please PM them to me (do not post error logs on this thread).|||You've outdone yourself mate! I'll DL this and report back as soon as I've beat the mod to death with a few rather intense rounds of 8 way play.
BTW: My mech is done, just have to texture it now and redo the walking animation. P.M me if you want a preview.|||Gilbot-X|||
Anyway, LOVE all these mods since they all greatly improve gameplay experience for me.|||Impressive, its nice to see my Cloak mod being used.|||comlink|||Gilbot-X|||I'm not quite sure how to use the pipelines, Gil. I'm not getting adjacency connections, even when I build T3 piplines within range of each other. I Do get pipelines between directly adjacent structures, and oddly, I'd getting adjacency connections between structures directly diagonal to one another. (T1 fabs, I noticed this on.)
But I don't seem to be getting any visual indication of which nodes are connected to anything.|||Lurkily|||Is the version up on RTSC the newest? I can't seem to find this exp. Aeon shield enhancer, and the T4 pipeline still says "T3 pipeline".|||No, I've made those fixes but haven't uploaded a version to RTSC that has those changes. The reason is that I'm making other changes to the resource networks code that will improve efficiency, so when that is working I will upload a version with the fix in it. It should be ready soon, just got a couple bugs to iron out!|||Ah, ok. Thought it might have been an upload bug. Returning to WaitPatiently()
For example, last night a monkeylord came ashore and shot my commander. All my mass and energy storage went up with him, and when I recovered I noticed that all of my remaining adjacency links were broken, and "all the kings men" couldn't make them work again. I blew up all remaining pipelines, hoping that would reset the system, but alas, it did not. In that particular game, 2 powergens can be butted up against each other and neither will share with the factory directly adjacent.
As a more regular occurring bug, say I have 4 Mexes in a roughly "cross" shape as is the case on a lot of maps. They get networked with T1 pipes during the start of the game, then later on I want to upgrade to a single T3 with a T1 next to each mex as a receiver. Usually I can get maybe 2-3 to connect, sometimes with a visual connection but with no bonus being shown on the mex or my econ readout.
Knowing this is close to useless as a report, I'm going to try running in debug (hopefully) tonight, and see what sort of output I get in the two above scenarios. I wish I had a log for example 1 above when it happened, but alas, it was not to be.
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