Monday, April 23, 2012

[REQ] Kings and Castles Total Conversion for FA

Anyone want to try to make it before GPG releases it?|||Think thats some kind of funny joke?
Mike|||And to be a spoilsport and feed the troll, the version of the moho engine we have cannot do melee.|||Have this instead:
Image|||seiya|||viewtopic.php?f=19&t=9661&start=0
Scathis|||ibtl|||3/10
Try again|||*Thumbs down*
Lame...

Interesting Mod Idea -REQUEST-

Hello everyone, after a long time of playing FA and SupCom, as well as having tried many of the most famous mods for these games. But always there were the things which i loved about these mods, and things that i detested.
So, after some consideration, I came up with an idea that will implement some of the ideas that other mods have, in addition to my own creative ones. So , here is the basic idea. A mod which will provide some micromanagment stuff like unit upgrades, and generally an Upgrade system that will affect units/structures etc. So, here are my ideas a little more specified:
The WRDN (Wireless Resource Distribution Network). A Tech 2 building, for all factions, which consists of a main (transmitter) building with high adjustency bonus, (in order for it to work, it has to be in contact with at least one power/mass facility. It has a limited effect radious, and it has the ability to build reciever pilons that when in contact with structures that require power/mass, the amount of power/mass that the transmitter building absorbs by its surrounding plants, is given to the structures surounding the pilons. (Pilons are built independently by drones that the Transmitter facility has -short of like the ones that the Engee stations have-. Each structure can make up to 3 pilons.
UPGRADABLE: Each building can be upgraded to support 4 and then 5 pilons, with extended effect radius.
GENERAL UPGRADE SYSTEM: FOR ALL UNITS AND FACTIONS
Each factory (All 3) has a variety of add-ons and upgrades which will affect the units and abilities that the particular factory has/produces. Basic Add Ons: Shield, Stealth, Tac Defence, and most importantly a Tech lab, which features upgrades for the units produced by the particular factory. The tech lab consists of several Unit upgrades per Tech Level (If your factory is tech 2 and the Lab is tech 1, you have to upgrade it too. NOTE: the lab cannot be upgraded to a higher tech level than the factory it self -so it wont be possible to have a tech 2 factory and a tech 3 Lab.-
RESEARCH LABORATORIES.
A Tech 1 building (can go up to Tech 3) for all factions, which will feature general upgrades that affect units/structure abilities permenantely. By saying general upgrades i mean: Enhanced shields, faster engeneers, Intel building Upgrades, Turret Upgrades and more. Another example might be to give the TECH 3 SAM launchers an abilitie to launch a single anti air Tactical missile, (will need additional time for each one to be constructed and fired) which will hit a single target that the player chooses (Good for big targets) each time.
Units will have independent upgrades of their own, which can be applied to themselves.
Other Buildings might have upgrades that will applie to themselves, and they will be more particular than the general upgrades provided by the Tech Lab.
OTHER CHANGES TO PARTICULAR STRUCTURES:
For example, the way the Nukes damage enemies. Example:
The Cybran nuke (which is an EMP weapon) should have 2 blast radius. One big one, underneath which all units and structures will be turned off for 1 minute, and a smaller one, in which all units and structures will become useless (neutral, like if it was a neurton Bomb) and the only way to make them work again, is to capture them (something which will take a long time).

TECH 4 DEFENSIVE EXPERIMENTAL STRUCTURES/UNITS
I have though that it would be a nice idea for the factions to have an experimental unit that has a slightly different purpose than utter destruction. Examples.
For the UEF:
The A.I.T.M (Advanced Inteligence and Technology Manipulator) "Corrupter"
A building which will provide the player with abilities such as: Fake Nuke launches (which appear as regural nukes, and anti nukes fire at them) (Psychological war), an EMP missile (It will turn structures within its radius off for 30 seconds also disables intel buildings and destroys flying units), Disguised Units (limited number) as enemies, Economy Corruption (steals for 60 seconds the selected enemy's resources and provides player with unlimited resoarces for that ammount of time). Provides anti artillery shield support.
For the Cybran:
A.D.C.F (Advanced Defensive Countermeasure Facility) "The Dodger"
that structure will provide additional Anti Ground and Anti Air support, as well as an Anti Tac missile gun , and a ANti nuke Cannon, which will have a smaller radius compared to the Strategic Defence silo, but it will not require additional resources for its ammunition to be built.
A strong Magnetic field created over a large radius arround the structure, that will not allow units or munitions to enter it. Consumes Power and mass.
Spy Satellite support.
For the AEON: A.Q.D.F (Advanced Quantum Distorsion Facility).
A building that provides the AEON with the following abilities:
Unit Teleportation, (limited radius, and number of units), Anti Teleportation Field -does not allow the enemy to teleport units within its area of effect), Nuke Countermeasure Missile, -A missile which lands in specified area, and acts as a beacon for incoming nukes (it has a limited area of effect, but all missiles within the area are forced to change direction and go towards it. After the First nuke explodes, the beacon is destroyed). General Purpose Shield. An experimental shield extremely powerful.
Seraphim:
Protocol X Facility:
A Facility which will provide the Seraphim with abilities, such as a Stasis Chamber which will apply over a particular area for 30 seconds. It will create an indestructible field (Nukes cannot pass either). Advanced Anti Artillery Defence System. It will be able to intercept T3 and T4 Shells, and intercept them in mid air. Requires resoarces and time to reload. High Yield Air Burst Photon Missile: An expensive missile, that detonates in Mid air, in the high atmosphere layers, that destroys satelites in its area of effect, and it disables any Stealth field, Gap Generator, for 1 minute, and disables Shields for 30 secods.
ADDITIONAL IDEA FOR ONLINE PLAY REGARDING NUKES
I Came up with an idea on how to restrict the nukes while not disable them in an Online match. In the beggining of each match, each player is given a 4 digit random key, that will act as an unlocker to the OTHER team Nukes. So while you will be able to construct the missiles and the Silo, you wont be able to launch the nuke until you get an authentication code by the enemy player. This exchange method will limit the use of nukes.
A similar idea that would also apply in Singleplayer would be a "Strategic Warfare" bar, which will fill as you destroy enemy units. Once the bar fills, the game will provide you with a launch code that will apply for 5 nukes. The Bar then has to refill, to enable you to fire another 5 nukes. As time progresses and more nukes are fired, the bar fills in more slowly.

These are my Current ideas for a Mod. Though, because of the fact that my modding capabilities are really limited, if anyone is interested in Constructing this mod, I would be pleased to help him with more particular information about the updates, buildtimes, energy costs Mass expenditure, and so on.
It would be a pleasure for me if one can make this mod.
Thanks.

[Req FA] CZAR water crash change

... Is there any mod that when CZAR crashes into the water doesnt look so retarded???|||Plz anyone?|||make sense please|||Lt_hawkeye|||the czar tends to bug out; it hits the water, then moonwalk reverse crashes up, the back down again. It tends to do that a couple times before finally disappearing.|||This happens with all aircraft when they hit the water, if I recall correctly. It's just much more noticable with the CZAR (and Soul Ripper and Seraphim Experimental Bomber)|||No you got me wrong. When CZAR crashes into sea it happenes notfing.The airship so big should make a BIG GIANT SPLASH like in supcom 2.
Thank you wery much
-Jonny|||So anyone has the idea how to make BIG BAD SPLAAAAASH|||So can there be anything done abaut it?|||Posting 3 times in a row (one of your posts was 2 hours after the previous, even!) isn't going to make anyone respond faster, unless it's to tell you that posting repeatedly won't make anyone respond faster.
Anyways, on topic: I'm pretty sure something could be done about it, but I'm not sure if anyone has the interest to do it. You could try and do it yourself.|||If you want it that bad that you need to triple post to keep it bumped then why don't you do it yourself?|||Well can anyone help me out/instruct me? Plz plz plz.
And sory for tripple post.|||Add your request to the 4DC thread... i'll see if i can create a "dummy" Czar for the OnImpact with water. This would spawn a replacement unit that we can later add animations and special effects to.
Resin|||Why can't you just change the actual CZAR and have it spawn effects? Afterall, dummy ACU aren't spawned when they explode.|||BulletMagnet|||hmmm, let me know on any progress you make on that resin...this actually sounds like a neat workaround to gettin units to crash into the water and sinking like in SC2
edit: would also be a perfect complement for the Shipwreck mod.|||Resin_Smoker

[SC2]Experimental model changing mods? (Simple mod request?)

Are there any mods which replace the King kriptor and tyrano-cybran-thingy models with something more in keeping with their respective faction styles?
I.e. King kriptor with turrets in stead of arms and tracks in stead of legs. Also the cybran monstrosity completely replaced with some sort of crab like mech?|||sadly no, models themselves got a little more complicated with sc2, plus the lack of decent mod support

[REL FA]Our name is Legion

This mod adds the Legion T1 Replicator Bot to the UEF.
It is identical in every way to the standard issue mech marine however UEF scientist have done something which was thought to be impossible.
If the unit suffers critical damage it will in effect destroy itself by using its own mass and energy to create two identical copies of itself. It defies the laws of nature by the clever use of Quantum Space allowing it to create mass out of nothing.
Yes, I know a unit that creates two copies of itself when it dies which also create more copies when they die etc is unstoppable. Have fun.
Download
To install it just unpack it to your FA mods folder.|||Totally Broken.
Mike|||like i said, the king|||Oh dear....|||You can still reclaim them though, so at least they have 1 counter xD|||Hooooooo boy can this one EVER break games! I set Legion against a Galactic Collossus, and its beam weapon killed them.....really fast. As in, it created 2883 Legions in about five seconds. That, coupled with the original Total Veterancy Mod, led to the GC having about 3 million hit points before my computer had a heart attack.
oops...|||:lol:|||god why the hell did i help him with this!!?!?|||Lt_hawkeye|||Okay, I'm downloading. Sounds like a job well done LD :lol:|||This is by far the best strategy for use with this mod:
Step 1: Build land factory
Step 2: Build as many replicator bots as there are enemies
Step 3: Walk 1 replicator bot into each enemies' base.
Step 4: AFK
Step 5: Come back and see that you have won the game.
Absolutely Awesome. :lol:|||WiseHero|||Ten bucks they will reach critical mass or something and create an ever expanding black hole... WHAT HAVE YOU DONE!|||Cygnus knows how BlackHoles work you should ask him. :P|||Jack Daniels|||Exavier Macbeth|||no hes making it so as soon as one dies your comp explodes :D|||It gives my an internet link that brings up the download page again the if i lick download the same thing happens|||"We are Legion...For We...Destroy Maaaany computers..."
Lmao|||Doctor|||and where should I ask it to put the RAR file never actually installed it before|||It doesn't matter where you put, the location you unpack it to does though.
There's a "how to install mods" sticky in this forum section.|||Maybe you could balance it by making each replication require energy. That way the player runs the risk of stalling his economy if he overuses them.|||V3N0M1300|||Mooilo

[REL-FA]Quantum Gate Teleporters V1 + Quantum Terminals V0.5

DrNick has been kind enough to take up development on this mod! You can follow his versions here.
Quantum Gate Teleporters V1.0
Download
Description:
Inspired by Neruz's Quantum Gate Teleporter mod, here is my version, coded from the ground up for FA. I know his works with FA, but I wasn't aware of that when I wrote mine. Neruz gave me his permission to release this mod.
The premise of this mod is to make Quantum Gates usable as teleporters. To use them, set the gate's rallypoint to a location near one of your gates or an ally's gate, move units into range of the gate (indicated by the purple ring when the gate is selected), and then select the gate and hit the teleport button. All of your units and any allied units within range of the gate should be instantly teleported to the rallypoint if it was close enough to the destination gate.
Installation instructions:
Extract the QuantumGateTeleport folder from the archive to your mods folder. Activate it in the mod manager.
Conflicts:
Anything that modifies the quantum gates.
To other modders:
To make it so that these gates can teleport units to your structure, add 'GATE' to its category list. This will not allow units to teleport from your structure, but will allow the gates to teleport units to it.
Credits:
Ghaleon, for helping me get my code working.
Changes in the next version: (V1.1)
-Updated Quantum Gate descriptions to describe their new ability.
-Streamlined the teleport code to make changing/hooking it easier for me and other modders.
Quantum Gate Terminals V0.5
Download
Description:
Increases the base cost of Quantum Gates and adds in a new structure: The Quantum Gate Terminal. The terminal can receive units from a gate, but cannot send them anywhere.
Requirements:
Quantum Gate Teleporters (above)
Installation instructions:
Extract the QuantumGateTerminals folder from the archive to your mods folder. Activate it in the mod manager.
Conflicts:
Anything that modifies the quantum gates.
Known Issues:
-Because of sloppy coding on my part, the file download is bigger than it needs to be. Also, any mods that adjust the cost, build rate, or build time of quantum gates might have issues. Mods that adjust what gates can build may have issues.
-There are no build icons for the terminals.
-Terminals use the T2 power generator model of their respective faction.
Changes in the next version: (V0.6)
-Cleaner code to improve compatibility with other mods.
-Fix for terminal collision box and selection box size.
-Minor cosmetic fix for the Seraphim Terminal's lifebar.|||Sounds interesting, but does it work with experimentals, and how much does transportation cost? If the answers are yes and not much, respectively, I could see someone using this to gate three Colossi on top of someone's head. They'd just have to cause a diversion on one side of their base while teleporting an SCU a little ways out on the opposite side.|||the86th|||But nothing stops someone from building a gate anywhere they want, that's what the SCU in my poorly described example is for. I don't know offhand how quickly two SCUs with rapid fab could put down a t2 shield and a gateway, but I bet it's pretty fast.



I looked at the old mod though, and that sort of thing sounds incredibly risky if this new version incorporates things such as destruction of the network when one gate dies, destruction of anything in transit when the network dies, and similar energy costs,|||If someone puts a gateway down in your base, you've already lost.|||Yes, but if you teleport two rapidfab subcommanders to the far side of their base, outside pd range, they can build a gateway in a bit over 16 seconds. If you put up a good distraction elsewhere and they don't have planes handy, it could work. It would be incredibly risky, but it could work :P



Theorizing aside, I just want to know the details of how this works (such as energy cost, time to transport, what happens when a gate dies).



Ah, you posted at the same time I edited. Gotcha.|||If they get that to work they deserve to win.



Anyways, experimentals can be transported, and there is no teleportation cost.|||Personally, I like the other mod better where units have to actually walk into the gate to be teleported and it's pretty much 1 at a time if I recall correctly. I will give yours a try though.



I think there should be a teleportation cost... something like 1000 energy for each T1 unit, 2500 for each T2, 5000 for T3, and 10,000 for experimentals.|||the86th|||jchardin|||Couldn't the Teleport cost be based on the unit's E cost? So it takes half the units Base E cost to teleport it or something like that?



Mike|||I guess I could add an energy cost. I don't really see the need, though, because by the time you get to the stage where you are using gates, you already have a ton of power.



And the Blackops scripts shouldn't affect this unless they modified the Warp(unit, location, orientation) function.|||As best as I can tell, this works fine with BO. AT fields don't seem to affect the gates at all, I transported a Scorpion (custom unit) and it went through, and the gateway still works as a factory.|||the86th|||Mooilo|||Any kind of speedy movement will be abused, balancing is a pain, too.

make it too expensive and noone will use it, though with just energy costs, Aeon probably could.



If you've fun doing such a unit I'd go for it, in the end it is about having fun doing this kind of thing.|||Well, yeah, balancing would be hard, but it always is. I think I'll try the concept out.|||Instead of balancing primarily costs, try through how it is used.



Something that can't be transported (this prevents drops in someone's base), fairly slow moving and low to medium HPs (makes it harder to rush them in unsupported), and perhaps some kind of a cool down on the receiving time (so multiple gates can't be set up to transmit almost simultaneously to it).



Just some thoughts/ideas.|||One aspect could be to add some sort of penalty for using it; The benefit of teleporting units would be that you move them great distances at speed, but they take slight damage from doing so.



Just pitching in with an idea. :)|||FuryoftheStars|||Indeed, so perhaps you'd want a new building type as well. Like a teleport blocker. While you can't teleport out of the area of influence no one else could teleport in either. Could be fun.



Another thing I was wondering, is it possible to make buildings garrisonable? If so it would make an excellent teleporting structure where you simply teleport the units inside it. If it's possible, that is.|||You could probably abuse the transport system with some scripting to make a sort of "garrisonable" structure, but I'm not all that interested in doing that.



BlackOps currently has a teleport blocker, and I could probably release a mod dependent on this one and BlackOps that allowed their AT Towers to affect QGates and mobile receivers. I don't plan on releasing my own AT Towers, though, because I think the the activation method is a better alternative since I like how QGates can get around those pesky BlackOps AT Towers. :P|||Alright, an idea just popped into my head. I think it could be balanced, interesting, and help make this mod more different from the older QGate teleport mod.



Quantum Gates become a lot more expensive- 10,000 mass/200,000 energy. That's less than a Monkeylord (16,000 mass/200,000 energy) but is still quite a bit. Here's where it gets interesting: while Quantum Gates can still teleport to each other, the main in-the-field receiver for teleported units would be a new unit called a Terminal. Terminals would only be able to receive units, but not send units, much like the mobile receivers I was talking about earlier. Terminals would not be very expensive, because QGates are a moderately expensive initial investment.



Naturally, if you had two bases, it might be a good idea to build a gate in each to send things back and forth, but for a forward artillery outpost or something similar, a cheaper, weaker Terminal might suffice. You wouldn't be able to have your units flee from the base, but you could always send more stuff there.



Mobile Terminals might be included, but I think for balance reasons having only structure versions of Terminals would be better. What do you guys think?|||Just from a BlackOps perspective, I don't like the sounds of the suggested QGate prices mainly do to how we've got them setup ourselves, maybe if you just made new Qgates instead? I dunno.



From a Non-BlackOps perspective I don't mind the changes, Normally QGates aren't used for much if anything normally so I'd be nice for it to have a good use.



Mike|||Making a new structure to be the sending gate sounds good. That wouldn't mess with any mods, and it wouldn't force someone to spend an extra 6k if they want a second gate to bring in subcommanders.



The proposed node cost would keep the system from being "abused" too much, but what do you have in mind for the terminal's buildtime and cost?



Not sure what I think about a mobile terminal though. It seems it would be waaay too easy for someone to send ten Continentals at someone's base, each with a terminal in it. Having thirty Perceivals and a Goliath in the middle of my base because I can only shoot down 9 Continentals at a time would be pretty irritating.

[SC2] Question about mode and "FPS MODE"

Hello everybody,
i have question about this mode
viewtopic.php?f=19&t=44086&hilit=REL+SC2
i need from there only the "FPS MODE" so i will can go to lower angles.
the question is-
is this legal mode? because i dont want to get banned
and the other question-is it still working on the currect version of the game?
thanks.