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asdrubaelvect
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Posted: 14 Dec, 2007
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Joined: 09 Sep, 2007 Posts: 860
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asdrubaelvect
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Posted: 14 Dec, 2007
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Joined: 09 Sep, 2007 Posts: 860
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Later
Last edited by asdrubaelvect on 05 Sep, 2011, edited 3 times in total.
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Lurkily
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Posted: 14 Dec, 2007
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Joined: 08 Jun, 2007 Posts: 3549 Location: Fast as a cobra. Daring as a human cannonball. Bold as a mid-afternoon streaker. It's LURKILY!
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asdrubaelvect wrote: Question 1: Anti orbital turrets are over powered is it normal? Answer 1: Yes it is cause for now they both shoot light ships and heavy cruisers: but some heavy turrets will come up soon and be designed only to shoot heavy cruisers. When heavy turrets are out, I will significantly reduce light turrets power and impact. Why not simply make it harder to hit light ships? A slow projectile would have a hard time hitting fighters and bombers, with their looping attack pattern - slower capital ships would be easy targets. Simply adding a light fighter weapon and giving the guns the right priorities would make them both capable of shooting at orbital targets, but the heavy gun would only be effective against heavy ships, and the light only effective against light ships. asdrubaelvect wrote: Q5: I play in a low definition and some units become red and take some other shape, is it me or the mod? A5: It is the mod. For an easier work, I deleted low resolution models. The changing shape bug will be corrected by the next upgrade of the mod, and please notice that red units won’t. I only learned how to do it recently, but you can point to specific files on the Display.Mesh.LODs section of the blueprint - just point to the high-res models, where it wants to know what the low-res models are. It'll use high-res models for both near and far, and though it won't help FPS, it will eliminate the red (Or teamcolored) units at LOD-distance.
Question. Did you get the orbital layer working? Or are you using air units with categories that aren't targeted by AA?(Like the Novax.)
_________________
No one gives advice with more enthusiasm and less knowledge than an ignorant person. Too often an educated person is one who knows how to be ignorant intelligently.~J.Rayoa
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Mazrix
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Posted: 14 Dec, 2007
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Joined: 01 Aug, 2007 Posts: 5400 Location: Shitting in the wishing well!
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Will there be an alternative DL source for the beta? My GPGnet is not working... again...
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asdrubaelvect
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Posted: 14 Dec, 2007
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Joined: 09 Sep, 2007 Posts: 860
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Lurkily wrote: Question. Did you get the orbital layer working? Or are you using air units with categories that aren't targeted by AA?(Like the Novax.)
I used the air layer and i added "ORBITAL" in the units category.
After I told the anti-air units not to fire on the units' ORBITAL "
Air Layer ORBITAL +:)
The Novax is Air unit with UNTARGETABLE option
Orbital Units :
Code: Categories = { 'SELECTABLE', 'BUILTBYFACTORYORBITAL', 'UEF', 'MOBILE', 'AIR', 'ORBITAL', 'HIGHALTAIR', 'TECH1', 'BOMBER', 'VISIBLETORECON', 'RECLAIMABLE', },
Anti Air units : Code: TargetRestrictDisallow'UNTARGETABLE,ORBITAL', TargetRestrictOnlyAllow = 'AIR',
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Lt_hawkeye
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Posted: 15 Dec, 2007
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Joined: 26 Mar, 2007 Posts: 5080 Location: California, United States
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very nice, simple but effective way of doing orbital. some of those are some very nice remodels, also the T1 interceptor for Cybrans is called the Prowler, so you might wanna change the name for the Cybran Fighter
_________________ {◕ ◡ ◕}
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Mashadar
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Posted: 15 Dec, 2007
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Joined: 03 Dec, 2007 Posts: 98
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Bit of a noobish question, but how do you get this mod to run? I tried renaming the file into an scd and putting it in the gamedata folder, but that didn't work.
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asdrubaelvect
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Posted: 15 Dec, 2007
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Joined: 09 Sep, 2007 Posts: 860
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Mashadar wrote: Bit of a noobish question, but how do you get this mod to run? I tried renaming the file into an scd and putting it in the gamedata folder, but that didn't work.
You have to put the mod folter ( testmod ) in the supreme commander mod directory
( C:\Documents and Settings\asdrubaelvect\My documents\My Games\Gas Powered Games\SupremeCommander\Mods )
I don't know why it doesn t work on .scd
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Mashadar
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Posted: 15 Dec, 2007
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Joined: 03 Dec, 2007 Posts: 98
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That didn't work. The mod manager is not detecting the file.
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asdrubaelvect
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Posted: 15 Dec, 2007
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Joined: 09 Sep, 2007 Posts: 860
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Mashadar wrote: That didn't work. The mod manager is not detecting the file.
download another mod from The Vault and look where it situated
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Mashadar
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Posted: 15 Dec, 2007
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Joined: 03 Dec, 2007 Posts: 98
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Working now. You might want to look at the T2 fighter bombers though. They can still hit the orbital ships.
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asdrubaelvect
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Posted: 15 Dec, 2007
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Joined: 09 Sep, 2007 Posts: 860
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Mashadar wrote: Working now. You might want to look at the T2 fighter bombers though. They can still hit the orbital ships.
ah yes  thanks
I had forgotten it 
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Captain_Thunderpants
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Posted: 15 Dec, 2007
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Joined: 05 Dec, 2007 Posts: 12
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I just tried this mod and I really think the idea has potential. I thought the massive Orbital Factory was really cool looking.
I noticed the Dark Bat had some targeting issues. I would order it to destroy something and it would want to attack something else, or one time it got a factory down to real low health then refused to attack it any more. Are there any plans to make the units sit as high in the sky as the satellites?
Thanks for the mod
_________________ One Pound of Middle Cut Pork Leg Joint
Stew My Foot and Call Me Brenda
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asdrubaelvect
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Posted: 15 Dec, 2007
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Joined: 09 Sep, 2007 Posts: 860
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Captain_Thunderpants wrote: I just tried this mod and I really think the idea has potential. I thought the massive Orbital Factory was really cool looking.
I noticed the Dark Bat had some targeting issues. I would order it to destroy something and it would want to attack something else, or one time it got a factory down to real low health then refused to attack it any more. Are there any plans to make the units sit as high in the sky as the satellites?
Thanks for the mod
Do you play on FA or supreme commander ?
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Manimal
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Posted: 15 Dec, 2007
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Joined: 11 Apr, 2007 Posts: 1915
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Great pictures, especialy the flying boats (the 3 first ships are naval units with wings  )
It's a great idea, but I fear such a mod will need a deep space which actually lacks to the original game.
And the map's maximal height won't make it easy for you...
_________________ Console Plus - Solo A.C.U. - Experimental Wars
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Captain_Thunderpants
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Posted: 15 Dec, 2007
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Joined: 05 Dec, 2007 Posts: 12
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asdrubaelvect wrote: Captain_Thunderpants wrote: I just tried this mod and I really think the idea has potential. I thought the massive Orbital Factory was really cool looking.
I noticed the Dark Bat had some targeting issues. I would order it to destroy something and it would want to attack something else, or one time it got a factory down to real low health then refused to attack it any more. Are there any plans to make the units sit as high in the sky as the satellites?
Thanks for the mod Do you play on FA or supreme commander ?
I played it in FA. I havent tried it in SC but would be cool if it worked there too.
_________________ One Pound of Middle Cut Pork Leg Joint
Stew My Foot and Call Me Brenda
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Lurkily
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Posted: 15 Dec, 2007
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Joined: 08 Jun, 2007 Posts: 3549 Location: Fast as a cobra. Daring as a human cannonball. Bold as a mid-afternoon streaker. It's LURKILY!
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SC mods shouldn't work in FA - not unit mods. Changes to .bp structure, right?
_________________
No one gives advice with more enthusiasm and less knowledge than an ignorant person. Too often an educated person is one who knows how to be ignorant intelligently.~J.Rayoa
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asdrubaelvect
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Posted: 15 Dec, 2007
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Joined: 09 Sep, 2007 Posts: 860
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For the moment the mod is not compatible with Forged Alliance but i will adapt it as soon as i end up the first part 
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ZombieJesus
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Posted: 16 Dec, 2007
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Joined: 08 Jun, 2007 Posts: 541 Location: Germany
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asdrubaelvect wrote: For the moment the mod is not compatible with Forged Alliance but i will adapt it as soon as i end up the first part 
wa? i tried it only in FA and it worked...
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Captain_Thunderpants
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Posted: 16 Dec, 2007
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Joined: 05 Dec, 2007 Posts: 12
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Weird. For some reason I thought it was a FA mod.
_________________ One Pound of Middle Cut Pork Leg Joint
Stew My Foot and Call Me Brenda
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asdrubaelvect
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Posted: 17 Dec, 2007
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Joined: 09 Sep, 2007 Posts: 860
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some news on the third post
edit : sorry if my english is bad i'm french 
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FFAxVilheim
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Posted: 17 Dec, 2007
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Joined: 13 Jun, 2007 Posts: 1764 Location: Staring at a screen of pretty colors
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I tried it out and THIS....IS...SWEET!
Can't wait till' next update.
_________________ I no longer have a pic for a sig because of Photophail!
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Somebody Else
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Posted: 17 Dec, 2007
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Joined: 13 Oct, 2007 Posts: 73
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That's some mighty fine work you got there, I'm gonna go test it in a minute, but... who are the FTU?!
Edit: Oh of course, french version  Your english is pretty good
Aeon Lightning is mis-spelt btw 
_________________ Not me!
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