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 PostPosted: 14 Dec, 2007 
 
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Orbital Wars V1.01 FORGED ALLIANCE ONLY

Because the videos are best than the words :D http://youtu.be/hkLL8p7-GY0?hd=1


Moddb download link http://www.moddb.com/mods/orbital-wars/ ... l-wars-101

Stratinformer download link http://www.strategyinformer.com/pc/supr ... 39068.html

UEF

Tech 1
Image

Tech 2
Image

Tech 3
Image


Cybran

Tech1
Image

Tech2
Image

Tech3
Image


The spaceships are Anti Air and Anti land :)

You can considerate them as an experimentals units.

The mod add anti spaceships defense and rebalancing the anti air mobile units :)

ORBITAL WARS : [/size]


Last edited by asdrubaelvect on 15 Jun, 2011, edited 26 times in total.

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 PostPosted: 14 Dec, 2007 
 
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Later


Last edited by asdrubaelvect on 05 Sep, 2011, edited 3 times in total.

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 PostPosted: 14 Dec, 2007 
 
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...


Last edited by asdrubaelvect on 22 May, 2011, edited 2 times in total.

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 PostPosted: 14 Dec, 2007 
 
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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.)

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 PostPosted: 14 Dec, 2007 
 
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Will there be an alternative DL source for the beta? My GPGnet is not working... again...

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 PostPosted: 14 Dec, 2007 
 
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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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 PostPosted: 15 Dec, 2007 
 
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Mazrix wrote:
Will there be an alternative DL source for the beta? My GPGnet is not working... again...


I give you an alternate link

http://rapidshare.com/files/76678022/or ... d.rar.html


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 PostPosted: 15 Dec, 2007 
 
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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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 PostPosted: 15 Dec, 2007 
 

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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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 PostPosted: 15 Dec, 2007 
 
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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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 PostPosted: 15 Dec, 2007 
 

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That didn't work. The mod manager is not detecting the file.


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 PostPosted: 15 Dec, 2007 
 
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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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 PostPosted: 15 Dec, 2007 
 

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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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 PostPosted: 15 Dec, 2007 
 
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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 :D


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 PostPosted: 15 Dec, 2007 
 
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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

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 PostPosted: 15 Dec, 2007 
 
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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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 PostPosted: 15 Dec, 2007 
 
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Great pictures, especialy the flying boats (the 3 first ships are naval units with wings :P )

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...

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 PostPosted: 15 Dec, 2007 
 
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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.

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 PostPosted: 15 Dec, 2007 
 
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SC mods shouldn't work in FA - not unit mods. Changes to .bp structure, right?

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 PostPosted: 15 Dec, 2007 
 
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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 :D


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 PostPosted: 16 Dec, 2007 
 
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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 :D

wa? i tried it only in FA and it worked...


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 PostPosted: 16 Dec, 2007 
 
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Weird. For some reason I thought it was a FA mod.

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 PostPosted: 17 Dec, 2007 
 
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some news on the third post :)

edit : sorry if my english is bad i'm french :D


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 PostPosted: 17 Dec, 2007 
 
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I tried it out and THIS....IS...SWEET!

Can't wait till' next update.

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 PostPosted: 17 Dec, 2007 
 
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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 :P Your english is pretty good :)

Aeon Lightning is mis-spelt btw ;)

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