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 PostPosted: 10 Feb, 2009 
 
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Double Post oops...

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Last edited by Thygrrr on 10 Feb, 2009, edited 1 time in total.

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 PostPosted: 10 Feb, 2009 
 
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Yes. However, since the end of SupCom Vanilla Beta, it was capped to 100%, which I finally fixed, along with some of my pet peeves I had with the display - for instance that it told you excess is better than 90% efficiency.

It's basically the wrong message to send to players, especially new ones. Reminds me of the 1st Cybran mission in Vanilla's campaign - "Build oder: MEX MEX MEX PGEN PGEN PGEN AIRFACT".

I should have done this fix/tweak a long time ago, it really helps when streamlining your economy. :) Funny since you are the guy who makes these cool economy tutorials. ;)

You can also click on the right 10% of the bar window to enable a TA-style balance +/- display (no idea if that isn't on by default)

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 PostPosted: 17 Mar, 2009 
 
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V6 is now released!

Thanks to Ghaleon for basically doing all the work for this release. And to Thygrrr for his Smart Economic Display and nice build icons. And additional thanks for the Strat Icon Builder tool :D

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 PostPosted: 17 Mar, 2009 
 
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Mirror will be up soon.

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 PostPosted: 17 Mar, 2009 
 

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Thanks to you for working together on this! :)


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 PostPosted: 17 Mar, 2009 
 
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This update sounds great. Too bad the work day is still young.

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 PostPosted: 17 Mar, 2009 
 
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AdmiralZeech wrote:
V6 is now released!

Thanks to Ghaleon for basically doing all the work for this release. And to Thygrrr for his Smart Economic Display and nice build icons. And additional thanks for the Strat Icon Builder tool :D


what do we have to do if we have ghaleons mod? should we remove it or should we keep it ? is this just adding his mod to yours or what?

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 PostPosted: 18 Mar, 2009 
 
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Are the new icons a good thing? You can hardly see the image of the actual unit at all, with the big logos over the top of them.

ALSO - My factory build ques are no longer working. When I click on the build template icon on my factory, the repeat button does not change to the add as template button, and I'm pretty sure it was doing this before....

EDIT: Forgot you had to pause factory first.

Still not sure what the difference is between off, simple and full with regards to the big strategic icons. Doesn't seem to make any difference.

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 PostPosted: 18 Mar, 2009 
 
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THis is a complete integration of Ghaleon's mod, so you dont need to use that one anymore.

The difference between the simple and full icons is that the full icons have tech dots on the bottom.

As for obscuring the image of the unit, I' personally ok with that. Its too confusing remembering the images of the units for different factions, its faster on the eyes just to go right for the icon. But thats me.

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- Economy Info, Auto Pauser and Auto Massfabs

http://forums.gaspowered.com/viewtopic.php?p=320240


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 PostPosted: 18 Mar, 2009 
 
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AdmiralZeech wrote:
THis is a complete integration of Ghaleon's mod, so you dont need to use that one anymore.


uh...i'm not, never did, not sure what you mean here.

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 PostPosted: 18 Mar, 2009 
 
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The SCU Manager within this mod is giving me the same problem as all other SCU Managers for FA I've tried so far.

Whenever I try to configure it to build the RAS upgrade (which for some reason requires another upgrade before it) it'll start something completely different.

Anyone have any clue what I'm doing wrong?

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 PostPosted: 18 Mar, 2009 
 
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AdmiralZeech wrote:
THis is a complete integration of Ghaleon's mod, so you dont need to use that one anymore.

The difference between the simple and full icons is that the full icons have tech dots on the bottom.

As for obscuring the image of the unit, I' personally ok with that. Its too confusing remembering the images of the units for different factions, its faster on the eyes just to go right for the icon. But thats me.


thanks I'll use this now thou is ghaleon going to update it here or what?

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 PostPosted: 18 Mar, 2009 
 

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Nice update, thanks.

If you want another mirror

Moritz


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 PostPosted: 19 Mar, 2009 
 

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GUI: Display more Unit Stats works perfectly with the tweaked TV of Gilbot-Xs ModPack, too.

His version shows Build rate = X (X = value), your version only the value without explanation below the mass and energy values. It would be nice if your version also shows Build rate = X.


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 PostPosted: 19 Mar, 2009 
 

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Roi Danton wrote:
GUI: Display more Unit Stats works perfectly with the tweaked TV of Gilbot-Xs ModPack, too.

His version shows Build rate = X (X = value), your version only the value without explanation below the mass and energy values. It would be nice if your version also shows Build rate = X.


The problem with Gilbot's version is that it obscures other Display elements, ie how many nukes you got.

My TV recognition code should play nice with any Total Veterancy version as it tests for a method which is used, rather than a GUID.

I've taken a break from modding for the moment and have hopefully caught all bugs within my guibg mod, which was its sole purpose.
It was meant to be integrated into GAZ UI in the first place anyhow.

If you use the new GAZ UI build v6 it should auto-disable my guibg up to v9.

I have had no issues with the support commander upgrader and I am using it extensively when I play.

Regarding updates, once I get back to it I will likely start a new mod with new features, I may also revamp old ones in said new mod, ie make the reclaim window not hack into the default economy display, make it toggle via a button like other screen elements.
Add a game options display (victory condition, map description, custom map options etc) like old supcom had.

If you know of useful non-annoying features which were implemented before i'd be willing to give it a shot re-implementing them, too.

I guess iIll get back to modding in a few months.
If there are bugs in my features I'll fix them as soon as possible though.

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 PostPosted: 19 Mar, 2009 
 

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Ghaleon wrote:
ie make the reclaim window not hack into the default economy display, make it toggle via a button like other screen elements.

If you know of useful non-annoying features which were implemented before i'd be willing to give it a shot re-implementing them, too.
Supreme Economy is quite useful. The downside on its (otherwise excellent) UI is the fact that the window isn't collapsible like the default windows and that it is on the same position like the UI of Phantom N and Murder Party. So they overlap.

Feature request: If the author allows integrate mex overlay into GAZ UI and make the resource consumption and mex summary windows on the left collapsible.
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 PostPosted: 20 Mar, 2009 
 

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I was considering to mod Supreme Economy itself to disable/hide the resource consumption breakdown by button press, never got around to it though.
I guess when I finally get around to it and have asked for permission I could do the disabling/collapsing for the mex manager, too.

I'd definitely keep it seperate from GAZ UI, mostly because Supreme Economy is a resourcehog, at least the way it works by default, and we do not want the average gamespeed on Gpg net to decrease due to a mod.

There is a version of Supreme Economy, Mex Manager, which only has the Mex Manager and you need to press a button to refresh the current state.

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 PostPosted: 21 Mar, 2009 
 

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I would be all for just adding the mex overlay from v3 +P, U buttons for pausing and upgrading. I think it should be then CPU friendly. But i'm too dumb to do it myself...


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 PostPosted: 21 Mar, 2009 
 

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For some reason the advanced units stats just don't work for me.

They work fine when I use the TV Ui but when I use GUI the unit window shows the normal stats as they always were (Yes I have it enabled in Interface). Any Ideas what could have caused this? Only other mods enabled is 4th Dimension and the 4th Dimension Explosion and TV Core + Mex XP + Shield XP


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 PostPosted: 21 Mar, 2009 
 

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Question: the old factory drag n drop build queues mod that I have wasn't UI only. Now this has factory drag n drop queues built in, is this mod still UI only? I assume the answer is yes, but thought I would ask.


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 PostPosted: 22 Mar, 2009 
 

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Felix2 wrote:
For some reason the advanced units stats just don't work for me.
No, the adv units stats works for you but they don't work if TV without TV UI is enabled. I think this is caused by the compatibility check Ghaleon mentioned above (same behavior with Gilbots improved TV version). So just enable the TV UI too and everything works fine.
Ghaleon wrote:
There is a version of Supreme Economy, Mex Manager, which only has the Mex Manager and you need to press a button to refresh the current state.
Thx for this tip. I searched for it (Mexmanager, Mex manager) at the vault but couldn't find it. Do anybody know the authors name? Nvm, see here.


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 PostPosted: 22 Mar, 2009 
 
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Gryphyn wrote:
Question: the old factory drag n drop build queues mod that I have wasn't UI only. Now this has factory drag n drop queues built in, is this mod still UI only? I assume the answer is yes, but thought I would ask.


Yes.

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MY UI MODS (for FA):
- GAZ_UI Mod (formerly Goom's UI mod, aka GUI)
- Tiered Grouping and Cascade Fire
- Economy Info, Auto Pauser and Auto Massfabs

http://forums.gaspowered.com/viewtopic.php?p=320240


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 PostPosted: 22 Mar, 2009 
 
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Zoeff wrote:
The SCU Manager within this mod is giving me the same problem as all other SCU Managers for FA I've tried so far.

Whenever I try to configure it to build the RAS upgrade (which for some reason requires another upgrade before it) it'll start something completely different.

Anyone have any clue what I'm doing wrong?


Sorry, the SCU manager is a leftover from Goom's. I've never used it before and I have no idea about anything about it ^_^;

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MY UI MODS (for FA):
- GAZ_UI Mod (formerly Goom's UI mod, aka GUI)
- Tiered Grouping and Cascade Fire
- Economy Info, Auto Pauser and Auto Massfabs

http://forums.gaspowered.com/viewtopic.php?p=320240


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 PostPosted: 23 Mar, 2009 
 

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Zoeff wrote:
The SCU Manager within this mod is giving me the same problem as all other SCU Managers for FA I've tried so far.

Whenever I try to configure it to build the RAS upgrade (which for some reason requires another upgrade before it) it'll start something completely different.

Anyone have any clue what I'm doing wrong?


The problem you're describing seems to be odd, I've used the SCU Manager, also built a UEF SCU + RAS and Shields, worked flawlessly.
Is it possible you're using a mod changing the SCU's somewhat?
If so I'd definitely like to see it.

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 PostPosted: 25 Mar, 2009 
 
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Ghaleon, while using the Black Ops Armored Command Units mod I noticed that ACU regen rates weren't beinng displayed accurately. I don't know if it's only when I use that mod or something that is always present. I've become spoiled by the option of having regen rates displayed.

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