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 PostPosted: 11 Jun, 2008 
 
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Well looking at the two Cybran AA-units that can also fire ground, it seems they throw those missiles like rocks, more than half of them missing and the rest doing piss poor damage. I could fix the Bouncer to do the same, if necessary, but at least I don't want to give it anywhere near as good ground abilities as the Seraphim one has. Just looks like those multifunction cybran units have the ground fire for looks or something, they don't appear useful. And the SAM missile launcher of course doesn't shoot ground.

The notion on the fire cycle type is fair, Cybran usually seem to keep launching missile after another at fast rate, the exception to this seems to be the SAM once again, which I kinda based this when I first started making it. I could adjust the cycle, and it should be easy to do, only problem is how to fix that up so that it remains more like anti-bomber. It has the high probability to turn out an über killer for gunships if it remains as good against bombers as the others, or then pretty useless against bombers if we have to watch the gunships.

This means the only thing really that can be done to the cycle is to make the missiles eject in pairs, with higher initial velocity, longer delay between the pairs and again a very long reload time between the cycle of three pairs.

so instead of shooting:
......___________......____________......
it would shoot:
:_:_:__________:_:_:___________:_:_:

I can see how it turns out... But the ground fire thing sounds more like extra work for a feature you once go "woa it could shoot this way too... oh well, it sucks..." for and leave it.

Fatboy can indeed build Cougars, and what do you know it even fits the bay nicely. I have not done an egg version for the Megalith, but you are right, it could do with one. It can already build flak, and AA would be a crucial part of a limited land force.

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 PostPosted: 11 Jun, 2008 
 

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I get an odd bug with this mod.

When I upgrade a UEF factory to T3, I lose a portion of my UI (when selecting that factory), and the new units do not appear. Only seems to happen when I have this enabled, very strange.


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 PostPosted: 11 Jun, 2008 
 

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The Cybran Bouncher as they are now are more of an anti-gunship unit then an anti-bomber unit because of the time it takes for the Bouncher to fire. The bomber already dropped its bomb before the Bouncher unit even launched its first volley. (I'm under the impression that the other units have a shorter attack delay. If thats not so then the above is probably true for the other 3 units aswell.)

It doesn't really matter for gunships whether the Bouncher fires its missiles in an all-at-once fashion or one-after-another, the damage after a length of time is the same. However, the gunship will live longer and have more time to do its damage. And you're right, its better to fire all-at-once against bombers.
This also applies to the UEF unit, the Cougar. That one also attacks one-after-another.

I still think the Bouncher should fire one-after-another (with the salvo idea being a good alternative). If you decrease the pre-attack delay for the Bouncher aswell then I think it'll be ok. Then you have 2 T3MAA units that are best used against gunships and 2 that are also good against bombers. You said you dont like cloned units right? ;-)

Ooh and if there's not a lot involved for you then I think you should make the Bouncher weapon be togglable (anti air or anti ground). The other units with these kind of missiles can do it to. And yes, their missiles hardly deal damage at ground units. But a couple of missiles could mean the difference between life and death in some situations. If its not a big problem for you to implement then I really think you should do it, to keep in line with other Cybran units.
(T1MAA targetting ground don't miss that much, especially against big targets or shields. Now that I think of it, I use the toggle feature quite frequently actually!)

-----

After playing with the units a bit more I found 1 'bug' and I've got another suggestion.

- Bug (big word for this): If you spawn the T3MAA units via cheating then they're listed under 'downloaded' so I suppose that means they're classified as 'downloaded'. But if you disable 'downloaded units' via the unit manager (when setting up a new game) you can still build them. I dont really care about this as I wont disable it, but its still unwanted behaviour. Should check it out.

- Suggestion: Make the AEON unit deployable (so its not required before firing but its an ability). When its deployed it can fire it's missile at the moment it notices an aircraft in its range (right now that takes a bit of time). In deployed state obviously the unit shouldnt be able to move.


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 PostPosted: 11 Jun, 2008 
 
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I'll take some looks on how those kinds of changes would turn out. The ground fire shouldn't be hard, as it's pretty much a ready-for-rip-off -feature :D. Same I guess for the Aeon one, just needs an extra animation. And the restriction probably has to do with categories, easy to fix, though I wonder who would need such function when you can turn them off from mod manager but oh well, go for consistency :D.

@CerusVI: That sounds weird, do you have other mods running as well? Any chance you could take a look if the debug log gives warnings as you do this (log is F9 in windowed mode). Hard for me to come up with a reason as such, haven't bumped into such behaviour.

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 PostPosted: 11 Jun, 2008 
 

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Kirvesnaama wrote:
I'll take some looks on how those kinds of changes would turn out. The ground fire shouldn't be hard, as it's pretty much a ready-for-rip-off -feature :D. Same I guess for the Aeon one, just needs an extra animation. And the restriction probably has to do with categories, easy to fix, though I wonder who would need such function when you can turn them off from mod manager but oh well, go for consistency :D.


Ok, cool. I'm willing to help test if you need me to. I've got 2 FA-capable PC's on my desk so I can test out things quite easy and fast. Just let me know...

edit:
I just did a bit of testing. Looks like all T3MAAunits are quite good. They perform almost identical with the exception of the Seraphim one. Its weapon needs a buff. Here's the data I collected (is there a better way to make tables on this forum?):

T3MAA unit | T2G | T2B | T3G | T3B
------------------------------------------------------
Redeemer. | 1/1 | 1/1 | 6/2 | 3/3 - 1
Cougar...... | 1/1 | 1/1 | 6/2 | 6/4 - 3
Bouncher... | 1/1 | 1/1 | 6/2 | 3/3 - 1
Vyanak...... | 2/1 | 1/1 | 8/2-1 | 5/4 - 2

T2G & T3G -> T2 or T3 Aeon gunships, T2B & T3B -> UEF T2 Bomer or T3 Aeon Bomber.
2/2-1 -> the first number is the number of shots required to kill the aircraft. The second number is the minimal number of units required to kill the aircraft. The figure after the minus sign indicates how many died. So 2/2-1 means a total of 2 shots needed from 2 units and 1 died.

As you can see the Redeemer and Bouncher are overal quite good. The Cougar is good too but its worse against a T3 bomber because it needs time to do damage where the Bouncher and Redeemer fire their missile(s) as soon as they can. The Vyanak (Seraphim T3MAA) performs much worse. It's 100 extra hp doesnt make up for its weaker weapon.

I hope this helps a bit! Also keep in mind that I didnt include building costs in this test. I only tried to find out how many T3MAA units it takes to kill the mentioned aircraft. Except for the T2 bomber all aircraft were Aeon. The T2 bomber was a UEF fighter/bomber.


Last edited by brute51 on 12 Jun, 2008, edited 1 time in total.

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 PostPosted: 11 Jun, 2008 
 
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CerusVI wrote:
I get an odd bug with this mod.

When I upgrade a UEF factory to T3, I lose a portion of my UI (when selecting that factory), and the new units do not appear. Only seems to happen when I have this enabled, very strange.


I had that problem as well. Deleting the mod and redownloading/reinstalling it seemed to fix it.

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 PostPosted: 12 Jun, 2008 
 
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brute51, that sound strange, as I get different results in my tests, at least on the shots needed to kill the planes. As I test them, the Seraphim one seems to perform just as well as the others, although there is the possibility the beam aim fails and misses, but I've tried to minimize that by giving the lightning ample time to fix it's aim while firing.

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 PostPosted: 12 Jun, 2008 
 

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I just redid the test of the Seraphim unit i did yesterday. I got the exact same results! A single attack from the Vyanak deals 930 damage. I know that at least the Redeemer does more than that; 1300 (per missile).
I also found a mistake in my previous post. One of the two Vyanaks died when taking on a T3 Gunship. I've corrected that in the 'table'.

The Vyanak misses quite often just like you said. I made sure I only used the results of a test when it was a direct hit. If you cant fix this issue then think about turning the Vyanaks attack into an AOE attack (dunno if it is that already, i tested with just 1 aircraft each time). That would make it powerful against a group of aircraft but weak against a single plane. Faction deversity? Just an idea though...

By the way, do I have the same mod version as you do? I could very well be using an old version (i downloaded the mod yesterday, v2-2 I think).


Last edited by brute51 on 12 Jun, 2008, edited 1 time in total.

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 PostPosted: 12 Jun, 2008 
 
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Oh yes, now I understand what gives! The Seraphim weapon is of course a collision beam weapon, and as every other collision beam in the game, it is missing some of it's damage ticks by default (it is timed to tick 7 times in it's lifetime, but normally ends up in 5)! So yes, without a fix to the collision beam damage ticks like in the community patch mod, the beam does less than intended damage, just like the Cerberus or the Neptune Class. This is a bit of a funny situation, as I intended the mod to be functional with the community patch, but didn't come to think that the beam weapons suck more without it. I guess it's down to personal preference, and I suggest using the bug fix mod if you use any mods at all.

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 PostPosted: 12 Jun, 2008 
 

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Is it possible to include the fix in your mod for the Vyanak only? That would be ideal...


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 PostPosted: 12 Jun, 2008 
 
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simple fix for your mod only is either increase the damage, or the beam lifetime..

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 PostPosted: 12 Jun, 2008 
 

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Cpl.Facehugger wrote:
CerusVI wrote:
I get an odd bug with this mod.

When I upgrade a UEF factory to T3, I lose a portion of my UI (when selecting that factory), and the new units do not appear. Only seems to happen when I have this enabled, very strange.


I had that problem as well. Deleting the mod and redownloading/reinstalling it seemed to fix it.


That fixed it for me as well, thanks.


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 PostPosted: 12 Jun, 2008 
 
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Yeah, as Lt_hawkeye said, it would ideally be fixed by that, and best by adding beam lifetime. If I do that on the basic version, that will end up with a too much kick-ass Uyanah for anyone using the bug fix mod, and I think the chances of having the bug fixes if you use this mod in the first place are pretty high.

Otherwise it's easy to set the thing to fit a non-fixed beam game. In the mods units files, in the DSLK004_unit.bp, in the first weapon entry BeamLifetime could be increased by 0.2, to 0.8 instead of 0.6.

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 PostPosted: 13 Jun, 2008 
 
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Alright, made some changes and bugfixes, and released a newer version. Link and details on the first post, also uploaded to the vault to replace the previous version. Have fun!

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 PostPosted: 13 Jun, 2008 
 
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Kirvesnaama, thanks for the new AA units. They look excellent, can't wait to play a game with them, but only just download the mod now. :D


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 PostPosted: 13 Jun, 2008 
 

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I dunno if this was only me experiencing this but installed v3 and my land factorys menu was messed up after t3 upgrade..I wasn't able to see the units that i can build so i couldn't test the Cybran unit :( I was watching the topic since the first release just thought i would try v3 of the mod but i had this problem :(


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 PostPosted: 13 Jun, 2008 
 

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Man! you are so lucky you only have 4 units to perfect and check for bugs! XD

Good work, though I wouldn't list them as "downloads" with D******

I'd use some unit ID like say, K****** or Kir****** (with "*" being a wildcard)

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 PostPosted: 14 Jun, 2008 
 
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Anyone interested in beta testing, I have added preliminary support for AIs to use units included in Unit Pack Mods. I have chosen to add support for this mod in the beta.

http://forums.gaspowered.com/viewtopic. ... ht=#429845

If the beta goes well Kirvesnaama and other Unit Pack Modders will be able to add AI support for their mods.

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 PostPosted: 15 Jun, 2008 
 
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sorian your a genius and savior to all us modders if this can work, i'll do some tests to check this out.

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 PostPosted: 15 Jun, 2008 
 
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Very nice to hear sorian, and I will also try to get some tests with it. As for Lupus: yeah it pays to go simple at least for the beginning :D. I thought it would be the most logical category to name them with the D-nominator. It really doesn't matter to any regular player what the ID is, but with that they are easily filterable in the spawn menu. There really aren't very many downloaded units so that filter category seemed so lonely :wink:. Just did it in order to get it organized in the spawn menu pretty much.

@CanRaps; Weird, was it the first time you put the mod on, or had you had an earlier version? Did you get it from the direct link or from vault, and did you use other mods at the same time? Tried removing it and downloading again yet?

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 PostPosted: 15 Jun, 2008 
 

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@ Kirvesnaama : I've installed it for the first time..I've got it from the link and extract into a directory in mods folder..I use other Unit mods at the same time like i have 13 of them enabled..I use lots of downloaded units, that makes the game more enjoyable (to me) because im addicted to play with lots of units since Total Annihilation (since TA was the only game that you could use custom units)..I would be very happy if you can solve this problem..I think your units conflict with others :(


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 PostPosted: 16 Jun, 2008 
 
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Well then I'd basically need a full list of things and mods you're running in your games at the same time with my mod.

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 PostPosted: 16 Jun, 2008 
 

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Using FA Latest Patch, I have these installed..

(Irrespective of any order)

1.) Hawksmod-FA v1 Author: Lt_Hawkeye - Hawksmod

2.) BatteryAcid's Heros of Today: Bombs Away for Forged Alliance - HeroesofToday3.4.scd

3.) Fud's Additional Experimentals - Fud-New-T4-Experimentals-v.091.scd

4.) The Smith Pack 1.1 "A Pack of nineteen units. With Some Custom Models! Thanks Legion_Darrath, PUREVENOM and C.Lupus. And as they say gl hf! - The Smith Pack 1.1

5.) Grand Crusade Unit Pack 3.0 "Adds new units to various races that fufill vital missing roles or are just plain cool." Author: Phoenix-IV - The Grand Crusade 3.0

6.) Hades T3 Gunship for Aeon and Cybran "An unbalanced gunship that packs a laser beam" Author: Seiya - seiya_XT3_Hades

7.) Unique Engineers & Units Add-On v 2.4 "Adds in new units, which all are fun to use." Authors: Mooilo and Ertwyu - uniqueengineersandunitsV2.41.scd

8.) Bonomels Airborne Engineers v1.0 - "This mod adds T2 Airborne Engineers to the game, buildable by T2 & T3 Air Factories." - AirborneEngineers_1.0.scd

9.) Seiya's Advanced Point Defenses v1 "Advanced point defense Towers for all factions" Author: Seiya - Seiyas_Advanced_PD.scd

10.) BatteryAcid's Rapid Fire Artillery Defense "Adds Tech 3 Rapid Fire Artillery Defense to each faction" - RapidFireArtillery.scd

11.) Commando Mech "Adds a new, improved version of the Mech Marine" Author: Legion Darrath - commando_mech.scd

12.) AW "Aeon Assault Mech" Author: Anus Panda - UEL_AW.scd

13.) T3 Mobile Anti-Air units v3 "Adds a mobile anti-air unit into every faction's T3 land arsenal. Beware, ASF spam!" Author: Kirvesnaama - T3MAA-v3

Iam planning to use NECRO unit mod too on future (:


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 PostPosted: 16 Jun, 2008 
 
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Oh my... you think it would be possible to gather them in a rar and put somewhere. I already tried to track them down, can't find some, some were found on the forums but had no DL links, and nothing found in the vault. I'm not sure I can get them all gathered to see if there are conflicts. I can try again to see if I can find them.

--EDIT--

Ok found almost all of them with some added effort, but still unable to get the Airborne engineers (found a thread but broken links) and the aeon assault mech, found no notion.

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 PostPosted: 16 Jun, 2008 
 

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I will hook it up for you Kirvesnaama, thanks for the effort i feel embarrassed for being a pain to you :(

Update:
Link served to Kirvesnaama by pm


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