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meredith
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Posted: 27 Jan, 2009
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Joined: 04 Feb, 2008 Posts: 583
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sweet I'll post the update once I get home (as long as your link is updated) oh and you should post the change log in your first post as well as update it in the readme and just post the readme here with code tags around it so it will be easier to update.
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FunkOff
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Posted: 27 Jan, 2009
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Joined: 26 Feb, 2007 Posts: 7295
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The readme is about 10 pages... I tried to make the introduction post brief. :-p
_________________ Faction Diversity Mod
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brute51
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Posted: 27 Jan, 2009
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Joined: 08 May, 2008 Posts: 821
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Since this mod has integrated the CBFP it is not compatible with the CBFP (previous, current and future versions).
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FunkOff
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Posted: 27 Jan, 2009
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Joined: 26 Feb, 2007 Posts: 7295
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I removed the code that said the mod cannot be active while CBFP is active, so both mods can be on at the same time.
Additionally, because every change CBFP currently makes is in FDM v2, there should be no errors if they are both on at the same time (even though I have not tested it.)
As far as future versions I'll cross that bridge when I get there.
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brute51
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Posted: 27 Jan, 2009
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Joined: 08 May, 2008 Posts: 821
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The real problem is that your code is destructive, it overwrites exiting code (possibly from other mods). Yes you can enable both mods but the code from the CBFP is overwritten by your mod (or vice versa, depending on the mod UID). So it's not compatible with the CBFP or any other mod that changes the same scripts as your mod.
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FunkOff
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Posted: 27 Jan, 2009
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Joined: 26 Feb, 2007 Posts: 7295
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brute51 wrote: The real problem is that your code is destructive, it overwrites exiting code (possibly from other mods).
I'm working on that. Most of the changes I'm making for v3 are to change the code to non-destructive code. Being destructive in v1 was a result of my lack of modding experience. This is a known issue that will be resolved.
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FunkOff
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Posted: 28 Jan, 2009
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Joined: 26 Feb, 2007 Posts: 7295
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FDMv is now out. Changes:
Varioous coding-side changes to reduce mod size and make it more friendly towards other mods and 1 tenth the size. (15mb--> 1.5mb)
Balance changes:
T2 engie suite UEF doesn't work.. upgrade finishes but can be bought again, no additional build options or
anything... [fixed]
T2 UEF ACU cannot build T1 AA tower [fixed]
All T2 artillery now have 150 range (from 128). This enables them to return fire against all battleships and
cruisers. [done]
BattleCruiser Range reduced to 70 (from 80). Cannon damage reduced 25%, torpedo rate of fire increased 25% [done]
T2 Torp launcher ranges buffed from 70 (from 60) [done]
All AA towers cost/buildtime and DPS halved, to make them more accessible early-game. [done]
MML HP reduced to about 60% across the board. [done]
TML-4 (Cybran stationary TML launcher) now has rapid-fire capability returned. [done]
T3 mex build time reduced. [done]
Seraphim landfactory costs increased (T1, 240-->350 mass, T2, 800-->1100, T3, 3500--> 4500) This is to reflect their dual land/air functionality. (Other factions pay out the *** for extra air) [done]
Aeon Sniper bot re-added. Available at T2, rebalanced for this tech level. Range is less than T2 MML. [done]
Torpedo Boat hp reduced from 1500 to 1100, torpedo charge ROF increased from .4 to .5 [done]
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snidoom
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Posted: 29 Jan, 2009
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Joined: 20 Jan, 2008 Posts: 25 Location: Switzerland
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Actually I really like your mod, but theres a problem with Isis:
Since Isis is actually quadratic (like on the preview) there has to be some kind of map resizer which makes the map ractangular like it is ingame. But your mod somehow disables this resizer so that Isis ingame, played with your mod, is quadratic like on the preview. This changes the map drastically since you can now go around the hills on Isis.
Can you fix that somehow?
But great mod anyway!
Edit: Yes it's V3
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FunkOff
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Posted: 29 Jan, 2009
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Joined: 26 Feb, 2007 Posts: 7295
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All right, I've isolated and corrected the problem. This bug will not be present in v4.
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GrayRainsFalling
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Posted: 29 Jan, 2009
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Joined: 25 Jul, 2007 Posts: 2790 Location: The Sandbox
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Seraphim quirks I've noticed...
t2 (or t3, I dunno, it's built by the t3 land fact) gets caught up on terrain a lot. Noticed this on Sung Island.
EXP bot's AA is useless. The Fatboy can actually crush gunships and bombers harassing it, but the EXP bot can't even handle a single gunship.
Can you make Sera's Q-Gate so units can roll off it by going up as well? Having units only leave facing from the south is annoying.
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BulletMagnet wrote: So maybe Faggotry is Valid Tactics.
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FunkOff
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Posted: 29 Jan, 2009
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Joined: 26 Feb, 2007 Posts: 7295
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GrayRainsFalling wrote: EXP bot's AA is useless. I tested this in version 1 and the Ythotha should be able to take out 10 normal gunships by itself. I will re-evaluate it's AA ability, though, and will buff it if necessary. Quote: Can you make Sera's Q-Gate so units can roll off it by going up as well? Having units only leave facing from the south is annoying.
I'm not sure if I can do this, but I'll give it a shot.
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DeadMG
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Posted: 29 Jan, 2009
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Joined: 15 Feb, 2007 Posts: 20036 Location: Presumably, at the time of posting, his computer.
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Rolling off downwards is for all QGs, not just Seraphim.
_________________ I'm watchin you!
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meredith
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Posted: 29 Jan, 2009
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Joined: 04 Feb, 2008 Posts: 583
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FunkOff wrote: GrayRainsFalling wrote: EXP bot's AA is useless. I tested this in version 1 and the Ythotha should be able to take out 10 normal gunships by itself. I will re-evaluate it's AA ability, though, and will buff it if necessary.
ya the chicken bots AA has always sucked it goes to slow to hit anything so it can get raped by like 2 gunships its sad
Hey gray
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GrayRainsFalling
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Posted: 29 Jan, 2009
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Joined: 25 Jul, 2007 Posts: 2790 Location: The Sandbox
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DeadMG wrote: Rolling off downwards is for all QGs, not just Seraphim.
I use mostly UEF, and you can easily set the Q-Gate so that SCUs walk out to the top instead of the bottom.
mer, not playing much phantom anymore? 
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BulletMagnet wrote: So maybe Faggotry is Valid Tactics.
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meredith
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Posted: 29 Jan, 2009
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Joined: 04 Feb, 2008 Posts: 583
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GrayRainsFalling wrote: DeadMG wrote: Rolling off downwards is for all QGs, not just Seraphim. I use mostly UEF, and you can easily set the Q-Gate so that SCUs walk out to the top instead of the bottom. mer, not playing much phantom anymore? 
no it got boring after a while. same old game same old jerks, not you or anything
about the mod I think that the normal land factory does the samething.
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FunkOff
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Posted: 29 Jan, 2009
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Joined: 26 Feb, 2007 Posts: 7295
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GrayRainsFalling wrote: EXP bot's AA is useless. The Fatboy can actually crush gunships and bombers harassing it, but the EXP bot can't even handle a single gunship.
Okay, I tested the ythotha. It can take out 25 T2 UEF gunships and remain alive with about 10% hp. That's about how I want it to be... gunships are a soft counter to XPs, not a hard counter (like in FA.)
The fatboy, however, can easily take out 60 gunships with over a quarter of i's health left.... and 3 fatboys can easily destroy and ahwassa or a soul ripper with all 3 fatboys remaining. So I'm going to nerf fatboy AA dps... they should take out several attacking gunships.... not 50.
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snidoom
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Posted: 31 Jan, 2009
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Joined: 20 Jan, 2008 Posts: 25 Location: Switzerland
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I really like this mod, but why didn't you do what is written in the readme? Or why didn't you change the readme, that it actually sais what happens ingame?
For example the tier structure is wrong (in either the readme or the mod^^) because ingame uef does have an air and a naval factory at T1 whereas the readme sais they don't. The same for the Aeon T1 naval factory which shouldn't be available at T1 according to the readme.
And there is also no mobile PD for UEF
Were these things planned and removed/changed to keep the balancing?
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FunkOff
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Posted: 31 Jan, 2009
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Joined: 26 Feb, 2007 Posts: 7295
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snidoom wrote: I really like this mod, but why didn't you do what is written in the readme? Or why didn't you change the readme, that it actually sais what happens ingame? For example the tier structure is wrong (in either the readme or the mod^^) because ingame uef does have an air and a naval factory at T1 whereas the readme sais they don't. The same for the Aeon T1 naval factory which shouldn't be available at T1 according to the readme. And there is also no mobile PD for UEF  Were these things planned and removed/changed to keep the balancing?
You're right, things changed and I haven't updated the readme to keep pace. And yes, the uef mobile PD was cut because it had a game-crashing bug.
I'm currently working on a massive readme/guide for v4.
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RastiMinato
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Posted: 31 Jan, 2009
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Joined: 31 Dec, 2008 Posts: 3345 Location: Germany
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Funkoff, were you interviewed ?
Srry for going offtopic but since the normal download link doesn´t work for me (just like GPGnet) I actually can´t give any serious feedback.
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 Rasti - sig made by myself with my poor PS skills
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Alcide
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Posted: 31 Jan, 2009
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Joined: 25 Jan, 2008 Posts: 24 Location: Strasbourg France
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Very nice mod,
unfortunately, this mod appears to be a little bit too different or intricate for the new players.
The new readme file will be more than wellcome.
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FunkOff
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Posted: 31 Jan, 2009
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Joined: 26 Feb, 2007 Posts: 7295
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Gowerly
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Posted: 31 Jan, 2009
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Joined: 31 Jul, 2007 Posts: 1661
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Further to the discussion on GPGNet, here's the best I can come up with.
There's a function in /lua/ui/game/construction.lua called
Code: function OnSelection
In there it seems to do the sorting of the tech levels of building and the handling of the checking of the tabs. You may or may not be able to add code to default it to a different level in there.
_________________ Check out my cast page for commentary and my now terrible game play
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snidoom
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Posted: 01 Feb, 2009
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Joined: 20 Jan, 2008 Posts: 25 Location: Switzerland
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The Harbinger (the aeon assault bot built by the quantum gate) is missing its 3d model an doesent shoot...
And how are you supposed to regain air superiority if you lost it once? i mean there are no ground based aa weapons for aeon. Only ships but these are not always an option...
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FunkOff
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Posted: 01 Feb, 2009
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Joined: 26 Feb, 2007 Posts: 7295
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snidoom wrote: The Harbinger (the aeon assault bot built by the quantum gate) is missing its 3d model an doesent shoot...
And how are you supposed to regain air superiority if you lost it once? i mean there are no ground based aa weapons for aeon. Only ships but these are not always an option...
The harbinger bug is known and fixed for v4. As far as air superiority, it shouldn't be difficult for any determined Aeon player. They have 3 levels of fighters (T1 int, T2 int, and quantum gate ASF) which are massively effective against enemy air units. And they also have T1 AA towers for back up. T1 AA Towers aren't super strong but they can cost-effectively repel any air unit.
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Alcide
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Posted: 01 Feb, 2009
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Joined: 25 Jan, 2008 Posts: 24 Location: Strasbourg France
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How radar does work with the sera and aeon faction?
i found out the omi, that's all.
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