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 PostPosted: 08 Mar, 2009 
 
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Blackops Research & Development Presents
Advanced Command Units

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Current Version: 3.2
Released Date: 3/20/2010
Game Compatability: FA 3599 (Vanilla Not Supported)
Tested Mod Compatability:
-----Blackops: Global Icon Support
-----Blackops: Unleased
-----Blackops: Balance Changes
-----Blackops: Special Weapons
-----Blackops: Naval Rebalance
-----Community BugFix Patch V3
-----Improved Close-up Camera (+ FPS unit cam) v1.4
Known Conflicts:
-----Special Rules (See Below)
-----4th Dimension (Descriptions & Balance Specifically)
-----TotalVet Old (Breaks RAS Effect - Otherwise no issue)
-----TotalVet TVg by Ghaleon (Range Buffs Cause Minor Issue - Otherwise no issues)

Blackops: Global Icon Support Mod Link (Required):
-----http://forums.gaspowered.com/viewtopic.php?t=36996
Blackops: Unleased Download Link:
-----http://forums.gaspowered.com/viewtopic.php?t=31172
Blackops: Special Weapons & Naval Rebalance Link:
-----http://forums.gaspowered.com/viewtopic.php?t=40574
Blackops: Adv Command Units Download Link:
-----GPGnet Vault: Name Search - Blackops
-----v3.2 Zip Install Download
-----v3.2 SCD Install Download
Mirror Sites:
-----FileFront
Blackops: Adv Command Units Older Versions
-----v3.1 SCD Install
-----v3.0 SCD Install
-----v2.9B Zip Install
-----v2.9 SCD Install
-----v2.8 SCD Install
-----v2.7 SCD Install
-----v2.6 SCD Install
-----v2.5 SCD Install
-----v2.1 SCD Install
-----v2.0 SCD Install
-----v1.2 SCD Install
-----v1.1 SCD Install
-----v1.0 SCD Install

Install Instructions:
Remove Old Versions First - Simply delete the old SCD or /mods/BlackopsACUs folder for the old version before installing the new one.
Vault Package - Avalible - Already downloads into proper place. Can be found in /My Documents/My Games/Gass Powered/ect if you need to.
SCD Package - Unzip and drop .scd file in your <FA Install Directory>/gamedata/ folder.
Zip Package - Unzip and drop the containing folder into your <FA Install Directory>/mods/ folder. Make sure folder structure is /mods/BlackopsACUs/mod_info.lua. If there is an extra folder the mod will not work correctly.
Zip Package Alternate - Unzip and drop the containing folder into /My Documents/My Games/Gas Powered Games/Supreme Commander Forged Alliance/mods/ folder. Make sure folder structure is /mods/BlackopsACUs/mod_info.lua. If there is an extra folder the mod will not work correctly.


Activation Instructions:
-Activation of the mod is to simply turn it on in the Mod Manager. Please note that the "Blackops Global Icon Support Mod" must be installed and activated as well. The Mod Manager will prompt you if its not.

Primary Features:
-New ACU Models to facilitate new upgrades.
-Roughly 24 Upgrades per side.
-Upgrades organized into Trees to make advancment options easier to identify.
-Each upgrade provides a health boost to the ACU.
-Endgame ACU Health ranges from 60,000 HP to 80,000 HP.
-Endgame ACU Firepower (DPS) ranges from 1200 to 2200+ dps.
-Upgrades times set up so that Endgame Maxed Upgrades occures at about 1hr+ mark.
-Transparent Cloak Effects.
-Anti Teleport Functions to prevent Combombing.
-Teleport Range Limitations forcing players to use their teleporters for short hops.
-Cheaper Faster Charging Teleporter.
-ACU Teleportation Range Circles. (Marked by Counter Intel Ring)
-Default & Sorian AIs Function Correctly.
-Duncane's AI has been reported to work correctly.


This Mod is designed for people who don't like the fact that the commander is nothing but a liability during later game assassination games. The concept behind it is to allow the commander to be continuously upgraded throughout the game to allow the commander to compete in a front line role on the battlefield. To do this I have created 8 trees of upgrades totaling out to roughly 24 upgrades per side. These trees are divided but function rather than the random placment the GPG seems to have used and while all the effects from the original upgrades should be included they have been recombined and readjusted to the functions of the trees.

The Trees are broken up and grouped based on location for easier choices.
-Left Arm Upgrades are always going to be your engineering systems. These are used to both adjust the costs/time of other upgrades so they are more reasonable to purchase as well as adding to the commanders tech level build capability. Engineering system come in two flavors. Improved Engineering gives the standerd engineering bonuses as well as providing an increase in RAS subsystems at each level allowing the commander to help with the economy as well. Combat Engineering varies for each commander but rather than providing RAS boosts you get combat systems that allow your commander to bring more toys to the front line.
-Right Arm Upgrades are always primary weapon systems and tend to constitute for 70% or more of your ACU's total firepower. All ACUs have three primary weapon systems to choose from. One is a Sustained Fire low overkill weapon that is designed for moving through groups of smaller units quickly. The second is a lower Single Shot cannon that tends to do a large amount of damage and splash to a single point. The Third is a high powered torpedo launcher designed to mince ships wuickly and keep your commander safe underwater, however you will loose most of your land based firepower.
-Backpack Upgrades are going to be the largest part of your upgrades as far as unique capabilities for your commander. These come in several flavors. Defensive Backpacks will often offer the largest single chunks of health effecting bonuses and usually contain shields or armor systems. Electronics Backpacks upgrade your omni and vision radius and provides various countermeasures. Combat Utility Backpacks are probobly the larges one to vary between sides as these tend to focus more on unique features provided by that sides theme as I see it.

Each upgrade is also marked with a tech level in parethesis next to the upgrades name. This represents the optimal commander tech level for which to build this upgrade. Optimal commander tech level is basically the tech level of units/buildings your engineering systems allow you to build. While it is possible to build a T2 or higher upgrade on a commander that has no engineering the time it takes to build the upgrade will be much higher (on the lines of 3x) then if you built the engineering system first. This is done to help control the flow of the upgrades throughout the coarse of the game. It should also be noted that building an upgrade that is lower than your current commander's tech level (for example building a T2 item with a T4 commander) will result in the upgrade building alot faster than normal but at a higher economy drain.

I will also note for those who will wonder what happens to the early game. All of my new and redesigned upgrades are set up for T2 and later as far as balance is concerned. To help combat this I have added the T1 weapon upgrades that already existed (though are now probobly renamed) to the weapon arm. This allows you to get the normal gun upgrade like you would have been able to do anyway to give a slight early game DPS boost. If you do build the T1 weapon upgrade when you move to T2 and go to install a new weapon from one of the trees you will get the "are you sure you want to remove" box. Its because your removing that upgrade to install something different. Don't worry about this as the basic gun upgrade effects are re-applied no matter which new weapon you choose.

While there are alot of upgrades to choose from and even more combinations I have tried to incorporate something for each player style from rush to turtle. These upgrades are also set up for the long game which means you arn't going to max out your acu in a game thats 20min long with nothing but pure combat. But this is by design to make your choices in such situations even that much more varied. You will have to weigh the value of each possible choice for how you want to play your commander. Endgame ACU max upgrade is set to average out to about 1hr game time depending on how rough the combat is.


---===Mod Team===---
Exavier Macbeth
Insane Rocket Scientist
Mod Author (Coder)

Kirvesnaama
Animator/Modeler/Ideas/Icons

Lt_Hawkeye
Weapons Code from Unleashed

---===Credits===---
Sorian
Tips dealing with AIs

DeadMG
Help with icon loading script rewrite

BulletMagnet
Help with targetting controls on Lambda Fields

SXO
Testing

Regabond
Testing

Mocafrost
Testing

Mithy
Teleport System Improvments

CovertJaguar
Transparent Cloak System

silenthunter
Original Anti-Teleport Coding Help


Last edited by Exavier Macbeth on 20 Mar, 2011, edited 39 times in total.

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 PostPosted: 08 Mar, 2009 
 
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Known Issues
- Aeon Chrono Dampner : If your economy's power supply takes a dirt nap and the chrono fires it is possible for the recharge to perma drain your energy preventing you from being able to even afford a T1 power gen. Still looking into this.

Change Log v3.2
UEF
- Multiple Spysat Changes:
--- Respawn timer reduced from 15min to 5min (Due to changes in anti-sat system)
--- Omni Radius increased from 25 to 30.
--- Vision Radius increased from 10 to 25
--- Speed increased from 10 to 15
--- Displayed Name no longer lists it as a "Defence" Sat
--- Proper Effects added to death for re-entering the atmosphere
--- Configured to be shot down by new Anti-Sat system instead of anti-nuke SMD missiles
Cybran
- EMP Array's Blast projectile will no longer be deflected by Lambda
Aeon

Serephim

General
- Re-Added Support code from Proper TV & TVg level gain
- Added support code for proper level gain in Fury's Vet Mod
- Corrected Friendly Fire Issues with several of the mod's weapons.
- Implimented Global Allied Friendly Fire Correction code (Courtesy of Mithy)
- Blackops Anti-Sat System added to core code (Same system added to BO:U)
--- SMDs no longer expend anti-nuke missiles aginst sats
--- SMDs hooked with 2ndary weapon that only targets sats
--- Each SMD will provide 250dps worth of anti-sat area denial to a 100 area range
--- Global hooking script added to make sure other AA weapons do not target sats (since they are no longer "untargettable")

-----------------------------------------------------------------------
Change Log v3.1
UEF

Cybran

Aeon

Serephim
-Corrected errors in the Tier 3 Intel Phasic Cloak causing perma cloak/decloak
-Added OC firing to the list of things that trigger Decloak with 5sec cooldown
-Corrected random script error with regen thread due to improper positioning of a regen value.
General
-Adjusted for BOGIS 4.1
-Adjusted Teleport Phasing effects to no longer use Cloak Shaders
-Corrected Global Friendly Fire Bug caused by new Phasing system

-----------------------------------------------------------------------
Change Log v3.0
UEF
-New Intel Tree Configuration
---SpySat Control System Available at Tier 2 Intel
---Teleporter Available at Tier 3 Intel
-Teleport Cost/Time Adjustment : 1000e/s, 20 sec charge
-Teleport Range Adjustment : 120 (Reduced from 200)
-Adjusted Billy Health from 5 to 3.
-Adjusted Billy Damage to apply damage instantly
Cybran
-Fixed Bug that cause Masor & EMP Array to be active at the same time
-Adjusted Targetting on Masor to make it stay on target better.
-Teleport Cost/Time Adjustment : 1000e/s, 20 sec charge
-Teleport Range Adjustment : 120 (Reduced from 200)
Aeon
-New Intel Tree Configuration
---Farsight Optics Available at Tier 2 Intel
---Teleporter Available at Tier 3 Intel
-Teleport Cost/Time Adjustment : 1000e/s, 30 sec charge
-Teleport Range Adjustment : 250 (Increased from 200)
-Power Cost added to Chrono Dampner : 1000e for Tier 1, 5000e for Tier 2
Serephim
-New Intel Tree Configuration
---Teleporter Available at Tier 2 Intel
---Phasic Cloaking Available at Tier 3 Intel (Cloaked when not moving or teleporting)
-Teleport Cost/Time Adjustment : 1000e/s, 25 sec charge
-Teleport Range Adjustment : 200 (Unchanged from 200)
-Adjusted Lambda to completely ignore torpedos
General
-Shifted Regen Values to the units BP so they can be hooked & changed
-Mod adjusted for compatability with BOGIS v4 (not yet released)
-Teleport Control code moved to a different function for compatability
-Teleport Effects Adjusted
-Teleport Phasing system integraded (Causes projectiles to pass through unit randomly)
-Fixed issues with the Campaign Mod Enabler... Finally
-Incorporated Beam Bug Fix from CBFP to equalize beam DPS reguardless of running mods.
-Incorporated UEF ACU Friendly-Fire Fix from "Bug Fix Mod" to prevent it from killing its own units with its main gun.
-New Descriptions added for the new intel upgrades.
-Added Bad Icon Preload script for BOGIS.

-----------------------------------------------------------------------
Change Log v2.9
UEF
-Shield Tier 2 Description now lists Energy Lance Unlock
-Shield Tier 3 Description no longer shows Energy Lance as unlocked
-Cluster Missile Code Rewritten
-Cluster Missile Tracking Enabled
-Cluster Missile Effects Readjusted
Cybran
-Fixed Tier 3 EMP Array Costs
-Various T4 Regen Values tweaked slightly
Aeon
-Phason Beam (All Tiers) Damage Increased
-Shields Tier 1 Health Increased
-Malestrom Tier 2 Now properly grants TMD
-Phason Beam Tier 2 now gives OC range boost instead of Tier 1
Serephim
-Lambda Destroyers Ignore Torpedos
-Lambda Emitter RoF Corrected
-Lambda T4 Emitter count reduced slightly
-Fixed Visual Bug where unused AA guns where displayed
General
-Corrected Timing Bug in Custom Regen Script
-Adjusted Regen on all ACUs to sync up with new timing
-Corrected Upgrade Descriptions to show proper regen rates
-Added Default Values used by TVg for determining vet buff speeds
-Teleportation Script Adjustments
-Teleportation Burst Cost Added
-SCUs now generate an Anti-Teleport Field

-----------------------------------------------------------------------
Change Log v2.8
UEF
Cybran
Aeon
Serephim
General
-Fixed Bugs with campaign Mod Enabler & Old Upgrades
-Fixed Anti-Teleport Ranges
-Updated support for v2 of Global Icon Support

-----------------------------------------------------------------------
Change Log v2.7
UEF
Cybran
Aeon
-Fixed Default Gun so it doesn't apply on warpin
Serephim
-Fixed Default Gun so it doesn't apply on warpin
General
-New Cloak Effects Added

-----------------------------------------------------------------------
Change Log v2.6
UEF
Cybran
Aeon
-Added TMD to the descriptions of packs that give it
Serephim
-Fixed OC Rang Boost
-Fixed Default Gun Upgrade
-Added Lambda to descriptsion of packs that give it
General
-Fixed T4 Engineering Suites to give proper health
-General Changes to upgrade names to reflect new names

-----------------------------------------------------------------------
Change Log v2.5
Major Rebalance, Rescripting, and Effects Adjustment
-Just too any changes to list properly lol
-Added Campaign Mod Support

-----------------------------------------------------------------------
Change Log v2.1
UEF
-No Change
Cybran
-No Change
Aeon
-Fixed bug that caused nil value to interupt Artillery weapon switch.
-Disabled TMD on intital spawnin so you don't get it before the proper upgrades.
Serephim
-No Change
General
-Fixed typo in AI Builder Table causing Duncane & Default AIs to break.

-----------------------------------------------------------------------
Change Log v2
UEF
-Add OC Range Bonuses
-Texture Adjustment for Gatling Cannon Projectile
Cybran
-Add OC Range Bonuses
-Fixed Micorwave Beam Not Fireing Because its not targetting something in its arc.
-Fixed Microwave Beam Damage Not Scaling Properly
Aeon
-Add OC Range Bonuses
-Fixed Phason Beam Damage No Scaling Properly
-Fixed Aeon Disruptor still fireing after Phason Beam replaces arm
-Add Originally planned TMD to Aeon ACU
-Texture Adjust for Maelstrom effects
-Artillery targetting rewrite to remove weapon toggle (Possibly)
-Artillery Upgrades added to AI Build Tables (If Targetting rewrite works)
Serephim
-Increase General OC Bonuses
-Texture Adjust for Gatling Cannon Projectile (Color scaling effects similar to UEF's)
General
-Code Structure Rewrite

-----------------------------------------------------------------------
Change Log v1.2
UEF
-No Changes
Cybran
-No Changes
Aeon
-Increased Maelstrom Damage Output
-Increased Artillery Damage Output
-Changed Artillery Fireing Sequence
-Fixed Artillery Mode no longer Immobalizes ACU
Serephim
-Fixed Area Regen Buff
General
-Fixed Normal Vet Buffs are given properly.
-Fixed Upgrade Swap Glitch
-Enhanced AI Support (Default AIs & Sorian AIs will build Upgrades properly)
-Added More Upgrades to AI Build Lists (They now choose from a variety of configurations)
-Changed Upgrade Descriptions to list buffs added by each Upgrade

-----------------------------------------------------------------------
Change Log v1.1
UEF
-Removed Cloaking Device
-Fixed UEF Gatling Cannon Muzzle Effects
-Gatling Projectile Changes as Upgraded
Cybran
-No Changes
Aeon
-Removed Cloaking Device
-Fixed Chrono Damp Not Firing
-Fixed Quantum Maelstrom Not Firing
-Fixed Artillery Firing on Upgrade Construction
-Fixed Artillery Mode Button
-Adjusted Phason Beam so hopfully it works better.
-Fixed Engineering Suite Build Lists
-Added Counter Torpedos
-Added Quantum Maelstrom Effects
-Changed Aeon Artillery Mode to render ACU Immobile
-Increased Standerd Engineering Resorce Production by 50%
Serephim
-Removed Cloaking Device
-Added Teleporter to T2 Intel Upgrade
-Fixed T3 Combat Pack was switching Tactical to Nuke build buttons
-Fixed T3 Combat Pack to upgrade projectile used by OC to new effects.
-Checked OC Damage Boosts given at all stages of Combat Pack Upgrade Tree.
-Fixed Engineering Suite Build Lists
-Increased Standerd Engineering Resorce Production by 50%
General
-Double Checked to make sure warpin sounds where activating properly.
-Added Rough AI Support (Doesn't always work but needs public testing)


Last edited by Exavier Macbeth on 20 Mar, 2011, edited 61 times in total.

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 PostPosted: 08 Mar, 2009 
 
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For Current Thread Topic:
See post with large cyan heading on Page 9



Known Conflicts Special Rules:
This mod while designed to be as compatable as possible with other mods out there will have serious issue with mods that effect specific things. The first and formost is going to be the ACUs. While other mods that make changes to ACUs will not effect the function of this mod you will not see those changes ingame simply because the default ACUs are no longer being used. When your commander warps in you are actually using a custom unit rather than the games default unit. This was to prevent mods that make minor adjustments to the ACUs from throwing my upgrades out of whack. Commander's Revenge would deffinatly fall into this category.

The second issue has to deal with the first. Any mod that changes the default spawn units may conflict with this mod simly because it may revert the script i used to spawn in the custom unit rather than the default commander. Since I can't be entirely sure I am making it a heads up for players to watch out for.

Message To Other Modders:
Just a quick blurp for other modders in case they want to make a mod that either uses features provided by my scripts or adjustments to the commanders fir with TCs.
-First: The unit IDs for my commanders are EAL0001, EEL0001, ERL0001, and ESL0001 for simplicity. If you wish to hook any changes to these commanders those are the unitIDs to use.

-Second: The Transparent Cloak script will activly run on any unit that has a cloak or cloaking field value. It does not need any special preperation on the part of others.

-Third: To make use of the teleportation changes there are only three things needed in a units BP file. For Anti-Teleport capabilities add ANTITELEPORT to the units categories and specify a NoTeleDistance in the Defence section of the units BP. For the teleport range limitation simply add a MaxTeleRange to the Defense Section of the units BP. No other changes are nessissary.


Last edited by Exavier Macbeth on 27 Mar, 2009, edited 1 time in total.

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 PostPosted: 08 Mar, 2009 
 
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:shock:

:twisted:

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 PostPosted: 08 Mar, 2009 
 
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So I take it, that since Blackops need not be activated, that it really doesn't require Blackops, you just want to get more people to use it. :P

Anyways, downloading now, looks awesome.

EDIT: Why does this mod the Mavor's category list?

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 PostPosted: 08 Mar, 2009 
 
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Mooilo wrote:
So I take it, that since Blackops need not be activated, that it really doesn't require Blackops, you just want to get more people to use it. :P

Anyways, downloading now, looks awesome.

EDIT: Why does this mod the Mavor's category list?


Oops lol forgot to set up a dummy experimental to takes its place. Basically because the ACUs are configured to make use of Hawk's T4 Engineering suites (Aka only ACUs and SCUs building experimentals) I need at least one modified experimental with the proper category.

If one unit didn't have the right category the scripts threw all kinds of heck. So i just picked the most expensive thing i could think of at the time and made it buildable by T4 commander. I ment to replace it with a dummy unit that would just be there so when the scripts looked for units with categories they found at least one unit and thus didn't act up :P


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 PostPosted: 08 Mar, 2009 
 

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This is a cool mod. I like this idea and the models look awesome! I noticed a lot of glitches though, and I also have some design questions..

My notes:
Aeon
glitches on aeon com:

1. aeon tech upgrades (both the combat and resource generating tech upgrades) for the com don't actually expand the com's blueprint database beyond the tech 1 com blueprints.

2. standard is mispelled "standerd" on those tech upgrades. in the in-game description. And other upgrades also have "standerd mispelled" on the aeon com.

3. I put on the aeon miasma arty upgrades, but switching to arty mode doesn't do anything:
a. Its very hard to tell what mode you are supposed to be in by looking at the button.
b. Switching modes doesn't disable the close range gun regardless of what mode you are in.
c. The arty guns will not fire regardless of mode.

4. Putting on the arty upgrade and the counter electronics upgrade (the one that gives you stealth) on the aeon com overloads the FA interface or something, b/c when you select your com, all the special abilities icons disappear from the bottom left of the screen. All you can see are the standard orders like: attack, move, assist, reclaim, etc. Removing one of the upgrades fixed this problem. It seems to be a problem of having so many buttons that the interface just doesn't display any of them.

5. The photon beam from the photon beam upgrades on the aeon com have trouble hitting a seraphim commander when the aeon com firing the photon beam is moving. It seems to do fine when the aeon com is standing still. Didn't seem to make a difference whether or not the sera com was moving or still.

6. The maelstrom field upgrades didn't seem to do any damage at all to any type of unit regardless of whether or not it was shielded.

7. The Chrono dampener field that supposedly comes with the combat-tech upgrades on the aeon com didn't cause EMP to any enemy units (even at point-blank range).


Design questions on the aeon com:

The aeon com seems to really suck at taking on the other commanders with a pack of the late game upgrades on. The aeon one just doesn't get a very good high dps weapon like the other coms do. That doesn't feel very aeonish...aeon are supposed to be pretty darn powerful in a straight up close range fight while kinda sucking at stealth maneuvers.

The uef com has every shield upgrade that is available to the aeon com. One of the cool things about aeon imo was that it had the best shields, just that they were on a small area and only fit on the aeon com by itself.

Normally, the aeon com gets the option of 2 resource allocation upgrades. Maybe the aeon com should get an extra upgrade to add to its resource income or something after t4.


UEF
Would be nice if you could order the uef com to fire its cluster missles from far away without the com closing into normal gun range. Idk if thats possible without giving it "weapon modes" though.


Last edited by drugfreeboy on 08 Mar, 2009, edited 8 times in total.

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Did every commander get the cloak upgrade? Cuz really that just seems like a Cybran thing. Let the others get some other buffed system if they need it. And what happened to the anti-teleport? None of the ACUs seem to have it?

Cybran:
At the moment what is the point of going for the defensive route with the back upgrades? The speed/teleport/regen is far better than the 3 armor upgrades. Unless the armor upgrades give you that much more regen to outweigh being able to teleport and run faster?

Seraphim:
Does it have a teleport upgrade? I might of missed it but I didn't see it when I upgraded with each of the backs.

The overcharge upgrade is bugged. I'm not sure if it's supposed to have that awesome effect that was in blackops 2.1, but it didn't when I just tried it. Also once you get this upgrade it treats it as a billy upgrade and shows the sera acu has the ability to make nuclear missiles...it however cannot do this and you lose the ability to fire your normal TMLs.

Also the build suites do not give the acu new blueprints past its starting ones.

Also when you get the 2nd level of the lambda field back it gives you access to nuclear TMLs. But you can never build the nukes. Might want to mention that it has AA also.

What was really cool was how the Seraphim had that second level of resource allocation. Now, however, all the ACUs have equal amounts or resource generation. Could their be a way to maybe make their resource build upgrades slightly more expensive and have more resource generation?


Last edited by regabond on 08 Mar, 2009, edited 1 time in total.

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Thank you. I wish my wife would hurry up and finish her homework so me and the boys can try it.

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 PostPosted: 09 Mar, 2009 
 

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What are the advantages in comparison to the long established Commanders Revenge?

The downside of such Commander upgrades is the fact that players focus on the Commander instead of planning surprising tactics - at least as long as the Commander upgrades aren't expensive enough.


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 PostPosted: 09 Mar, 2009 
 
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Not to sound snide, but other than serious balance considerations, decent models, faction diversity and post release support?

Other than not much else I guess.

Also with it also get applied to the SCUs so in the long run everything will get similar treatment.

Also, Exavier is prolly one of the best unit scripter/coders out there, if he can't do a decent job on them, no one can! xD

Mike

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 PostPosted: 09 Mar, 2009 
 
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Thnx Exavier, I am speechless of what I can see on the screenshots.
But when I try to see them ingame something weirds occurs:

I've extracted the zip file in the right folder. In the mod manager I can turn the mod on, but when I launch the game no ACU spawns neither mine or the AI his acu lol

Maybe it's because of this mod:
http://forums.gaspowered.com/viewtopic.php?t=17516

I did disabled it in the mod manager however.

Do you think that mod is the problem?


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 PostPosted: 09 Mar, 2009 
 

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I had the same problem. When I extraced it, it extracted a second mods folder(with the ACU mod in it) into my mods directory. I cut it out of the second mods folder, and put it into the first mods folder. Problem solved.

Aeon ACU is screwed up, as mentioned. malestrom thing does nothing. Misasma canons work as soon as the upgrade is complete, but if you switch or the main gun shoots, it doesn't work again.

I couldnt' seem to see the lambda effect. are the projectiles supposed to be seen flying off of the ACU?

I get the feeling, form simply testing things, that the UEF is way OP.


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 PostPosted: 09 Mar, 2009 
 
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Ack wow i was definatly asleep when I packed the thing. Ok feel free to hit me lol. Guess I have a few things to work on.

@drugfreeboy: Sounds like I busted a script somewhere i will have to track this down ASAP. Kinda odd since it did work for me in the last round of trials. Oh well.

As for mis spellings well call it typing everythingo ut without proofreading or spellchecking. Was more worried about functionality which seems to have failed anyway.

The Phason Beam for the Aeon should be out damaging everyone elses (except cybran) sustained damage weapon and the artillery when its working properly is anything but weak lol. I think i just have a few script glitches to tear out.

UEF Fires its cluster missles at targets at its maximum range. The only thing that would cause it to fire them at something closer is if one of its higher priority targets happens to be closer. Those missles prioritise "Artillery" over all other units so its probobly going after T1 and T2 mobile artillary if its fireing that close.

@regabond: lmao I guess I forgot to remove the button. Technically all ACUs have the cloaking code but I was gona disable the upgrade. Anti-Teleport should be working but it only effects an area about the same range as the ACU's default gun.

For the Cybran Armor buffs they actually get regen as well. And a heck of alot more than anyone else :P

I think I missed the teleporter on serephim lol. But I will take a look at those as the serephim should not get a nuke. AA Was added so late i forgot to change descriptions :P

RAS in general is one of the main things that need tweaking. The problem is I can't put in enough testing hours to find exact values that will work for it. So i put them all the same until I got community imput.

@Roi Danton:
The main advantages are simply that it (when i get it completely working properly) will provide a little more diversity that hopfully fits in with the games default setting better than the "I have so many guns i may tip over" approach that commanders revenge took.

The upgrades are set up to try and follow the flow of the game so that they don't drag down the overall gameplay. It may need some tweaking slightly but its designed to give the commander a more frontline role in the overall game.

Also my version is rewritten from an ACU Upgrades mod I wrote back in Vanilla long before Commander's Revenge was ever concieved. Heck we couldn't even add new models to the game back then. and after I get the glitches and adjustments wrung out of it should be resonably balanced.

@H-master: Try pulling it out of the duplicate mods fodler that got wrapped up in the packaging :P

@pluto: The actual lambda effects are invisable so there is nothing to see actually hitting projectiles. The projectiles get redirected as they enter a certain range of the ACU. Not all of them will but a good portion of them. As for the UEF. Well maybe a little but I have to get everythign working properly it seems before I could say for sure.

@Everyone: Sorry for the bugs. I probobly woulda delayed the release if i had realized there where so many issues. But things seemed to work find on the tests i was running. Oh well back to the coding board I guess lol.

While I have a traffic court date on Wednesday (Freaking freeway cameras) I'll see if I can get a revised release by the end of the week if possible. We will see if i can stamp out the issues asap.

EDIT: There we go. Updated the known issues list... now to work on fixing them. If any more are found please post them so i can tag them as well.


Last edited by Exavier Macbeth on 09 Mar, 2009, edited 1 time in total.

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 PostPosted: 09 Mar, 2009 
 
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I love you for this mod :oops:

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 PostPosted: 09 Mar, 2009 
 

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I kind of dislike the cloaking effects. It should show some of the albedo is that is possible. the commender becomes boring when clocked. you can't see his awesomeness.

I think they would look better with a shiny/reflective Pshiledgen mesh around them with a phased unit model with texture inside it or something.... since. if it was cloaked. light would be bending around the cloaked object so we as the user of the ACu should still beable to see it's awesomeness while cloaked T__T


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 PostPosted: 09 Mar, 2009 
 

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Awesome mod - some bugs, but it's going to be better to fix them all at once, than to mess with it for a week TRYING to find them. We'll find them for you.

The UEF may not be as OP as I thought - I was pitting them against a ML, close range, to test their abilities. I think I was comparing apples to oranges, in that the upgrades were different - UEF shields, cybran speed and regen, where I should have used the armor to compare them.

The lambda did not seem to redirect anything shot at it. I'll have to look again.


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Just a question, I had a UEF commander that i built the cluster rocket then tatical rocket then nuke on, afterwards i removed it and put the shield gen on instead. However after a few kills he started shooting the cluster missles as well as having the shield generator. He's probably not supposed to do that correct?


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 PostPosted: 09 Mar, 2009 
 

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I'm really liking the UEF upgrades. Is he supposed to retain his anti-matter cannon after upgrading to the plasma gatling cannon? If he isn't, can I request that be kept? I like having moar gunz :p


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Hurray, New toys to play with. Excellent work.

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 PostPosted: 09 Mar, 2009 
 
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Exavier Macbeth wrote:
@H-master: Try pulling it out of the duplicate mods fodler that got wrapped up in the packaging :P


That fixed it, thnx :)

I can confirm the mod is compatible with the zoom mod:
http://forums.gaspowered.com/viewtopic.php?t=17516

Which is quite expectable actually :p


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@CardBoardBoxProcessor: The cloak effects could probobly be made more interesting I am sure but it would require time to sit down and look at them. For now they are staying as is till I get bugs ironed out. Bug fixes first then graphics focus :)

@pluto: hehe yea trying to compare all of them in the same role would come up with results that look like one side is OPed. After all the Cybran laser would wipe out any of the other commanders at point blank range easily :P

I'll run another test on the lambda when i get to that part and make sure but it was working. The Lambda will not stop beam weapons such as the ML lasers and anything that fires from within its fields may not be stopped. Field distance is about 7 however that translates (4-6 T1 power gens lined up maybe). Aginst a single target it will probobly redirect every shot. the more things shooting at it the less it will redirect.

@Ecarus: Hmm now thats one i have never seen occure as I have done that weapon switch several times myself. I'll have to see if i can get it to duplicate it. If not I may need a replay where it happens if possible.

@JaegerBane: Lol he should not be able to fire the AMC and Gatling at the same time. If he is then something glitched and I would need to know about it. And I seriously dout you would need both fireing considering at full power thats just extreme overkill right there. :P

@H-master: Cool when i get a chance i will add it to compatable list :)


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Exavier Macbeth wrote:
Game Compatability: FA 3280 (Vanilla Not Supported)


3280 is vanilla. 3599 is FA.

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DeadMG wrote:
Exavier Macbeth wrote:
Game Compatability: FA 3280 (Vanilla Not Supported)


3280 is vanilla. 3599 is FA.


lol thanx for catching that :P


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 PostPosted: 09 Mar, 2009 
 

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Exavier Macbeth wrote:

@JaegerBane: Lol he should not be able to fire the AMC and Gatling at the same time. If he is then something glitched and I would need to know about it. And I seriously dout you would need both fireing considering at full power thats just extreme overkill right there. :P


NOOOOO! I needz moar gunz :p

All things considered, the flamer and the gatling gun combo is pretty much an all round arsenal. But it's nice still having the ole' blaster to back the shebang up :twisted:

I have to admit I'm a little mystified by the shield. The Billy setup is as good as ever, and the new sensor pack thingy is a really nice (with those AA lasers, nice touch :) )and since both massively upgrade HP, the shield seems to be a rather redundant choice (especially since it's the only one that doesn't upgrade HP).

The point's moot though, as it's really a decision between the more all round sensor pack and the blow-shit-up Billy. I'll probably go sensor pack as I like the lazorz and the cloaking/teleport function. An excellent mod Exavier, I'm well impressed ;)

Oh, by the way, I inadvertently tried it with 4th dimension (didn't intend to, must have been left on from my last skirmish) and for some reason the mod kills the descriptions.... but the items still work.

Also, it doesn't work in campaign mod as you predicted - currently the only flaw I've seen :D


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