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 PostPosted: 07 Sep, 2011 
 
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nuclear reactor+gattling gun = nuck gattler? i sense lawls in bound :twisted:

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 PostPosted: 19 Oct, 2011 
 
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Cost, versus benefits, supply, demand, and Range.

Simply put the Ravager is larger because big (made of common material) is cheap - Build more than one!
Have you figured out how to supply material/power more perfectly than being DIRECTLY hooked to the ACU; the hub of your entire economy? (talk about the ultimate adjacency bonus!)
The Ravager has a long range... Does the ACU gun (even fully upgraded) ever equal it?
While we're on the topic note how much that FULLY upgraded Gatling gun cost... :wink:

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 PostPosted: 19 Oct, 2011 
 

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Great work as always with this mod.

I did notice a few inconsistencies with the Quantum Maelstrom Generator on the Aeon ACU.

For one, it will damage air units, which is great IMO, but only if A) it is attacking enemy land units or B) there are enemy land units within the ACUs range. I suppose you have it so the Maelstrom only "turns on" when there are units that can actually be damaged. It would be nice if it would also detect and turn on if there are enemy air units. This way, if you're facing say a gunship swarm, the Maelstrom takes effect without there also having to be land units.
You can turn it on manually with attack ground, but as you could imagine it's a little tedious.

Same basic principle, but with sea units. Even with the torpedo upgrade, the ACU will fire torpedos, but won't use the Maelstrom to damage enemy units. This may be intentional on your part, I'm not sure, but I just thought I'd point it out.

Thanks for reading, keep up the good work.


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 PostPosted: 19 Oct, 2011 
 
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Skilzat99X wrote:
I did notice a few inconsistencies with the Quantum Maelstrom Generator on the Aeon ACU.

...

I can't say for sure, but I'd assume it's because it's only coded to attack Land units, the time it's damaged air and naval had more to do with them just being in range of the "weapon".

But I could be wrong.

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 PostPosted: 19 Oct, 2011 
 
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Correct. The Maelstrom's trigger is set for land/surface targets only. This was mainly done because the targetting range activation is a "cylinder" while the actual damage effect radius is a "sphere". Aircraft are high enough up to usually only hit the field when directly above the ACU and usually only gunships stick around long enough to be killed by it. Submersibles & water targets have a similar problem depending on how deep the water is on the map.

I could code it to apply the damage over the cylinder if i really wanted to but considering how devistating the system is to land targets it really doesn't need any more buffs to it lol. Any extra units caught in the effect can be considered lucky bonuses (at least from the Aeon's perspective) :P

If you want the RP side of the argument... Aircraft altitude usually puts them too high up to be effected unless they get stupid and fly too close. While opening quantum distortions underwater is usually both dangerous & problematic due to the density... Just ask the seraphim why their Lambda doesn't effect torpedos, its a quantum effect :P


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 PostPosted: 04 Dec, 2011 
 

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Maybe somebody suggested the same before of me, but, is posible that you can made the same that you made with the ACU, but this time with the sACU


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 PostPosted: 04 Dec, 2011 
 
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d0m0a wrote:
Maybe somebody suggested the same before of me, but, is posible that you can made the same that you made with the ACU, but this time with the sACU

SCUs have been in the works for years. Though a progress update would be nice.


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 PostPosted: 04 Dec, 2011 
 

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I'd still love to see this as well...any updates?


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 PostPosted: 05 Dec, 2011 
 

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I ask, because after of see how useful turned now the ACU, I see the SCU now like giant enginniers that don't are so useful building like the ACU (They take two times the time needed for build a thing, like the Goliath.


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 PostPosted: 08 Dec, 2011 
 
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Progress has been slow, we've been tangled up here and there, I recently stepped up into a full time position at work and just got back from Vegas, Hawk is dealing with School and Ex is banging his head on his desk while dealing with SotS2.

We do hope to finish off all kinds of loose ends, but they can't all be tied up at once, we're taking the time to make sure we get everything settled just right.

Mike

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 PostPosted: 29 Jan, 2012 
 

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Hi, from Italy I have another request... I try to explain. I would like that when a Commander reaches the maximum upgrade to something,
I'd love if you could from that moment on other change was much faster

Doing so allows the Commander to make drastic changes depending on the situation of the game

If I choose the first upgrade such production in the middle 'game I can throw my Commander in the battle quickly turning him in Warrior,
or playing in water initially, and I have the naval weapon to the maximum but I have to go urgently to the ground .. Be the change ... I do it fast at same cost but more more fast!!!!
What do you think?

sorry for my google english :)


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 PostPosted: 29 Jan, 2012 
 
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Well, in theory so long as you are also upgrading the left arm slots(either Combat Engineering or Resource Engineering) upgrades should build faster because those improve the ACUs buildspeed, so an ACU with T4 Combat Engineering should be able to install new upgrades very fast.

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 PostPosted: 29 Jan, 2012 
 

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Maybe he talk about, having the Resource Engineering at level 4, he wants change it to Combat Engineering for send it to battle. In answer of that, no. Both systems, Recourse and Combat Engineering, are in the same arm, and if you played SupCom enought time, you already know that if you have a feature completely upgraded in a part of the ACU, and you want another feature on the same part, the price is simple, cancel the first feature with all the upgrades. In better words, if you have the Recourse Engineering lv4 activated, and you want use the Combat Engineering from lv2, you will have to discard the Recourse Engineering Lv4, and start to upgrade again.


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 PostPosted: 29 Jan, 2012 
 
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d0m0a wrote:
Maybe he talk about, having the Resource Engineering at level 4, he wants change it to Combat Engineering for send it to battle. In answer of that, no. Both systems, Recourse and Combat Engineering, are in the same arm, and if you played SupCom enought time, you already know that if you have a feature completely upgraded in a part of the ACU, and you want another feature on the same part, the price is simple, cancel the first feature with all the upgrades. In better words, if you have the Recourse Engineering lv4 activated, and you want use the Combat Engineering from lv2, you will have to discard the Recourse Engineering Lv4, and start to upgrade again.

Yes. That is how the systems works in that regard, but if you have T4 combat/resource you can upgrade in the other slots much quicker, like switching form the UEF Anti-Matter Cannon to the Gattler.

In the end you can't just instantly switch because the cost of resources and time is what helps to balance the upgrades, being able to quickly switch, even in the late late game, could lead to them being too powerful.

Imagine a Seraphim ACU with Full Lambda Upgrades, to counter it you build a lot of units with Beam Weapons, but then he switches the lambda for a different upgrade.....not really fair.

It's an investment and in a way you kinda just gotta commit and not make the choice lightly.

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 PostPosted: 29 Jan, 2012 
 

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That is right.

And now that I am here, a question. Some type of progress with made the SCU so useful like the ACU with the Bo:ACU?


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 PostPosted: 29 Jan, 2012 
 
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d0m0a wrote:
That is right.

And now that I am here, a question. Some type of progress with made the SCU so useful like the ACU with the Bo:ACU?

viewtopic.php?f=7&t=35265&p=924319#p924319

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 PostPosted: 29 Jan, 2012 
 

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Okay, I know that go slow, but I want know unleast a percent. Is at 50%? 10%? 32%?


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 PostPosted: 29 Jan, 2012 
 
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Too many variables and uncertainties to qualify progress with a number like that.

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 PostPosted: 30 Jan, 2012 
 

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I have tried thanks anyway :D !


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 PostPosted: 30 Jan, 2012 
 
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d0m0a wrote:
Okay, I know that go slow, but I want know unleast a percent. Is at 50%? 10%? 32%?

Lmao if you want to know the % based on the plans I originally had...
UEF: 60%
Others: 15%

I just haven't remembered to send those files to Hawk & Knight so they can continue the work. I don't really have the time at the moment and only really access the forums from work. :?


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 PostPosted: 30 Jan, 2012 
 
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hey Ex i need those files so i can eventually continue work on em ;p

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 PostPosted: 01 Feb, 2012 
 
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Lt_hawkeye wrote:
hey Ex i need those files so i can eventually continue work on em ;p

Lmao considering you have been just as distracted as me I don't think it woulda mattered. Will try to dig them out this weekend. :)


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 PostPosted: 01 Feb, 2012 
 
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but it does! work is beginning once again! so do it!

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 PostPosted: 23 Feb, 2012 
 

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Hi, sorry to come complaining over here aswell.... but i want to ask you something about this mod :)

i played around a little today with the different upgrades and fully upgraded they all have about 60-80 000 like you said. although for the uef and aeon 40-45 000 of that is their shield. and the cybran and seraphim still has almost as much health (think seraphim has 75 000 and uef has 77 000 including shield) but they do also have the lambda field (which is awesome) or the cloak as two examples, which makes their two commanders superior. is it suppose to be this way? :)

the seraphim commander being the best one makes sense though, considering their technology and the forged alliance intro... ;)

Edit: havent really tested that much in terms of firepower but still :)


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 PostPosted: 23 Feb, 2012 
 
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I think Exavier wanted all the ACU's to be relatively equal. I don't think the cybran ACU has the same amount of HP as the others if they go for the cloak upgrade(i need someone to confirm with exact numbers) but in regards to the UEF. the shield upgrade has what Ex calls "Active regen" meaning that the shields constantly regenerate even when they are taking damage. This also hide the side effect of lowering the DPS of beam weapons against it by like 2/3 or something like that. if i had to guess i'd say a UEF ACU would come out on top against a Cybran ACU, plus cloak is powerful but is easily countered with Omni, something that all the ACU's have, along with spy planes, radar towers and some XP units.

The UEF ACU's Gattling cannon has the highest single target DPS next to the Cybran Mazor upgrade( i think ex will have to confirm)

Also i know for a fact that the Cybran ACU would need its Armor upgrades to be able to stand toe to toe with the other ACUs.

In terms of survivabilty i say Seraphim comes out on top due to the Lambda field, Ex made it wicked on that unit.

All in all, the ACUs are all very effective once fully upgraded.

so to answer your question, yes it is meant to be this way although i honeslty cannot say that X ACU is better than Y. Sure some may seem better than others, depending on the situation and the upgrades you have on it.

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