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 PostPosted: 10 Mar, 2009 
 
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If you add the RoF and the area, that weapon will be horribly overpowered. To get it to being the normal gun upgrade just lower the damager per shot by half and increase the Rof by 2x. Although it would be nice if The Seraphim ACU could get it's uber gun upgrade in there somehow. Man, looks like GPG mixed the code up for the #1 and #2 sera gun upgrades, not that it breaks anything though. Its just that normally when you think of the first upgrade you think of the cheaper right arm one that everyone gets.

I'm sorta unclear on how the gun upgrade(cheap one) works with your mod also. When I upgrade straight to a special weapon on the right arm, the normal cannon gets no boost in range or damage or RoF, at least not that I've seen so far. So do you have to upgrade with the cheap gun upgrade first and then it gets transfered to the other special gun upgrades? Or is there something else I'm missing?


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 PostPosted: 10 Mar, 2009 
 
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@regabond: lol i just listed them in the order they showed up in the script file. Technically i think #2 is the serephims primary gun upgrade. Besides like i said a few minor tweaks is all thats needed in that regaurd. :P

Um you should see a difference as any of the regular guns (new weapons) incorporate the basic gun upgrades into them. Cybrans fire faster but the other might not be noticable considering its only add extra damage so no real graphical change (except to the model). And since the new weapon is set to prefer primary target they will always fire at the same target so it might not be as noticable.

@pluto: While it is possible to set up prototype cloaking style systems that disabled on movment, on fire, or on enemy proximity I am not sure if I want to do this as like I said cloaks where never designed to be other the other 3 sides. Its just a line of code i forgot to remove from each of them before i packed it for release :P


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 PostPosted: 10 Mar, 2009 
 
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Oh and one last little thing. At least once you've upgraded your commander with some of the new weapons, it will hunt out the enemy ACU if it's within gun range. This was making it kind of hard for me to take out a base and all the units that were trying to kill me. I remember mentioning this before, but I don't know if you even changed anything to begin with or if this is a by-product of some of the code.

Oh and can't wait to start spreading this mod around the community, you've done a great job so far.


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 PostPosted: 10 Mar, 2009 
 
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I went down the defensive path (shields) with a UEF ACU. He went into battle maxed out on those upgrades, but with no vet. As he gained vet levels his health did not receive buffs. Is that by design? The shield health and regen kept him plenty safe, but I was suprised to see the numbers remain the same.

I'll have to look again about this. So far it seems like the ACUs spawn without being pre-selected. I have to select them to get the build menus up. Then, unlike the plain ACUs, I have to do it the following game as well.

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 PostPosted: 10 Mar, 2009 
 
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Awesome, now we just need LOLZMOARGUNZORZ :lol:

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 PostPosted: 10 Mar, 2009 
 
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@regabond: I have absolutly no idea what it does this as the wepaon priority code is still the same as the default commanders. Unless it has something to do with a script that it running in the background. Worse comes to worse i'll rewrite the targetting priorities :P

@mocafrost: Far as I knew the vanilla FA vet buffs only gave regen to commanders. Unless there is something on the back end that I am missing. I'll take a look to double check though in truth I am not too sure its really needed at this point lol.

The second one I think has to do with another piece of code that I probobly missed (aka outside the scripts I have written). It might be part of the UI system that looks for a commander by unitID and then selects it by default. If thats what it is then yes you would pretty much have to select the ACU at the start of each game. Unless i can track down the script so I can hook my unit IDs into it.


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 PostPosted: 10 Mar, 2009 
 
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Health buffs wouldn't be necessary late game with upgrades, but they are very helpful in the early stages. Here are the FA vet bonuses: http://supcomdb.com/db/unit_details/2/3/uel0001

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 PostPosted: 10 Mar, 2009 
 
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mocafrost wrote:
Health buffs wouldn't be necessary late game with upgrades, but they are very helpful in the early stages. Here are the FA vet bonuses: http://supcomdb.com/db/unit_details/2/3/uel0001


Lol i am starting to not trust soem things in the SupCom Database... I have found numerous discrepencies between what that shows and what the code actually does ingame. A Good example is the CYbran's Microwave Beam which shows as doing 4000 dps (800 damage every 0.2 seconds) when in reality its coded to do 8000dps (800 damage every 0.1 seconds) :P

So i will let you know a definate answer when i actually look into the code side of it. lol


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 PostPosted: 11 Mar, 2009 
 
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Actually, SupCom DB is right.
Beam damage is done every 0.1 + BeamCollisionDelay seconds.
So if BCD = 0 the beam doesn't instakill.
Tested it ingame - 4000 dps.

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 PostPosted: 11 Mar, 2009 
 
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 PostPosted: 11 Mar, 2009 
 
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i skimmed over the pages and didn't find this bug. when playing a game as seraphim i upgraded his advanced engineering suite(the one that gives resources), and it didn't allow for the building of anything past tech 1. i had upgraded it to tech 3 but wasn't allowed to tab over to tech 2 and 3. they were grayed out like i didn't have the upgrades.

awesome mod BTW, it really completes blackops.


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 PostPosted: 12 Mar, 2009 
 

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St.Morpheus wrote:
i skimmed over the pages and didn't find this bug. when playing a game as seraphim i upgraded his advanced engineering suite(the one that gives resources), and it didn't allow for the building of anything past tech 1. i had upgraded it to tech 3 but wasn't allowed to tab over to tech 2 and 3. they were grayed out like i didn't have the upgrades.

awesome mod BTW, it really completes blackops.


I had the same issue with the aeon com.


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 PostPosted: 12 Mar, 2009 
 
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I've had a good time playing with these during my limited opportunities so far. The upgrades (lvl 2 & up) are difficult to get in competitive games, but very rewarding. That strikes a satisfying balance for me.

Seraphim ACU feedback:

- Engineering/Combat Engineering upgrade does not allow it to build higher tech units. I'll double check later, but I don't think resource production was increased for the Engineering upgrade (may have upgraded but failed to display on selection/mouse over)

- Lambda field and TML work great. Lambda is especially entertaining vs T1 arty

- No "gate in" audio (explosion etc)


Intel upgrade brainstorm:

- Cybran retains traditional stealth and cloak

- Aeon/UEF could get one of the following...

Large radius omni or rechargeable "burst omni"

Increased LOS via recon drones (patrol near ACU at altitude, possibly targeted by AA, rebuild quickly when lost)

Intel flare (small area, long range, rechargeable)

A burst stealth/omni would be a last ditch idea for other factions


Random Upgrade idea - Aeon have a unique sacrifice ability for builders except the ACU. What if the Aeon ACU had the ability to instantly use all of the mass/energy in storage on a project (with a couple minutes cool down)?

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 PostPosted: 12 Mar, 2009 
 
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@St.Morpheus: I think I know what i missed on those so thats actually an easier fix than some of the others. I will make sure its added tot he list.

@mocafrost: They do get harder to get the more active the game is. The real question is how much harder are they. Whats the average game time for your compeditive games? Cause in theory you should be able to get a nearly maxed ACU at about the 1hr mark unless your just too busy fending off hordes of enemies :P

Hmm I coulda swore the gatein effects worked fine on my machine. Oh well I'll put ito n the list for double checking anyway.

And chances are since the script breaks trying to unlock the ability to build T2+ things on the engineering it may also be stalling out the script that increases resorce production as I think its suppost to do that after it unlocks the tech :P

As for the intel brainstorms lets see...

I like the idea of recon drones as I think it would probobly fit the UEF quite well. Problem is they would get shot down quite easily if they where destroyable. I'll think i will still look into it afterb ugfixes are done.

One thing i found in the code for the serephim ACU was something GPG removed from it is the ability to do remtoe viewing like the Aeon's Optics Facility. Probobly why it was removed is because they gave that ability to the Aeon. Mightb e an option to add it but wow that would make the artillery dangerous (once its working right anyway) :P


I don't think the rapid build idea would work too well. even with a few mins cooldown and assuming the player has crappy storage capacity it would take such a chunk off the build time of Experimentals and Game Enders that if a player actually planned for it (matrixes for extra storage or something) it could mean instant experimentals which then completely topples the balance. Simply put there isn't much of a downfall to it, especially since after Aeon get a Paragon they can pretty much get their storage refilled without fail before the next use sequence.


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 PostPosted: 12 Mar, 2009 
 
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Not really sure how or why this happened. But I was using the Cybran ACU. I upgraded it to the max with speed/tele/regen, lvl 3 EMP, and lvl 4 resource build suite. Then I sent him into hit and run tactics. By the end he had 420 kills and 96k health!!! I'm not sure if that is supposed to happen or not but veterancy for all the ACUs might need to be tweaked...

It was awesome having a commander with as much hp as a GC though hehe


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 PostPosted: 12 Mar, 2009 
 
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regabond wrote:
Not really sure how or why this happened. But I was using the Cybran ACU. I upgraded it to the max with speed/tele/regen, lvl 3 EMP, and lvl 4 resource build suite. Then I sent him into hit and run tactics. By the end he had 420 kills and 96k health!!! I'm not sure if that is supposed to happen or not but veterancy for all the ACUs might need to be tweaked...

It was awesome having a commander with as much hp as a GC though hehe


Did you use the total vet mod? I tried it twice with this, and my ACU's became real death machines.

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 PostPosted: 12 Mar, 2009 
 
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regabond wrote:
Not really sure how or why this happened. But I was using the Cybran ACU. I upgraded it to the max with speed/tele/regen, lvl 3 EMP, and lvl 4 resource build suite. Then I sent him into hit and run tactics. By the end he had 420 kills and 96k health!!! I'm not sure if that is supposed to happen or not but veterancy for all the ACUs might need to be tweaked...

It was awesome having a commander with as much hp as a GC though hehe


Technically if it works for all the ACUs I probobly wouldn't tweak it. I am just not sure if its working with all of them yet as I have other bugs that need to be fixed before i can actually test.


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 PostPosted: 12 Mar, 2009 
 
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I'll take a deeper look at it. Cuz that was an insane amount of HP. Oh and no other mods were used.


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 PostPosted: 12 Mar, 2009 
 
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Seraphim ACU resource production does increase with the engineering upgrade as it should. I was mistaken.

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 PostPosted: 14 Mar, 2009 
 
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I just figured I would post so you guys don't think I was ignoring you. Its been a burnout week basically between RL issues and the fact that I was sick of looking at code after writing all this I hadn't actually started on fixes.

That said i am working on them now and as of this post Serephim is working.
Seraphim Bugs Fixed:
-Teleporter Avalible with T2 Sensors
-Cloaking Removed from ACU (as it wasn't intended to be there)
-OC Buffs Checked to verify proper damage was being implimented at each level of combat pack.
-Final OC upgrade changed to use Hawk's OC Projectile.
-T3 Combat no longer swaps out for nuke missles (missed 2 lines of code for that bug)
-Serephim Build list is working properly (It was trying to load UEF Blueprints lol)
-Serephim Warpin sounds work properly (Was told they wern't working on some of the ACUs so i am checking each.)

My Goal as stated in big red letters in the 2nd post of this thread is to have v1.1 release this weekend so I will keep pluggin away at it. Last min to report any bugs that arn't listed in that post so that I can take a look at them.

Note: v1.1 is going to mainly be a bugfix version and as such will not include new content additions that have been suggested or mentioned so far. This is mainly in reference to the unique sensor pack suggestions that have been posted about and discussed.

I am also keeping Serephim with only a single basic gun upgrade for the time being as we like having individual pieces for each of the gun upgrades however my modelor is busy doing the animations for Blackops: Unleashed models atm.


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 PostPosted: 14 Mar, 2009 
 
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Exavier Macbeth wrote:
I don't think the rapid build idea would work too well. even with a few mins cooldown and assuming the player has crappy storage capacity it would take such a chunk off the build time of Experimentals and Game Enders that if a player actually planned for it (matrixes for extra storage or something) it could mean instant experimentals which then completely topples the balance. Simply put there isn't much of a downfall to it, especially since after Aeon get a Paragon they can pretty much get their storage refilled without fail before the next use sequence.

What if it didn't use ALL of the storage, but up to a max of like 10.000 (just an example) or so? I think it would be a quite nice thing to have, especially since Aeon lack engineering-stations


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 PostPosted: 14 Mar, 2009 
 
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HAL 9000 wrote:
Exavier Macbeth wrote:
I don't think the rapid build idea would work too well. even with a few mins cooldown and assuming the player has crappy storage capacity it would take such a chunk off the build time of Experimentals and Game Enders that if a player actually planned for it (matrixes for extra storage or something) it could mean instant experimentals which then completely topples the balance. Simply put there isn't much of a downfall to it, especially since after Aeon get a Paragon they can pretty much get their storage refilled without fail before the next use sequence.

What if it didn't use ALL of the storage, but up to a max of like 10.000 (just an example) or so? I think it would be a quite nice thing to have, especially since Aeon lack engineering-stations


So instead of a rapid construction its just a construction influx... Hmm i think i will add that to the list of "See if its possible" and take a look. That list is getting long :P


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 PostPosted: 14 Mar, 2009 
 
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Aeon Bugs Fixed:
-Maelstrom (aka Disintigration Field) is working properly
-Chrono Damp is working properly
-Artillery Fireing immediatly after being built has been fixed.
-Artillery Mode toggle is now working correctly.
-Build Lists are working correctly (liek Serephim it was trying to load UEF Blueprints lol)
-Phason Beam adjusted slightly in both damage & splash radius. (Aparently the beam was set too thin to be very good at registuring collisions properly when moving lol)

New Aeon Known Issue:
-Slightly Jerky Animation when Artillery Mode is toggled. This has to do with the way the ACU resets to forward position when its gun stops fireing. It takes a second for the game to registure turret movment changes. Its just a graphical glitch and while there is a way to code i have to play with it a little more than I want to for this release.
-Aeon Artillery Mode Animation Twitching. Caused by trying to tell the ACU to move while its in artillery mode. This is due to the fact that the unit tries to start playing the move animation when it has no speed. See new Feature for why it has no speed.

New Aeon Adjustment:
-Artillery Mode Renders ACU Immobile. Because of how the game handles targetting there is a slight issue when the main weapon of a unit is disabled. Specifically the unit will wander at random like its trying to find the proper range so it can shoot. Because of this I have made it so the ACU can't move when in artillery mode which also makes it more vulnerable to counter artillery battery. Its a good thing you have stealth & shield options for the ACU hu? :P

Now to move on to the next ACU to debug :P


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 PostPosted: 14 Mar, 2009 
 
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Ecarus wrote:
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?


Has anyone else been able to reproduce this? I have tried testing for it several times and just can seem to duplicate the issue. If they do manage to duplicate it please let me know and save a replay. I'll PM you an email to send it to.


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 PostPosted: 14 Mar, 2009 
 
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Well I feel like I am talking to myself today :P

Oh well. I got all the nice little bugs that cropped up for the release squished. At least as far as I can test them so we shall see once it gets out there.

Now I am working on a few adjustments that didn't make it into the first release due to time crunch that should be avalible this time around. These are the "optional" items ppl may have seen me mention when I was posting in Hawk's Thread.

This includes:
-Aeon Quantum Maelstrom Effects (Disintigration Field)
-Aeon TMD (Part of one of the Maelstrom Backpack Series)
-Aeon Counter Torpedos (Reason they have a three tubed torpedo launcher that only fires 2 torpedos)
-UEF Gatling Cannon Muzzle changes (Have the wrong muzzle flash being used atm)

Most of them wern't really directly combat oriented so wern't a high priority for the first release after I had been up for 30hrs strait lol. I do intend to get them working for this release however.

I am also working on the following tweaks that where suggested in the thread that I decided to include.
-RAS Adjustments: For now I gave Aeon & Serephim a 50% boost to their RAS to diferenciate the fact that they normal have two stages for their RAS upgrades. I'll tweak it a little more for faction diversity later but hopfully this will work till I get more general balance imput from the community due to haveing the ACUs fully functional now.
-Upgrades Changing Weapon Effects: Part of the comments dealing with the fact that the Serephim OC didn't have the effects Hawk had made for it was weither or not I could or would change the UEF Gatling gun's color slightly after each upgrade. I have decided to give this an attempt and if it turns out to look nicley I may do somethign similar to every weapon in this mod as I think it would be kinda neat. Granted you'd have to wait till the release after this one for me to go that far so right now just the UEF Gatling Cannon.

List of Overall Fixed Bugs:
UEF
-Removed Cloaking Device
Cybran
-No Bugs Reported
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
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
General
-Double Checked to make sure warpin sounds where activating properly.

Well there is the list. Hopfully I will be done with the other things sometime tomorrow (Sunday) so I can pack it up and ship it out. And hopfully the vault plays nice with me this time so I can put a copy in there.


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