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 PostPosted: 25 Mar, 2010 
 

Joined: 23 Aug, 2009
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P.S.: My mod will work with ANY patch because it overwrites original values. At the moment I'm working on the latest patch and next release will start from it for further improvements, so it will be perfectly compatible. You can see the TO DO LIST for an idea of what is coming next.


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 PostPosted: 26 Mar, 2010 
 

Joined: 23 Aug, 2009
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We will be back soon when we'll receive a better mod support and with a decent patch.


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 PostPosted: 03 Apr, 2010 
 

Joined: 23 Aug, 2009
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Ok Mod version 0.8 Released. Look at 1# post to see the new changes.

EDIT: NEW MOD LINKS AVAILABLE!


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 PostPosted: 07 Apr, 2010 
 

Joined: 03 Mar, 2010
Posts: 83
Location: Italy
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this seems really interesting !

I'll give it a try thank you for your work!!!


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 PostPosted: 08 Apr, 2010 
 

Joined: 23 Aug, 2009
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Latest Update 1.1b
3 Modules wen to 1.1 Version.


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 PostPosted: 12 Apr, 2010 
 

Joined: 03 Jun, 2007
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Can the version 1.1 modules be used with the other modules that are still at version 1.0?


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 PostPosted: 12 Apr, 2010 
 

Joined: 23 Aug, 2009
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Quote:
Can the version 1.1 modules be used with the other modules that are still at version 1.0?


Sure, but you need to delete 1.0 files from the same module.


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 PostPosted: 12 Apr, 2010 
 

Joined: 23 Aug, 2009
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Soon I'll release 1.10 Patch Compatibility Release (aka Mod Version 1.2). It will fix random crashes provided by some missing files.

EDIT: Upping Mod Version 1.2. It has all the new patch additions (only 2 things are missing: ac-1000 blast radius and bs max radius is set to 112 and not 115). No problems have been found yet.


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 PostPosted: 13 Apr, 2010 
 

Joined: 23 Aug, 2009
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New Version 1.2 Upped and ready for download. It contains the last missing files.


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 PostPosted: 13 Apr, 2010 
 

Joined: 03 Jun, 2007
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How does the AI work with these changes? Is it able to adapt to things like the research station and economy changes?

Also, is there any reason not to combine these 7 files into one and just have a single mod file? It would help on the download, just a thought.


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 PostPosted: 13 Apr, 2010 
 

Joined: 23 Aug, 2009
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Since this mod alters numbers, AI will work like the vanilla game. After many stress tests, I did not notice any strange behavior.
The main reason of the module system is that module mods can be uploaded (and downloaded) easily. For example, if the new version changes are just for Structure module, it can be uploaded quickly since it is 9MB; instead, a single module requires that the full block (150+MB) has to be downloaded again. If the mod becomes stable and played by the community, a single module version will be surely released.

EDIT: Today I did a mod test with almost every land unit and the result was great. If anyone is interested in testing the mod, let me know. It starts to be interesting, and a bunch of guys asked me to play the mod, which is positive.


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 PostPosted: 13 Apr, 2010 
 

Joined: 03 Jun, 2007
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I've downloaded this mod, and will be trying it with my group of friends in the next few weeks. I'll report back as I have any insights.


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 PostPosted: 13 Apr, 2010 
 

Joined: 23 Aug, 2009
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Thanks for appreciating my work! That's good to know that there are other people interested in.


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 PostPosted: 14 Apr, 2010 
 

Joined: 23 Aug, 2009
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I'm looking for testers; if someone is interested in, let me know.
At the moment we tested with cross fights all 3 factions using almost every land unit (experimentals included). The balance test has been successful (only one unit is underpowered).

Further tests are still required for air \ naval and mixed units. PM if you want to help me :)


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 PostPosted: 14 Apr, 2010 
 

Joined: 23 Aug, 2009
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Tested almost every naval land and air units. A minor correction for a module will be released soon, as the single module mod.


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 PostPosted: 15 Apr, 2010 
 

Joined: 23 Aug, 2009
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For those who asked, I released a single module version. It contains minor fixes, so it is more updated than the old multi-module version.


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 PostPosted: 15 Apr, 2010 
 

Joined: 03 Jun, 2007
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Thanks, I'll download it now. Might get a chance to try it this weekend! :)


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 PostPosted: 15 Apr, 2010 
 
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Joined: 01 Mar, 2007
Posts: 1999
Location: Perth, Western Australia
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So you just put the one SCD in the gamedata folder right? And it overrules the current files?

Also out of interest, are you using Winrar to create the SCD? Do you start with a blank one or use one of the existing ones?

_________________
My Mods:
SC - Duel AI, Close-up Camera, Alternative Music Order
FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch
SC2 - Research log in replays, Mass Extractor Balance.


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 PostPosted: 16 Apr, 2010 
 

Joined: 23 Aug, 2009
Posts: 160
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Yes, only one .scd file created by using Win7 built in zip creation.
I did as follows:
1) Put your modified content in a folder and rename it in "units";
2) Right Click on the folder -> Send to -> Zip file
3) Rename it yourmodname.scd.

It will overwrite all the content in game. Notice that you will need all .dds and animation files in order to see the structure\unit or it will crash as soon as you'll try to build them.


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 PostPosted: 16 Apr, 2010 
 

Joined: 23 Aug, 2009
Posts: 160
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As asked, in 1.22 you'll find:
- Tigershark Damage 135 -> 110, cost exactly a half of a salem;
- Distruptor Damage\Radius enhancement removed;
- Kraken torpedo Radius 25% better than tigershark (60 exactly);
- Demolisher\Brackman damage set to 200, damage radius 5, max radius 30->36;
- Possible issues with 1.11 solved;
- Adaptor fix: shield 650 -> 450, Damage Adsorbed 85% -> 80%.

Since it is a stable and balanced version, 1.22 could be considered my last update for a bit of time. My mod support will continue if new patches will be released.
If anyone wants to play it, you may find me (Esch1lus) in steam.


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 PostPosted: 18 Apr, 2010 
 

Joined: 23 Aug, 2009
Posts: 160
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VERSION 1.22 Released.


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 PostPosted: 18 Apr, 2010 
 

Joined: 23 Aug, 2009
Posts: 160
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QUICK FIX
http://www.mediafire.com/download.php?dyl4jmtnzdm
PGEN 120\250 -> 200\400

HOW TO INSTALL
Simply open .scd mod file with winzip\winrar\7zip, then overwrite the files you find in the fix .zip.

You'll find them in the following folders:
\units\UCB0702
\units\UIB0702
\units\UUB0702


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 PostPosted: 21 Apr, 2010 
 

Joined: 23 Aug, 2009
Posts: 160
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Update 1.22 with fix included:
http://www.mediafire.com/download.php?tjmymlhzzmy

The previous link has been deleted in order to avoid possible download errors.


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 PostPosted: 22 Apr, 2010 
 

Joined: 19 Feb, 2007
Posts: 104
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Esch1lus i used your mod and wow...that feels like in the old days...like SC/FA...great rebalance..that's how the game should have been from the start.

Only thing what would be nice as an addition to your mod is a PD that is expensive and damages only experimentals. That would be the last piece of the puzzle because with slower research you really have to focus in getting some good defence against Experimentals asap.

And for a really great experience Machaters AI Mod makes it really a well rounded and very challenging game against the hard AI :mrgreen: Those 2 mods crushed me after 45 minutes..i really went down in flames


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 PostPosted: 22 Apr, 2010 
 

Joined: 17 Nov, 2007
Posts: 298
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With the version I just released minutes ago(thanks to latest GPG pach), you have no chance to survive :)

_________________
SC2 Machater Mod v1.240 November 19, 2010
http://forums.gaspowered.com/viewtopic.php?f=7&t=46309

SC2 AI Mod - R.I.P.


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