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Bastilean
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Posted: 21 Mar, 2011
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Joined: 25 Mar, 2010 Posts: 1495
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madface wrote: I like what you're doing with this mod. I think I'm going to require it as the SC2 portion of my Unholy Alliance mod  Mithy was telling me I could make the mod more mergeable, and he is working on improving hooking and shadowing to include SimInit.lua. I cannot promise a time frame on any improvements ofcourse. Looking at my mod folder, it is easy to see I have destructive files in my lua.scd and dlc1_lua.scd. Determining which of these files are modified is easily deduced by noting the more recent date modified.
_________________ Yeah Toast!
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Bastilean
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Posted: 21 Mar, 2011
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Joined: 25 Mar, 2010 Posts: 1495
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Version 1.136 Fatboy script has been improved. Bomber script related to Bomb Camera has been improved.
Besides conversion structures of which I concede to Mithy's work, merge-ability improvements and user interface (UI) improvements the Balance and Playability of SupCom2+DLC1 feels complete to me.
I will be sticking around creating new content, so if there are updates or patches to integrate with, B&P Mod will be updated.
_________________ Yeah Toast!
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redmoth
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Posted: 26 Mar, 2011
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Joined: 28 Aug, 2010 Posts: 951
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Hope to see some more updating soon, good going  !
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Bastilean
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Posted: 23 Apr, 2011
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Joined: 25 Mar, 2010 Posts: 1495
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1.137 Big Update to Balance and Playability Mod!
a. Cybran ACU Over-Under Weapon shoots Over-Under! (purely visual improvement)
b. Cybran ACU now fires it's main weapon with the nanobot weapon too when appropriately upgraded. - Reduced Rate of Fire of nanobot weapon in half. - Nanobot Weapon is no longer affected by Training III. This change make the Nanobot weapon a secondary weapon used along side the main gun.
c. All ACUs range increased pre-range upgrade. - Range 20 > 24 (range 30 with 25% range upgrade) This change improves the Cybran ACU main weapon and overcharge as well as improves the ACUs whom don't upgrade.
d. Removed the Energy Cost increase on Over Charge for All ACUs. - Energy Cost back to normal 2000 - Reduced the AOE 5 > 3 - Over Charge AOE now benefits from Training III 3 > 5.5 Overall potential remains but the RP cost to get there is increased.
e. Jump Jet - speed increased from +100% to +200%.
f. Mega Armor - speed increased from -80% to -50%.
g. Field Engineer Improvements Previously: - Field Engineer are affected by Heavy Shield upgrade. - Field Engineer research branch improved. Recently: - Renamed Sparky after the Field Engineer in Forged Alliance. - Now Reclaims! - Now Captures - Builds basic Defensive and Economic Structures. - Improved Radar to Engineer Radar level. Cannot build research, factories, LRA, gantries or experimentals.
h. P-Shield - Health 560 > 560 - Shield Health 600 > 2000 - 56|150|17 > 112|300|34
i. New Toggles (on screen buttons) for Submarines compliments of LiveOrDie Improved command of your submarines. -One toggle for submerge -One toggle for surface -Single Toggle left in while I figure out how to keybind.
_________________ Yeah Toast!
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redmoth
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Posted: 25 Apr, 2011
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Joined: 28 Aug, 2010 Posts: 951
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Hmm, strange... I just played a 1v1 against an ai, and It wouldent rebuild its mass extractors. In fact, It almost wouldent rebuild anything. It basically almost went Idle once I destroyed its building. At the end when my darky came to kill him, there was just an acu standing there with a radar and a egen. does the ai have issues with the mod, bast? I have mod manager v9, mod support v7 and revamp map pack (wich shouldent cause any issues). the game was played on coallition shipyard (an unmodded map)
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Bastilean
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Posted: 26 Apr, 2011
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Joined: 25 Mar, 2010 Posts: 1495
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Haven't tested the AI for this version, but I am not sure what could be causing the AI to stop building.
Since I haven't added any new units or read/modded the AI code, I can't really say what could have happened for sure. Honestly, the biggest issue I have run into with the AI so far is that I haven't reprogrammed it to actually build previously useless units such as the Wilfindja, so it is very rare you will see the AI build them against you.
I wonder if it has to do with the Field Engineer I added structure construction options to. It's hard to believe this would be an issue. What faction was the AI playing?
I will try to reproduce the problem.
_________________ Yeah Toast!
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redmoth
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Posted: 27 Apr, 2011
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Joined: 28 Aug, 2010 Posts: 951
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Aeon, not uef. I was Uef. strange indeed
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liveordie
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Posted: 27 Apr, 2011
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Joined: 02 Jul, 2010 Posts: 1261
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paxton666
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Posted: 27 Apr, 2011
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Joined: 14 Dec, 2007 Posts: 58
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liveordie
Will you make me a mod that will do the scaling only? I like the Balance and Playability Mod v1.137 and I just want to add the reduced scaling so it is more like FA in scope. I know your revamp expansion has the FA scaling.
thanks.
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liveordie
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Posted: 27 Apr, 2011
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Joined: 02 Jul, 2010 Posts: 1261
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paxton666 wrote: liveordie
Will you make me a mod that will do the scaling only? I like the Balance and Playability Mod v1.137 and I just want to add the reduced scaling so it is more like FA in scope. I know your revamp expansion has the FA scaling.
thanks. Yes thanks to mithy and hes scaling code he created ill be releasing one soon ill post some more info when I'm closer to releasing it.
_________________ Creator of SupCom2 Revamp Expansion Mod


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paxton666
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Posted: 27 Apr, 2011
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Joined: 14 Dec, 2007 Posts: 58
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Awesome, thanks. Can't wait to get that mod  Do the mobile builder and massive conversion mods work ok with the Balance and Playability Mod v1.137?
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redmoth
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Posted: 27 Apr, 2011
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Joined: 28 Aug, 2010 Posts: 951
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liveordie wrote: paxton666 wrote: liveordie
Will you make me a mod that will do the scaling only? I like the Balance and Playability Mod v1.137 and I just want to add the reduced scaling so it is more like FA in scope. I know your revamp expansion has the FA scaling.
thanks. Yes thanks to mithy and hes scaling code he created ill be releasing one soon ill post some more info when I'm closer to releasing it. Pretty damn nice 
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Bastilean
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Posted: 27 Apr, 2011
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Joined: 25 Mar, 2010 Posts: 1495
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paxton666 wrote: Awesome, thanks. Can't wait to get that mod  Do the mobile builder and massive conversion mods work ok with the Balance and Playability Mod v1.137? LoD's Mobile Builder v0.95 does not fully support Vanilla Supreme Commander 2 or B&P Mod yet, but you can try it out and provide feedback to LoD.LoD wrote: USER NOTE FOR PLAYERS NOT USING REVAMP Because the normal build menu only supports 10 units and there's more experimental's that build slots this is why im releasing this for testing and feed back for the time being a work around will be created to fix this problem, Maybe the units will be spaced out between the ACU and engineers, I'm not sure yet  . Mithy's Massive Conversion Mod is fully compatible with B&P Mod v1.137.
_________________ Yeah Toast!
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paxton666
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Posted: 27 Apr, 2011
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Joined: 14 Dec, 2007 Posts: 58
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liveordie
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Posted: 27 Apr, 2011
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Joined: 02 Jul, 2010 Posts: 1261
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advlex
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Posted: 06 May, 2011
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Joined: 26 Feb, 2007 Posts: 162 Location: Mars
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Something wrong with the Cybran ACU's targeting ability with its 2nd hand weapon. Might caused by the lack "preferprimaryweapon...." thing, I guess. How did you modify the JJ speed? 
_________________ Sora Bean!!!
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durruti
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Posted: 06 May, 2011
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Joined: 25 Jan, 2009 Posts: 86
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what does slavedtobodyarcrange for the c-rex actually do? and an idea i just had: if uef was now lacking in ground-based late-game anti-air, how about a little change to the meteor? make it deployable and when it is deployed, its missiles will be anti-air. (this could be activated through research and replace the wimpy anti-air addon.) also, could you ask machater to include his formation fix?
Last edited by durruti on 06 May, 2011, edited 1 time in total.
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Mithy
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Posted: 06 May, 2011
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Joined: 19 Jul, 2009 Posts: 2972
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durruti wrote: what does slavetobodyarcrange for the c-rex actually do? Makes it turn toward any target that's outside of that arc range from the center of the unit. So if the weapon has a 90 degree arc range on either side, and a SlavedToBodyArcRange of 180 (which covers both sides), the unit will turn to face any target that's outside the arc range of that turret.
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durruti
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Posted: 08 May, 2011
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Joined: 25 Jan, 2009 Posts: 86
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hm, i see, guess i'll still test the in-game difference.
regarding what advlex mentioned, wouldn't it work to have a targeting weapon for the torso and the 2 arm mounted weapons firing slightly inwards?
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Bastilean
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Posted: 08 May, 2011
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Joined: 25 Mar, 2010 Posts: 1495
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advlex wrote: Something wrong with the Cybran ACU's targeting ability with its 2nd hand weapon. Might caused by the lack "preferprimaryweapon...." thing, I guess. How did you modify the JJ speed?  I actually tested the weapon to make sure it worked a few times, because originally I had this and another problem. There were a couple iterations. I also tested the right arm in game. I will run another test with the file I uploaded. To change the JJ speed, I changed the code in BuffDefinitions.lua.
_________________ Yeah Toast!
Last edited by Bastilean on 08 May, 2011, edited 1 time in total.
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Bastilean
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Posted: 08 May, 2011
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Joined: 25 Mar, 2010 Posts: 1495
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durruti wrote: what does slavedtobodyarcrange for the c-rex actually do? Everything Mithy said is true. It is to help reduce derp. C-Rex has a tendency to not fire under certain situations. Some of us call this kind of unit activity derp. This code is intended to reduce the C-Rex's targets to what it's skeleton can actually rotate to, because it's head can not rotate 360 degrees like the turrets on a fatboy. durruti wrote: and an idea i just had: if uef was now lacking in ground-based late-game anti-air, how about a little change to the meteor? make it deployable and when it is deployed, its missiles will be anti-air. (this could be activated through research and replace the wimpy anti-air addon.) also, could you ask machater to include his formation fix? UEF has a lot of AA options. Although I have significantly reduced the effectiveness of some of the UEF AA, I do not feel that UEF is unequipped to defend against air. If you are interested primarily in AA, consider building the Mobile AA with the land turret upgrade. Machater has been very helpful. His 'formation fix' code is in use. In some ways more than just formation fixing. I will spare you the details unless you are more interested.
_________________ Yeah Toast!
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Bastilean
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Posted: 11 May, 2011
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Joined: 25 Mar, 2010 Posts: 1495
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advlex wrote: Something wrong with the Cybran ACU's targeting ability with its 2nd hand weapon. Might caused by the lack "preferprimaryweapon...." thing, I guess. Did some play testing. The Nanobot weapon had no trouble finding targets. Are you concerned that the weapon does not always target the same enemy as the main weapon? Some of this may be caused by the range difference between the main weapon and the nanobot weapon. The main weapon will not fire if it it is out of range and the nanobot weapon is. Also, the two weapons may find separate targets if you don't select one. Having an ACU with a gun on each arm firing at separate targets is pretty cool in my opinion. Thank you for the comments.
_________________ Yeah Toast!
Last edited by Bastilean on 02 Jun, 2011, edited 1 time in total.
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advlex
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Posted: 16 May, 2011
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Joined: 26 Feb, 2007 Posts: 162 Location: Mars
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Bastilean wrote: advlex wrote: Something wrong with the Cybran ACU's targeting ability with its 2nd hand weapon. Might caused by the lack "preferprimaryweapon...." thing, I guess. Did some play testing. The Nanobot weapon had not trouble finding targets. Are you concerned that the weapon does not always target the same enemy as the main weapon? Some of this may be caused by the range difference between the main weapon and the nanobot weapon. The main weapon will not fire if it it is out of range and the nanobot weapon is. Also, the two weapons may find separate targets if you don't select one. Having an ACU with a gun on each arm firing at separate targets is pretty cool in my opinion. Thank you for the comments. Indeed it's cool to have it fire on different targets! However due to the yew limitation the second weapon will sometimes try to target a unit which is out of its yew range, and won't automatically select one that it can reach. It's like C-rex when it is ordered to walk along and its head just try to turn towards something behind it and won't target anything in front of it.
_________________ Sora Bean!!!
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Bastilean
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Posted: 20 May, 2011
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Joined: 25 Mar, 2010 Posts: 1495
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advlex wrote: Bastilean wrote: advlex wrote: Something wrong with the Cybran ACU's targeting ability with its 2nd hand weapon. Might caused by the lack "preferprimaryweapon...." thing, I guess. Did some play testing. The Nanobot weapon had not trouble finding targets. Are you concerned that the weapon does not always target the same enemy as the main weapon? Some of this may be caused by the range difference between the main weapon and the nanobot weapon. The main weapon will not fire if it it is out of range and the nanobot weapon is. Also, the two weapons may find separate targets if you don't select one. Having an ACU with a gun on each arm firing at separate targets is pretty cool in my opinion. Thank you for the comments. Indeed it's cool to have it fire on different targets! However due to the yew limitation the second weapon will sometimes try to target a unit which is out of its yew range, and won't automatically select one that it can reach. It's like C-rex when it is ordered to walk along and its head just try to turn towards something behind it and won't target anything in front of it. Please provide a replay with an approximate time of occurrence.
_________________ Yeah Toast!
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Mithy
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Posted: 20 May, 2011
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Joined: 19 Jul, 2009 Posts: 2972
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The moho engine's weapon system is really not configured to use two yaw bones per weapon. Right now, I assume you have the yaw bone for both weapons set to the torso? This means that the primary weapon will determine which target gets aimed at, while the other weapon attempts to fire at a target that it can't yaw to face.
You could set the arm itself as the yaw bone for the nanobot gun, but I can assure you that you'll get some very janky-looking results, even if the arm was properly set up for turret articulation (basically, the main gun arm will be fixed, and the other arm will be going all over the place trying to shoot at stuff.
If both arms belonged to the same weapon, you could use the turret dual-manipulators system to have them both aim inward at a target, while the torso does the major yaw work. But since they're separate weapons, there's no way to coordinate them like that. The best you could do would be a LOT more work: adding a dummy weapon as primary that uses the torso as the yaw bone, setting each additional weapon's yaw bone as the arm they're on, and limiting their motion and giving them a target restrict yaw equal to their movement restriction. All for pretty minimal payoff, since most of the time they'll just be shooting at the same target anyway, and they'll still look a bit funny when shooting at different targets.
tl;dr, you've watched too many john woo movies
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