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 PostPosted: 24 Feb, 2011 
 

Joined: 20 Feb, 2011
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Diamond Patch Mod II has finally been released! 15.4.2013
Description: Polishes Forged Alliance gameplay into everlasting Diamond. Supports 3599 and 3603 patch and Steam FA. Diamond is also Featured mod on Forged Alliance Forever free community based online lobby system. So you dont need this patch mod when you play there. FAF Featured mods cant be used outside FAF.

Diamond Patch Mod II is designed for pro gaming purposes. It has tighter gameplay than original Forged Alliance so map control is more important. There are less shortcuts to victory so you have to really dominate your opponent to get a win. Fixes also most of the bugs found in game. You can now use every tactic, unit or acu upgrade found in game without being labeled as "insert method here" noob. Of course haxing and glitching is not allowed(offmapping etc.). Gameplay is aimed for massive scale wars and is very much suitable also for FFA games.

Diamond Mod on Facebook! https://www.facebook.com/diamondmod Right click and open link in new tab
--
Q&A:
Question: I am a casual gamer. Does that mean this mod is not for me?

Answer: No its for everybody. Fine tuned balancing and almost neurotic bug fixing just ensures that Diamond can be used for pro gaming purposes. Most games hosted with Diamond are played just for fun.

Question: I just wanna try this mod without having to know everything. What are main differences to normal FA.

Answer: Major differences to normal FA gameplay you need to know to play Diamond are:
Tactical missile launcher is T3 not T2
You need to have a Support Commander to build Experimentals and Land nuke launchers.
----


Download from here http://www.strategyinformer.com/pc/supremecommanderforgedalliance/mod/49296.html Right click and open link in new tab

StrategyInformers servers seems down so here is alternate download link to Diamond Patch Mod II https://dl.dropboxusercontent.com/u/105 ... d%20II.rar

----

Here is the structural change log from 3599(last official GPGnet patch) to Diamond Patch Mod II

-----------------------------------------
General:

Made to always load first so you can run other mods on top of Diamond with the best possible compatibility

Fixed beamweapons not being able to hit strafing units

Seraphim torpedoes are no longer vulnerable to surface splash weapons

Disabled buggy airstaging ability from UEF Fatboy and Cybran T2 Cruiser as it let them vulnerable to air to air units when planes got stuck

Overlapping shields are passing extra damage to each other when getting hit, reducing the shield stacking effiency. This affects a little more on mobile shields than on static shields. Credits to Ze_PilOt

-----------------------------------------
Command:

Fixed Sera commander OC miss hit issue
Fixed Sera scu being reclaimable
Sera ACU adv restofields buggy 10% health bonus removed
Fixed sera scu nano repair upgrade wrong health bonus
Fixed sera acu's restoration field upgrade and advanced restoration field upgrade to not repair the ACU
All Units shooting at the Seraphim ACU now aim at the correct bones instead of the feet.
Fixed Sera ACU t3 upgrade wrong health

Fixed UEF ACU friendly damage bug. Credits to FuryoftheStars
Fixed an issue causing injured ACU to drop energy, shields and intel when staying near engineer stations or assist ordered engineers

Prevent ACU Upgrade to be acquired at a lower cost through cancelling --> Prevents the using of the upgrade bug. 3603 fix. Thx for help to Koecher

Fixed Cybran ACU torpedoes hit bottom of the sea issue after ACU being transported
Swapped Reso Up and Laser Up on Cybran Commander so Tele+Laser is not possible combination anymore
Removed teleport upgrade from Aeon and Sera support commander as it was only used for sniping antinukes

Cybran ACU's stealth costs increased from 350M 5250E 35 seconds buildtime to 550M 8000E 50 seconds buildtime

Aeon and UEF ACU's personal shields rebalanced. They now gives half amount of hp from their stage 2 heavy shield values.
Aeon from 1500M 93750E 29000hp buildtime 1250 to 2200M 120000E 22000hp buildtime 2000
UEF from 1500M 112500E 24000hp buildtime 1500 to 1800M 108000E 18000hp buildtime 1800

All commanders T3 upgrade wrong regen rates fixed
T3 upgrade costs increased from 2400M 50000E to 3000M 65000E. Buildtime stays original

Tactical missile upgrade for UEF and Sera ACU
Mass cost raised from 1000 to 3600
BuildcostEnergy raised from 50000 to 150000
Buildtime tripled

UEF ACU's Billy reload timeout increased to avoid rapid firing through assisting. can now shoot once every 30 seconds.

T3 Commanders and T3 engineers can no longer build T4 stuff. Use Support Commanders to build T4.

------------------------------------------
Engineers:

Fixed Sera t1 engineer assist delay issue
T2 engineer buildrate increased from 10 to 15 (uef t2 sparky too)
T3 engineer buildrate increased from 15 to 30(buildrates on different techs are now closer together masswise)

-------------------------------------------
Buildings:

Fixed mex upgrade bug(3603 fix)
T1 energy storage now stores 6000E instead of 2000E
Fixed an issue on t1 point defences causing ACUs to shoot through them and missing
Fixed wrong target bones bug on Aeon and Sera t1 pd making enemy units shoot too low to them
Fixed all factions t1 torpedo launchers not get hit by beam weapons issue

T2 tactical missile launcher moved to T3 (reason: weapon with 5 km range too "Hi-tech" for T2. Use T2 Artillery instead)

Cybran and Seraphim T2 Point Defenses dps increased.
Cybran +20% damage (damage to 11 from 9)
Seraphim +10% damage

Fixed UEF t3 ravager damages friendly units bug

All factions static Tactical Missile Launchers costs increased 50%
Cybran Missile health normalized so that the parent missile has 1 health and the child missiles have 1 health each as well. Fixed wrong maximum speed in child missiles.

Aeon T2 Tactical Missile Defense: lowered fire cycle to 1 projectile every 3.33 seconds (from 3.125 seconds)

T2 static antiair flak weapon gets +25% muzzle velocity
Fixed T2 static antiair cant shoot straight up issue

Cybran T2 Hives now correctly show stages 1,2,3 in strategic icons and in upgrade window icons

T2 Artillery Installation
Reduced mass cost by ~10%
Reduced build time by ~20%
Reduced energy cost by ~40%

Seraphim T2 Shield Generator hp lowered to 11500hp from 13000hp (still the best static t2 shield)

Cybran t2 shield stages rebalanced. It is still most expensive but not that bad. New prices and stats:
Stage 1: 200m 2000E 4000hp (+40mass)
Stage 2: 300m 3000E(=500m 5000E) 7000hp (no change)
Stage 3: 600m 9000E(=1100m 14000E) 10000hp (-200mass -3000E)
Stage 4: 1000m 16000E(=2100m 30000E) 13000hp (-200mass -8000E)
Stage 5: 2100m 35000E(=4200m 65000E) 16000hp (-300mass -5000E +2000hp)

Sera t2 sonar can now move(3 times slower than other factions t3 sonars) Increased cost from 180M 5400E to 240M 7200E and +33% buildtime. Increased MaintenanceConsumptionPerSecondEnergy from 100 to 180.

T2 static torpedo launcher range increased from 60 to 85 and dps decreased to 60dps.

Fixed Sera t2 torpedo launcher torpedoes goes though islands issue

T2 Mass fabricators build costs increased closer to T3 Mass fabs buildcosts. T2 is still little bit cheaper but T3 has much greater build speed. Thanks for help to gluck

T3 Harms increased range from 80 to 100. It is now immune to all splash damage. Dps lowered to 150dps

Cybran t3 sonar stealth range decreased from 90 to 35

T3 antiair SAMs costs decreased from 1400M 12000E to 1200M 10000E
Sera T3 antiair projectile now track targets like all other SAMs to fix the miss hit problem

T3 air factory costs raised to 4200M 84000E from 2520M 46200E
T3 land factory costs raised to 3780M 33600E from 3150M 28350E

T3 mass extractors mass income lowered from 18 (27 with mass storages) to 14 (21 with mass storages). This is to make map control more important over just ecoing in base

Refixed the faulty 3603 bugfix in t1 t2 and t3 Aeon Cybran and Sera naval factories so they can now be hit with both torpedoes and beamweapons(in 3603 u cant hit aeon and sera naval factories with beamweapons anymore)

Fixed bugs in all factions t1 t2 and t3 naval factories that made ships behave like lunatics after build
(all of them had issues, Sera was the worst, now every single naval factory has individually tailored rolloffpoint values)

T3 Static artillery buildcosts increased 25%. Range increased 25%

Fixed Aeon T3 Rapid-Fire Artillery Installation: Salvation's crazy rate of fire bonus from pgens
Fixed Aeon T3 Quantum Optics Facility: Eye of Rhianne wrong adjajency bonus
Eye of Rhianne RemoteViewingRadius lowered from 45 to 25(same as 3603)

Land nuke launchers moved to T4. Use nuke subs or sera battleship if u want build nukes at T3 stage
Aeon Rapid-Fire Artillery Installation: Salvation moved to T4

Increased mass cost on aeon Paragon and Sera Yolona Oss(exp nuke launcher) to same mass cost as Cybran Scathis and UEF Mavor(299700 mass)

Fixed bug in Scathis that made it more inaccurate than it should in some situtations

Quantum Gates:
Increased hp from 10000 to 30000 (to make sense to T1<T2<T3<T4 Land factories hp evolution)
It is now 3 times harder to assist a Quantum Gate than before(it still builds one Subcom in 5 minutes. Only assist is harder)
Increased masscost from 3000M to 6000M. Increased energycost from 30000E to 180000E. Buildtime doubled

UEF Novax Center now correctly launches the satellite, when player is a unit cap
Added radar radius(45) to UEF Defence Satellite to enhance its role as intel gathering unit. vision radius remains same(10)

Cybran Nuke correctly detonate at the impact altitude instead of 20 units above. Thx for help to Koecher

--------------------------------------------
Aircrafts:

T1 airscouts lowered build costs 25% and doubled hp from around ~30hp to ~60hp. Adder radar(range 65) but not sonar.

T1 Transports
BuildCostMass increased from 120 to 200
BuildCostEnergy increased from 4800 to 6000
Buildtime increased from 40sec to 50 sec

Light assault bots cant fire from transports anymore (no ghetto gunships)

Fixed Sera t1 bombers bomb detonating in mid air bug on high altitude changing maps

Cybran t1 Jester dps lowered from 48dps to 39dps

All factions t1 bombers bomb reload time increased to 5 seconds to fix double bombing abuse issue

Bomb drop prediction corrected on all T1 T2 bombers to moving targets. 3603 fix
Bomb drop fix to all T1 T2 bombers miss hits due high elevation changes. My fix
Fixed Sera T2 bomber not dropping its bomb
Lowered Cybran t2 Corsair antiground weapon range from 45 to 35 to fix the stop abuse issue
Increased Cybran t2 Corsair antiair dps from 53dps to 75dps(still the worst t2 dogfighter but not that bad)

Aeon T2 Mercy
Fuel increased from 70 to 110(same as 3603)
Damage decreased from 2400 to 1700
Maximum radius decreased from 25 to 22(the point where Mercy turns into untargetable lighting bolt)
Fixed fighters cant hit them reliably while they are landed bug. Credits to Koecher
Fixed wrong AirThreatLevel

T2 gunships
Lowered speed from 12 to 10
Increased fuel time from 6mins 40secs to 9 minutes
Raised flying elevation from 10 to 16 so they cant fly under enemy t2 shields
Increased area damage radius from 0 to 1
Build costs and health normalized to 3599 values

Fixed bug in Cybran t2 gunship preventing it from firing without an attack command

Fixed 5 different issues on t2 torpedo bombers(outrun, shallow water etc. Sera was most bugged)

Fixed issue on several t2 and t3 gunships that could not shoot straight down and miss consistently(missing code)

Fixed many issues on Aeon t3 torpedo bomber Solace(cant drop on second pass, torpedo outrun probs etc.)

T3 bombers now hit their target even on high altitude changing maps and against moving targets but you can still evade bombs with your Commander.
Because T3 bombers now actually hit their target with their bombs, damage of bombs are reduced 20%
Different factions T3 bombers area damage radius values are set closer together from 4-7 to 4-5.5(order remains same)
T3 bombers max speed lowered to 17 from 18

Restorers are rebalanced so you are allowed to use them in game
Max air speed lowered from 10 to 8
Health lowered from 7200 to 6600
Ground damage kept at 160dps (standard value)
Antiair damage lowered from 130dps to 90 dps

All t3 gunships now costs the same(Even restorer)
BuildCostMass 1680 BuildCostEnergy 50400 buildtime 2min 20sec
All t3 gunships gets area damage radius 1 to their ground weapons and flying elevation is raised from 10 to 16
T3 UEF and Cybran gunships speed increased from 8 to 9 and they dont chase fast moving planes across the whole map anymore
T3 UEF gunship Broadsword increased antiair dps from 3.08 to 12.32

Increased mass costs on some T3 air units. Energy costs are in 3599 values if not told otherwise
Aeon T3 torp bomber Solace increased mass costs from 1650M to 1760M
All ASF's increased mass costs from 400M to 500M
All T3 bombers increased mass costs from 2100M to 2240M. Energy costs from 70000E to 80000E

UEF T3 Heavy Air Transport: Continental
Lowered costs from 2000M 28125E 2min 5secs buildtime to 1400M 28000E 1min 40secs buildtime(same as 3603)
Bettered shield to block more flak projectiles from hurting the transport itself and cargo units
Decreased Flayer SAM Anti Air dps to half to compensate the price drop
Raised flying elevation from 10 to 16

Fixed no drop issue on sera T4 Bomber and added bomb loading indicator

Aeon T4 Czar pizza delivery damage lowered to 8000 from 15000(crash to land)

--------------------------------------------
Vehicles:

Aeon t1 tank Aurora lowered range from 26 to 23. Hp increased from 140 to 180

UEF t1 arty Lobo decreased hp from 205hp to 200hp(same as 3603)
Sera t1 arty buildspeed lowered from 6mass/sec so its the same 4mass/sec as in other factions t1 tanks and artys
T1 land scouts are in 3603 values
T1 Light Assault Bots and Sera T1 Combat Scout speed increased from 4 to 4.5


Refixed Sera t1 mobile antiair shoots at ground when moving bug, credits to A_vehicle

Transferred 12 mass 60E and 60 buildtime from Cybran t1 arty to Cybran t1 mobile AA
This makes Cybran t1 arty viable unit and fixes mobile AA spam abuse issue
Cybran t1 mobile AA gets +25% dps to AA weapon to compensate this arrangement
Cybran t1 arty gets +25% dps to compensate this arrangement
Fixed Cybran t1 mobile antiair cant hit high air units issue

T2 mobile antiair flak weapon gets +25% muzzle velocity
Fixed Seraphim T2 Mobile Anti-Air cant shoot straight up issue

Made T2 land tanks slightly tougher. T2 land tanks have 20-25% more hitpoints. Cybran t2 tank got buffed more as it was too weak compared to the others.(same as 3603) speed is not lowered like in 3603 patch. This makes t2 land more desirable and less likely just skipable.

Aeon T2 Assault Tank: Blaze range increased from 23 to 26. Vision range increased from 15 to 20
UEF T2 Amphibious Tank: Riptide speed increased from 3.7 to 4. Mass lowered from 363 to 330
Cybran T2 Amphibious Tank: Wagner torpedo dps increased from 3 dps to 5 dps

Sera T2 hover tank
BuildCostEnergy lowered from 1320 to 1200
BuildCostMass lowered form 220 to 200
BuildTime lowered from 22 sec to 20 sec
Speed increased from 3.7 to 4
Area damage radius raised to 1.5 (Cannon weapon)
(Reason: To make this weak unit more usable atleast in some situations)

Cybran T2 Firebeetles: Increased damage to 1800 from 1200. DamageRadius increased from 5 to 6. Healt lowered from 750hp to 400hp. Does not inflict damage to friendly units anymore. Improved acceleration, braking, cornering and detonation tolerancy(but not speed). Use attack ground mode for maximum effiency

Fixed wrong TransportClass of Cybran t2 firebeetle, Cybran T2 Rocket Bot: Hoplite and Aeon T3 Shield Disruptor: Absolver

Increased Cybran Deceiver (t2 mobile stealth generator) speed, acceleration and brake to match the values of other factions t2 mobile shields. Same as in 3603 patch

UEF T2 Gatling Bot: Mongoose and Cybran T2 Rocket Bot: Hoplite
Heath normalized to 3599 levels(not lowered like in 3603)
Speed lowered from 3.6 to 3.2

UEF T2 Mobile Shield Generator: Parashield and Aeon T2 Mobile Shield Generator: Asylum
Shield hp normalized to 3599 levels(not lowered like in 3603)
Increased build costs and build time to lessen the spam

All factions t2 mobile missiles launchers damage increased 50%(same as in 3603)

Fixed Monkeylord and Sera t2 bot Ilshavoh getting stuck bug

All factions T3 mobile artys can now shoot while moving. This is to fix major issue causing factories to halt unit production
T3 mobile artys turret yaw limited to 100 degrees on both sides so they can't shoot totally backwards when moving

UEF T3 Mobile Missile Platform: Spearhead
Increased range to 100 from 80. It now outranges t3 artillery(range 90)
Increased damageradius to 1.5 from 0.5
Increased builtime to 50secs from 40 secs
Increased mass cost to 600 from 400
Increased energycost to 4500 from 3000
Damage normalized to 3599 values
Reason: Fits perfectly to uef's outranging philosophy. Now spearhead has two advantages over t3 arty(better range and accuracy). T3 artys advantages are area damage, lead targeting to moving units and immunity to tac defs

Fixed Fatboy, Monkeylord, Megalith, Calactic Colossus, Percival and Brick being able to fire from shallow water, being unattackable from land while doing so bug. Thx for help to Koecher

Fixed Sera t3 tank and Cybran Scathis having difficulty to shoot while on slopes
Sera T3 Sniper bot now correctly shows both normal and sniper mode range rings

UEF T3 Titan range range increased from 20 to 23

Aeon T3 Harbinger: Transferred 2600hp from shield to health (now health 4600hp shield 1300hp)
Shield can now protect the unit from t2 pd splash damage

Land Experimentals cost increased to 3603 levels(=costs as much as in 3603)
Yothas deathweapon lowered from 110000 to 60000 total damage
Fixed Monkeylord not showing its laser range radius ring

----------------------------------------------
Ships:

All factions t1 submarines health set to 600hp(this makes t1 subs viable on all factions not just UEF)

Decreased Frigate & t1 submarine cost by 10%(same as 3603)
Increase Frigate anti-air dps to 15, attack boat anti-air dps to 35, and Battleship Antiair dps to 60(same as 3603)

Fixed UEF T2 Cruiser not being able to fire with all weapons at the same time
Sera t2 Cruiser flak weapon gets +25% muzzle velocity
Increased antiair dps +25% in all factions t2 Cruisers(same as 3603)
Set Cybran T2 Cruiser Proton cannon dps to 180(160 in 3603, 230 in 3599)

UEF t2 torpedo boat + 30% health. Torpedo defence lowered from once every 2.5secs to once every 3.8secs
Aeon t2 submarine + 30% health. Increased watervision from 45 to 55.
Cybran t2 submarine + 30% health
Sera Destroyer increased torpedo weapon +25% dps and fixed the antitorpedo not working bug

Increased Uef T2 destroyer Angler Torpedo range from 45 to 60 and dps from 30 to 40

Increased Aeon T2destroyer firerate from once every 5 secs to once every 2.5secs. Dps remains same

Fixed units shooting under Cybran Megalith and T2 destroyer when on land issue

UEF shieldboat and Cybran stealth boat speed decreased from 7 to 6 so they dont go ahead of Frigates and submarines
Increased shielboat costs to 3603 values

Sera T3 Submarine Hunter torpedo range lowered from 70 to 60. Speed set to 4(otherwise its exactly the same as in 3599 and 3603 patch)

All submersible naval units(T1-T4) now dives deeper so they cant be damaged with ground fire of Cruisers or Battleships

Aeon T3 Missile Ship Torrent missile speed lowered from 30 to 18 so tmd:s can actually manage to shoot them. Area damage radius decreased from 5 to 3

UEF T3 BAttlecruiser:
BuildCostMass set to 7500(same as in 3599)
Lowered builtime from 8 min 20secs to 6 min 15secs
Angler Torpedo dps inreased from 20dps to 50dps

Fixed Sera Battleship nuke no warning sound and nuke fly high bugs(3603 patch fix)

Cybran T3 Battleship torpedo dps raised from 20 dps to 40 dps

All nuke subs have now the same range and area damage radius on their tactical missiles. 150 (2.93 km) area damage radius 4
Fixed T3 nuke subs tactical missile range circle not showing(now shows nuke min and max radius too)
T3 Nuke subs and Sera Battleships nuke inner ring damage set to 60000 instead of 25000
T3 submarine nuke missile costs increased from 16800M 1764000E 7 minutes build time to 19200M 1920000E 8 minutes build time
Sera Battleship nuke costs increased from 19200M 1920000E 8 minutes build time to 21600M 2160000E 9 minutes build time
T3 Nuke subs can dive up to -6 deep instead of -2
T3 Nuke subs and sera T3 Battleship energy cost raised to 200000. (reason: ability to build nuke)

Aeon T4 tempest lowered lowered mass cost from 28000M to 20000M and energy cost from 350000E to 250000E

Plus some minor bugs fixed
----------------------------------------------
Diamond uses some things that are better in 3599 than in 3603 patch

T1 tanks speeds are in 3599 values

T1 transports cant transport commanders anymore

OC system normalized. You can use OverCharge without having to build an energy storage just like in 3599.

Energy storages costs, explosion damage, explosion radius and health normalized to 3599 values

Engineers and factories gives you energy storage(3599 values)

ACU death nuke damage values normalized to 3599 values (3500 inner +500 outer =4000)

T1 bombers costs normalized to 3599 values

T3 Air units energy costs normalized to 3599 values

T3 naval factories and ships costs normalized to 3599 values
(But ships buildtimes are lowered from 3599 values a little but not so as much as in 3603)

----------------------------------------------

Thanks to makers of CBFP, 3603 Patch, Forged Alliance Forever, modders and gamers themselves for great ideas and inspiration and for Chris Taylor and his crew for making this awesome game.

Made in Finland :)


Last edited by Vault54 on 15 Nov, 2013, edited 49 times in total.

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 PostPosted: 24 Feb, 2011 
 

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Interesting.
I shall have to try this mod out.


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 PostPosted: 24 Feb, 2011 
 

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Hi,

Sweet!

_________________
Domino.
______________


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 PostPosted: 13 Apr, 2011 
 

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Edit: This discussion is not related anymore to current Diamond Mod

Vault54 wrote:
Anyone knows how to make t3 subs tactical missiles homing/tracking when submarine is surfaced?


Last edited by Vault54 on 11 Dec, 2011, edited 1 time in total.

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 PostPosted: 13 Apr, 2011 
 
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Vault54 wrote:
Anyone knows how to make t3 subs tactical missiles homing/tracking when submarine is surfaced?

You would need to do two things...
1) Create a completely custom new projectile and give it tracking properties. This is controlled within the projectiles BP and if i remember right none of the games normal anti-ground missiles have tracking in FA.

2) Use a piece of script in the Unit's script file (probobly the on layer change event) to swap out the projectile BP thats being used by that weapon system.

Thats about it :)


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 PostPosted: 13 Apr, 2011 
 

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Edit: This discussion is not related anymore to current Diamond Mod

Vault54 wrote:
Thx for your answer. Yes there is no tracking antiground missiles in fa. Right now there is no reason to surface t2 and t3 submarines and these kind of "advantages" would be a good reason. Im not sure thou if my modding skills are enuff for this. have to check it out.


Last edited by Vault54 on 11 Dec, 2011, edited 2 times in total.

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 PostPosted: 13 Apr, 2011 
 
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Vault54 wrote:
Thx for your answer. Yes there is no tracking antiground missiles in fa. Right now there is no reason to surface t2 and t3 submarines and these kind of "advantages" would be a good reason. Im not sure thou if my modding skills are enuff for this. have to check it out.

Its actually pretty simple really. The code to swap out the projectile is about 2 lines and already exists (Seraphim ACU in my BO:ACU mod uses it to swap out the OC projectile when certain upgrades are built). The only hard part is making the new projectile but that depends on experience really.


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 PostPosted: 16 Apr, 2011 
 

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Edit: This discussion is not related anymore to current Diamond Mod

Vault54 wrote:
Lets look at for example Aeon T3 Strategic Missile Submarine: Silencer
BlueprintId="uas0304"
uses ProjectileId = '/projectiles/AIFMissileSerpentine02/AIFMissileSerpentine02_proj.bp',

there is nothing in AIFMissileSerpentine02_ .lua or .bp that says tracking/homing = false

so how can i change it to true

what is the command to tell projectile to live track something?


Last edited by Vault54 on 11 Dec, 2011, edited 2 times in total.

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 PostPosted: 16 Apr, 2011 
 
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You don't want to change it in that projectile, you want to create a new one and add the tracking flag to that one's blueprint (which should be Physics.TrackTarget = true, if memory serves, just look at a bp for a projectile that you know tracks).

Then, as Exavier says, hook OnLayerChange and switch out the projectileid based on the layer type. Look at /lua/sim/unit.lua to see the parameters and output of OnLayerChange, and read the guides on hooking scripts in the FA Useful Information stickies for how to actually hook the unit's script and implement this. Feel free to ask if you have any specific questions about hooking.


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 PostPosted: 18 Apr, 2011 
 

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Diamond_V2 released

Download form Vault


Last edited by Vault54 on 08 Feb, 2012, edited 1 time in total.

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 PostPosted: 26 Jun, 2011 
 

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Edit: This discussion is not related anymore to current Diamond Mod

Vault54 wrote:
Right answer to livetracking was setting TrackTargetGround = false in projectiles bp
Physics = {
TrackTarget = true,
TrackTargetGround = false,
},

Im doing Diamond V3 now and come to a problem with other weapon.

Anyone knows how to mod inaccuracy and lead targeting to missiles(not live tracking)?

There is that MaxZigZag and ZigZagFrequency (with live track)but im not totally happy with it. I want missile to be accurate to stationary and totally straight moving units but not accurate to units that change directions while moving.


Last edited by Vault54 on 11 Dec, 2011, edited 2 times in total.

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 PostPosted: 26 Jun, 2011 
 
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The only way to do that is to re-work the script functions that handle their arc and tracking to purposely lower the turnrate when the missile is on final approach. In general, you need to keep the turnrate lower when the missile is <20 so that a moving target can possibly dodge it, but targets moving straight toward or away from the missile's path will still get hit often, even with low single-digit turnrates.

I suppose you could make the missiles lead their targets by copying the AI functions that do this already. I'm not sure where they are, though.


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 PostPosted: 08 Jul, 2011 
 

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Edit: This discussion is not related anymore to current Diamond Mod

Vault54 wrote:
The projectiles actually lead target while livetracking is on. I made them not to track in final 15 distance and they still hit straight moving targets. Proplem is that when turn rate is 0 or close to 0, projectiles dont obey aeon T2 tac def and will kill it. Plus its hard to make them not op when massed because enemy cant evade all the time and they will hit other units that are close the target unit. I decided to not to do it because it could ruin the whole mod.


Last edited by Vault54 on 11 Dec, 2011, edited 2 times in total.

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 PostPosted: 24 Jul, 2011 
 

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Diamond V3 has been released! Check full change log from first post.


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 PostPosted: 24 Jul, 2011 
 

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Could you upload it on mediafire?


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 PostPosted: 24 Jul, 2011 
 

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I try to upload it to some server tomorrow. I will post a link then.


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 PostPosted: 25 Jul, 2011 
 

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Diamond V4 has been released! 5.9.2011 Check full change log from first post.


Last edited by Vault54 on 11 Dec, 2011, edited 3 times in total.

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 PostPosted: 25 Jul, 2011 
 

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thnx :D


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 PostPosted: 11 Dec, 2011 
 

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Little News of upcoming Diamond V5(Final version)
Will be released soon...

Supports 3599 patch, GPGNet, 3603 patch, Forged Alliance Forever and Steam FA(1.6.6)
One mod fits all, no separate versions needed.

Added Balance and bugfixes to naval units
more bugfixes and balance tweaks to land units
fixes 5 different issues on t2 torpedo bombers(sera was most bugged)
T3 land and Air factories prices rebalanced
fixed beamweapons not being able to hit strafing units
fixed sera t1 engineer assist delay issue

T1 transports cant transport commanders anymore in 3603 and steam FA

all factions t1 submarines health set to 600hp(this makes t1 subs viable on all factions not just uef)

made t2 torpedo launchers as usable units

+ many more bug fixes and balance tweaks on all land air and naval units
(full documentation after release)


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 PostPosted: 18 Dec, 2011 
 

Joined: 21 May, 2008
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Cool, waiting for this.


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 PostPosted: 14 Feb, 2012 
 

Joined: 20 Feb, 2011
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Diamond Patch Mod(aka Diamond V5 Final) has been released! Check full change log from first post. Download From GPGNet Vault. Alternative download locations coming soon.


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 PostPosted: 15 Feb, 2012 
 

Joined: 20 Feb, 2011
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Diamond Patch Mod can be now downloaded from here http://www.strategyinformer.com/pc/supremecommanderforgedalliance/mod/42265.html

Edit* Diamond Patch Mod II Download from here http://www.strategyinformer.com/pc/supremecommanderforgedalliance/mod/49296.html Right click and open link in new tab


Last edited by Vault54 on 15 Apr, 2013, edited 1 time in total.

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 PostPosted: 24 Feb, 2012 
 
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Joined: 05 Jun, 2008
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New mirror link ~ http://mirror2.obliteratingwave.co.uk/F ... ond_V5.rar

_________________
Reddev32 ~ Reddev GPGnet ~ Obliterating Wave ~ GPGnet ~ SC-Vanilla ~ FA ~ Supcom 2

GPGnet Vault


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 PostPosted: 27 Feb, 2012 
 

Joined: 24 Feb, 2011
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Im currently using the following setup

Beta patch 3603
Core Maximizer
Blackops unleashed
Blackops special units
Blackops Naval units
Global support icons
Sorian AI
Duncanes AI

can i also apply v5 diamond or is the 3603 patch better which 1 goes better vs ai in terms of non bugging and more use of experimentals etc


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 PostPosted: 27 Feb, 2012 
 

Joined: 20 Feb, 2011
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Diamond Patch Mod is totally compatible with Beta patch 3603 and fixes a lot of bugs that were left unfixed in 3603. Blackops is not compatible so dont enable it at the same time with Diamond. Different AI's should work fine with Diamond.

Edit* Diamond Patch Mod II is compatible with Blackops


Last edited by Vault54 on 15 Apr, 2013, edited 1 time in total.

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