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 PostPosted: 22 Nov, 2007 
 
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Download:

Latest Development Build

The ATW Supporting Media Pack 2.0 Beta 7 (also required)

Introduction:
Supremilated: After the War is a complete gameplay enhancement mod for Supcom. We are polishing up the latest version for Supcom-only release, but we figured we should release our first beta of porting ATW to FA. We've managed to get a large amount of features across so far, and development is progressing rapidly.

Features:

General Improvement
- Automated Mass fab management (Never worry about turning fabs on/off again!)
- Shipwrecks (All ships leave reclaimable wreckage on the sea floor)
- Naval Speed Adjustment (Ships move a lot more like real ships)
- Close Camera Zoom (Zoom in closer to your units)
- Explosion tapering system (Explosions taper off at the edges of their radius, just like real ones)
- Regen Model (Regen is suspended if the unit takes a hit)
- Global Regen (Small amount of regen for each unit, saves you from tasking an engineer to fix the tiny bits of damage to your buildings / units)
- Aircraft fuel reduced

Intel Improvements
- Energy Management model (Allows turning on/off multiple energy drain source on the same unit)
- Visible Cloak Effects (From Covert Jaguar)
- Omni replaced with proximity detection for cloaked units

ACU Improvements
- ACUs are considerably larger; now they look like the behemoths they should be.
- ACUs have considerably more upgrade options, with each upgrade tree ending in an experimental-class upgrade (Combat / Defence / Engineering)

Resource Improvements
- T3 Mexes increase yield slowly over time
- Hydrocarbons increase yield slowly over time
- T3 fusions & Fabs buildable on the ocean floor at a 50% production penalty
- Storages reduced in cost
- Destroying storages will now destroy what was in them (attack mass storages to actually destroy some of your opponent's mass!)
- Mex, Factory and engineer costs & production normalized.

Network Teleporting
- Build 2 nodes in 2 different locations, and be able to teleport *any* unit from one node to the other.
- Type and size of unit teleported is limited by the number of nodes & the energy required to teleport the unit. Higher tech units need more nodes at the source to teleport.
- Teleport nodes can't move, but can be transported. Drop a node near the enemy to surprise him with a large group of slow units!

Scale Improvements
- Much better ACU scale
- Trees 50% larger
- Resource production buildings larger


Some Caveats:
1. This is a beta version. We are trying some things out for the very first time, so if it doesn't match your worldview on how the game should be played, please keep in mind that we absolutely welcome feedback, but we're not going to listen to uninformative rantings about this balance issue or that. Keep an open mind - we are. Feedback is welcome at our forums.

2. This is a beta version. Expect lots of updates over the next little while. As you can see from the file name it's already our 21st version. If you want to keep up with the bleeding edge of ATW development, check out our forums.

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Last edited by Pawz on 14 Dec, 2009, edited 1 time in total.

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 PostPosted: 22 Nov, 2007 
 

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oh! an FA version! cool!

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 PostPosted: 22 Nov, 2007 
 
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oooo! WHyyy doooon't IIII haaaveee FA yeeet?

I'm going under my bed and cry. I'll try this out when I get the game :D

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 PostPosted: 22 Nov, 2007 
 
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If you don't have FA, fear not! 98% of the features have been implemented for Vanilla supcom - I just haven't posted it here in these forums yet :)

Check out forums at Supremilated, you can grab the latest ATW:SC there.

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 PostPosted: 22 Nov, 2007 
 
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I have SC ATW, but I just want it on FA! aaagh!

damn.

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 PostPosted: 22 Nov, 2007 
 
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Hey all. Welcome to ATW 2.0!! We've been working hard for this for almost the entire year, and its time for the effort to start being shared with the public at large. Enjoy!!

Keep in mind what Pawz said about it being a Beta version.
We will make an announcement when ATW 2.0 is officially released and stable. For now, I'm working as fast as I can to port over the ATW 1.2 (for Supcom Only) mod to FA. There's a lot of changes FA brought us, not the least of which is an entirely new faction to throw into the balance as well as all sorts of new units for the legacy factions.
We are very excited about what ATW for FA has in store. We figured it would be cool if we could share this exciting development time with you all.

For now, I've been focusing on getting the core systems of the mod working before touching the actual combat unit balance. The ACUs and the Economy will be the most obvious alterations that are already in place.
I'm in the process of testing out the SCU changes currently, and that version will be available soon.

Enjoy!!

Here are some images to whet your appetite:

More dramatic size differences
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Resource structures now use more of their given footprint
Image
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Teleport ordinary units using these
Image

As long as they are inside the teleport node range circles
Image

Cloaked units look cloaked now.
Image

Ships leave wreckage instead of all that valuable mass sinking into the sand forever.
Image

Some really wild upgrades!!
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 PostPosted: 23 Nov, 2007 
 
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Almost makes me willing to relearn balance all over again . . . hmmmmm.


On a random note, I already took the liberty of messing with the standalone massfab switcher, and found that it works fine in SupCom with no modifications. Now . . . if you made it possible to lay out a ferry route between teleport nodes, I'll be impressed. <grins> Always try to see a step ahead, right?

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 PostPosted: 23 Nov, 2007 
 
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Exactly.. That's what we're hoping to eventually have it do as well!

BTW, looking at your sig, you're an icon expert? Maybe you can help us find out why the teleport node's icon no longer works?? It was fine in supcom. In FA its broken. (see pic above) Just has a blue placeholder icon.

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 PostPosted: 23 Nov, 2007 
 
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Pawz wrote:
- Trees 50% larger


Hey - a couple months ago, I asked Optimus-Prime (from 4th dimention) if I could use his bigger trees in SupCivs. He said he wanted it to be more of an exclusive thing in his mod, but I see you're using it now. Would I be able to use this in SupCivs now?


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 PostPosted: 23 Nov, 2007 
 
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Its like 1 line of code :P Also our way of doing it wasn't anything like 4D's way of doing it. ATW uses original code.
I did make a post in his thread about how it would be somewhat tacky for one to jump on someone's idea like that and put it in their mod without a period of time for the original thought to give credit where credit was due.
That time has passed. ;)

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 PostPosted: 23 Nov, 2007 
 
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The end goal of the teleport network is to try & integrate it completely into the ferry system. It'd be ideal to send a unit to a teleport node, and then be able to assign a rally point for the node, which teleports the unit and then issues a ferry order for a transport to come pick up the unit.. making the teleport network a link in the supply chain that starts at your factory and ends at your battle lines :).

That'll be a while though.

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 PostPosted: 23 Nov, 2007 
 

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The trees were a one line fix by pawz I think.

Anyhoo, please test this and provide lots of feedback. Need more than one dedicated UEF player other than me.


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 PostPosted: 23 Nov, 2007 
 
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I haven't done icons for FA yet - Lupe's only starting on FA, and I've moved on from such work - it was a good learning experience, and I can say it taught me a lot about automation in photoshop - I now use the same experience to automate short, repetetive tasks that have to be repeated frame-by-frame in animations, for example. So it's taught me quite a bit, but I'm moving on to tougher photoshop projects, learning the ropes again.

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 PostPosted: 23 Nov, 2007 
 
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Pawz wrote:
The end goal of the teleport network is to try & integrate it completely into the ferry system. It'd be ideal to send a unit to a teleport node, and then be able to assign a rally point for the node, which teleports the unit and then issues a ferry order for a transport to come pick up the unit.. making the teleport network a link in the supply chain that starts at your factory and ends at your battle lines :).

That'll be a while though.


Use the node to hold the ferry route and nothing else - with no capacity it'll maintain the route, but won't act on it. You can invisible teleporting helper drones to do the teleport, or just script the teleport to occur. You could use the normal ferry sytem that way - just auto-cancel the order if it's not within range of a node.

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 PostPosted: 23 Nov, 2007 
 

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Hey lurkily,

Can you give me a quick run through on how to make icons for the interface? Also how to add them in (the code required)

Much thanks.


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 PostPosted: 23 Nov, 2007 
 

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Thanks for the work this looks great.


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 PostPosted: 24 Nov, 2007 
 
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Beta 6 has been released.
Click Here for more info.

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 PostPosted: 25 Nov, 2007 
 

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Any chance of making the commader fire his weapon at aircraft? Ever since seeing the video where he fires at aircraft, I've thought it should do this. And then I wouldn't need another commander mod besides this... :)


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 PostPosted: 25 Nov, 2007 
 
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Its possible. We haven't decided on that one yet.
ATW AA turrets are cheap and fast to put up, and the ACU can build them, so its really not much of an issue in ATW.

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 PostPosted: 26 Nov, 2007 
 

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where do you install all of this?

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 PostPosted: 26 Nov, 2007 
 

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I like the size differences

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 PostPosted: 26 Nov, 2007 
 
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Yeah how do you install this mod? Do you create a folder inside mods or does it do in game data or a mix of both?

Never mind, just create a folder for each mod pack with it's name in D:\Program Files\THQ\Gas Powered Games\Supreme Commander - Forged Alliance\mods


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 PostPosted: 26 Nov, 2007 
 
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From the structure I presume it's a "My Documents" mod. But if you rename the .zip to .scd and put it in GameData it should work, too.

Question. Is there any chance of you releasing improvements unrelated to balance separately? Massfabs are already out and seem to work, but those upgrades look like fun, and so do the teleports. I know you didn't want to do this when it was an SC mod, but it's been a while . . . is it possible you guys might have second thoughts, and give us some toys to play with? Maybe split the full mod into a modpack instead, so we can activate sections of it separately?

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 PostPosted: 26 Nov, 2007 
 
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I might try renaming them to scd files as it works fine except the teleport becons crash the game when you try click on the icon. Na renaming them to scd's in the gamedata doesn't seem to work. Can't enable it in mod manager or is it set as default.


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 PostPosted: 26 Nov, 2007 
 
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A mod_info.lua exists, so it should be in mod manager. Use the My Documents method, and keep it a .zip. (Do not extract.) My docs/applications/GPG/Supcom/mods, is how the path goes I think.

You say it works fine except for the crash? If you see ANY effect, it's probably installed properly - anything going wrong after that is usually the mod's fault.

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