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Pawz
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Posted: 22 Nov, 2007
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Joined: 15 Feb, 2007 Posts: 599 Location: Rockingham, Australia
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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.
_________________ We are Supremilated
www.supremilated.com
Last edited by Pawz on 14 Dec, 2009, edited 1 time in total.
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C.Lupus
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Posted: 22 Nov, 2007
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Joined: 27 Jul, 2007 Posts: 6964 Location: Where the cats are long and the coffee is solar
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oh! an FA version! cool!
_________________ New sig whenever I finally decide to make one...
http://forums.devdb.org
free, no ads; webhosting/forums/blogs/email redirection and more for developers/modders!
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Mazrix
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Posted: 22 Nov, 2007
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Joined: 01 Aug, 2007 Posts: 5399 Location: Shitting in the wishing well!
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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 
_________________
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Pawz
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Posted: 22 Nov, 2007
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Joined: 15 Feb, 2007 Posts: 599 Location: Rockingham, Australia
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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.
_________________ We are Supremilated
www.supremilated.com
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Mazrix
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Posted: 22 Nov, 2007
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Joined: 01 Aug, 2007 Posts: 5399 Location: Shitting in the wishing well!
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I have SC ATW, but I just want it on FA! aaagh!
damn.
_________________
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Recon
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Posted: 22 Nov, 2007
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Joined: 15 Feb, 2007 Posts: 749 Location: Wisconsin, USA
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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
Resource structures now use more of their given footprint
Teleport ordinary units using these
As long as they are inside the teleport node range circles
Cloaked units look cloaked now.
Ships leave wreckage instead of all that valuable mass sinking into the sand forever.
Some really wild upgrades!!

_________________ We are Supremilated.
www.supremilated.com
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Lurkily
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Posted: 23 Nov, 2007
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Joined: 08 Jun, 2007 Posts: 3549 Location: Fast as a cobra. Daring as a human cannonball. Bold as a mid-afternoon streaker. It's LURKILY!
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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?
_________________
No one gives advice with more enthusiasm and less knowledge than an ignorant person. Too often an educated person is one who knows how to be ignorant intelligently.~J.Rayoa
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Recon
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Posted: 23 Nov, 2007
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Joined: 15 Feb, 2007 Posts: 749 Location: Wisconsin, USA
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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.
_________________ We are Supremilated.
www.supremilated.com
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Ertwyu
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Posted: 23 Nov, 2007
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Joined: 01 Mar, 2007 Posts: 6034 Location: Long Island, New York
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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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Recon
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Posted: 23 Nov, 2007
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Joined: 15 Feb, 2007 Posts: 749 Location: Wisconsin, USA
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Its like 1 line of code  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. 
_________________ We are Supremilated.
www.supremilated.com
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Pawz
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Posted: 23 Nov, 2007
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Joined: 15 Feb, 2007 Posts: 599 Location: Rockingham, Australia
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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.
_________________ We are Supremilated
www.supremilated.com
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wankey
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Posted: 23 Nov, 2007
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Joined: 18 Nov, 2007 Posts: 28
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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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Lurkily
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Posted: 23 Nov, 2007
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Joined: 08 Jun, 2007 Posts: 3549 Location: Fast as a cobra. Daring as a human cannonball. Bold as a mid-afternoon streaker. It's LURKILY!
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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.
_________________
No one gives advice with more enthusiasm and less knowledge than an ignorant person. Too often an educated person is one who knows how to be ignorant intelligently.~J.Rayoa
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Lurkily
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Posted: 23 Nov, 2007
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Joined: 08 Jun, 2007 Posts: 3549 Location: Fast as a cobra. Daring as a human cannonball. Bold as a mid-afternoon streaker. It's LURKILY!
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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.
_________________
No one gives advice with more enthusiasm and less knowledge than an ignorant person. Too often an educated person is one who knows how to be ignorant intelligently.~J.Rayoa
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wankey
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Posted: 23 Nov, 2007
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Joined: 18 Nov, 2007 Posts: 28
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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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Ragnarocks
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Posted: 23 Nov, 2007
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Joined: 31 Oct, 2007 Posts: 16
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Thanks for the work this looks great.
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Recon
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Posted: 24 Nov, 2007
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Joined: 15 Feb, 2007 Posts: 749 Location: Wisconsin, USA
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HTKatzmarek
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Posted: 25 Nov, 2007
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Joined: 03 Jun, 2007 Posts: 793
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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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Recon
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Posted: 25 Nov, 2007
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Joined: 15 Feb, 2007 Posts: 749 Location: Wisconsin, USA
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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.
_________________ We are Supremilated.
www.supremilated.com
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ChrmnMa0
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Posted: 26 Nov, 2007
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Joined: 21 Apr, 2007 Posts: 70 Location: Washington, D.C
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where do you install all of this?
_________________ "Victory can be anticipated but not assured" Sun Tzu
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Elias23
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Posted: 26 Nov, 2007
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Joined: 30 Sep, 2007 Posts: 6
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I like the size differences
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DazzXP
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Posted: 26 Nov, 2007
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Joined: 24 Feb, 2007 Posts: 398
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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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Lurkily
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Posted: 26 Nov, 2007
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Joined: 08 Jun, 2007 Posts: 3549 Location: Fast as a cobra. Daring as a human cannonball. Bold as a mid-afternoon streaker. It's LURKILY!
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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?
_________________
No one gives advice with more enthusiasm and less knowledge than an ignorant person. Too often an educated person is one who knows how to be ignorant intelligently.~J.Rayoa
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DazzXP
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Posted: 26 Nov, 2007
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Joined: 24 Feb, 2007 Posts: 398
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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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Lurkily
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Posted: 26 Nov, 2007
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Joined: 08 Jun, 2007 Posts: 3549 Location: Fast as a cobra. Daring as a human cannonball. Bold as a mid-afternoon streaker. It's LURKILY!
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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.
_________________
No one gives advice with more enthusiasm and less knowledge than an ignorant person. Too often an educated person is one who knows how to be ignorant intelligently.~J.Rayoa
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