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 PostPosted: 04 Jun, 2008 
 
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Sounds quite weird Facehugger, also as I can't seem to reproduce this kind of effect with those mods on that you listed (well I used 2x res, but they should work exactly the same as far as I know).

Could you possibly make that happen in your game, and open the log with F9 when the game is windowed, see that it shows warnings and copy-paste me anything it says in yellow.


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 PostPosted: 04 Jun, 2008 
 
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Actually, I redownloaded and that seemed to fix the problem. I guess the files got corrupted the first time or something.

And now that I've actually played with them, I must say that I positively love the new units. Finally, something to deal with pesky T3 air without having to play around with ASFs.

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 PostPosted: 05 Jun, 2008 
 
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File Front error: :x

Your download has failed. There were no available download servers.
Click here to try your download again. Click here to try your download again.

More 2hs, failed, failed, failed, failed, AAAAAAAAAAAAAA


Please upload in Vault or Rapidshare. :shock:


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 PostPosted: 05 Jun, 2008 
 
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Now should be successfully in the Vault too, and shouldn't be any problems between where you've gotten them from.


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 PostPosted: 05 Jun, 2008 
 
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I just d/led & played this mod. I really like it. Haven't played enough to guage the balance, but so far it seems OK. It gives you extra protection against air swarms without being overpowering. I'll continue to check it out. Thanks for this mod.

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 PostPosted: 05 Jun, 2008 
 
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Kirvesnaama, just an opinion:

Your units should be bigger (a little bit). They have quasi the same size of T2 Anti-Air.

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 PostPosted: 06 Jun, 2008 
 
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Update: the original message has the new link and changes. Unfortunately this newer version isn't in the vault yet, as I have no idea how it's supposed to let me update existing stuff, and it would just give error during upload if I try to replace it altogether. Ideas?


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 PostPosted: 06 Jun, 2008 
 
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Kirvesnaama,
Can i try modify your mod to run in SupCom "vanilla"?

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 PostPosted: 06 Jun, 2008 
 
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Go ahead, as I don't keep vanilla installed so I couldn't be arsed to do it :D.


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 PostPosted: 06 Jun, 2008 
 
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Now the Vault finally accepted a newer version of the mod, so the version 2 is available at both locations. That vault could be a great place to distribute stuff and keep versions updated, if it weren't so complicated with next to no instructions...


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 PostPosted: 07 Jun, 2008 
 

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Wait what. HOW did you make the vault accept a new version of your stuff. I'd been trying to get new versions of maps uploaded for aeons now, but it doesn't work.


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 PostPosted: 07 Jun, 2008 
 
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By luck? Honestly, I just tried it again and again, guess in the end I managed to upload a new version by pasting the new files in the same folder I used to upload the first version, but not the mod_info. I don't remember if I touched the info in any way or not, possibly manually changed the version number. Then it just went there. I don't know if it's different for maps than for mods though.


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 PostPosted: 09 Jun, 2008 
 
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Han..Kirvesnaama, I think that your mod needs another version, :D .

You are really giving damage higher to Mobile Anti-Air then the static ones?

Your Redeemer cause 1300 in a single shot! And Aeon Transcender cause 1200!

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 PostPosted: 09 Jun, 2008 
 
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Yes I know, I had to go for some kind of a difference between the static SAMs to make these more useful, after the initial v1 in testing, because chances were always high these mobile units didn't live to shoot too many salvos. The SAMs and these have a difference in one time damage, and the SAMs do 333.33 dps within their much longer range, whereas these do only 200. They are really specialized in taking down tough planes doing passes, and suck at else more than their mass in flak or SAMs. This was the way I decided to try and go for that. Higher RoF does nothing against bombers but makes these better against gunships, but flak already covers those pretty nicely.


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 PostPosted: 09 Jun, 2008 
 
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I don't know...

With this damage, I guess you just kill the use of the SAMs.

I need to try at online game.

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 PostPosted: 09 Jun, 2008 
 
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The thing that makes these worse than SAMs is their reload time. They will usually all fire a salvo at a single plane, and then they completely overkill it, and they have to wait a long time to kill off more planes.

SAMs have a longer range and reload faster, making them better than these for base defense.

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 PostPosted: 10 Jun, 2008 
 
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I must admit I did notice them to be rater in-effective against swarms as they all seem to target one plane...

But mixed with Flak in an army they are excellent!

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 PostPosted: 10 Jun, 2008 
 
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I like the Cybran unit you made, indeed. The tail could just work as some of sort of targetting laser though. I did not fully catch your idea for it..

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The Aeon version looks much better ingame, so forget about ( at least the 75% of ) my previous comment on the need of a new model for it. One thing I noticed is smoething on its animation: The unit remains open ready for the next salvo even when its enemy target is not in range. Or is just what seemed to me during my first run..

I just might see costs & balancing issues, which is easy thing to say when the forumite does not apport numbers on here; sorry.

These are my second thoughts during a quick Sandbox game with your units in.

Thanks and keep up the good work :)


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 PostPosted: 10 Jun, 2008 
 
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Well the Cybran Bouncer Tail, or Spine has the subtle tracking laser generated at it's tip, that's the point of it (of course no actual affect on mechanics, just to look personal).

The unpacking on the Aeon and Seraphim have quite a long repack time, which is mostly because if planes start flying around, I see it logical to keep the weapon ready to fire in case. I don't want it to pop back in and out while the same planes are making passes.


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 PostPosted: 10 Jun, 2008 
 
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Ah.. great then :) Was'nt possible to run an extensive test here.

One probably last detail.. Does the targetting system model piece track the enemy air units?. Because seemed to me that it does not


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 PostPosted: 10 Jun, 2008 
 
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i noticed that sometimes the treacking system leads the target and misses it completely, though the missiles still hit ;)

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 PostPosted: 10 Jun, 2008 
 
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wow, really nice mod !

The cybran model looks awesome. Keep up the good work ;)


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 PostPosted: 11 Jun, 2008 
 
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Yes one thing I've ran into while doing this is don't do beam AA weapons, they seem to be unreliable :D. Sometimes they simply aim off the target plane no matter how they have lead false and perfect fast tracking or what, they just want to sometimes shoot past the target and sometimes hit like there's nothing wrong.

The Bouncer tracking laser doesn't have a moving part as a muzzle, the laser pointer is just generated at the tip. It looked unimaginably stupid when it turned that tip around...

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 PostPosted: 11 Jun, 2008 
 

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These are really nice units. They work good and they look good. Love it already! I have just two suggestions about the Cybran unit and one suggestion about the whole mod.

1: To make it more in line of with the other Cybran units I think it should fire its missiles one after another rather than a bunch at the same time. All Cybran units have a high rate of fire. So my suggestion is to make it fire 2 missiles at the same time (from both arms), then 2 more, etc.

2: Again to keep the Bouncer in line with other Cybran units, make it so it can fire on ground units too, like how it works with the Cybran T1MAA.
Additionally you could provide the T3AA unit with a repair ability like the one on the Mantis (keep the stats about the same).

3: The AI doesn't build these units. Maybe ask Sorian and/or Duncane to include support in their AI mods to build these units (when you play a game with this mod is enabled).

edit: I didnt check but can these units also be build by mobile factories like the Fatboy and the Megalith?


Last edited by brute51 on 11 Jun, 2008, edited 2 times in total.

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 PostPosted: 11 Jun, 2008 
 

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i concur with brute51's suggestions with the exception of the repair ability.

i should note that the T2 Cruiser also has a toggleable AA weapon.

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