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 PostPosted: 21 Jul, 2008 
 
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T1 Point Defenses and Anti-Air structures can now take part in the Resource Networks and I've adjusted beam effects appropriately. They should receive the same rate of fire bonuses as their T2 counterparts.

Effects: Linking PD to PD: Seraphim ones get a swirly effect on the PD/AA tower (rather than a normal effect) when they are adjacent to each other, as they can be built too close otherwise. For similar reason, adjacency beams link the turrets (rather than the bases) for other factions so you can actually see the beam.

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Last edited by Gilbot-X on 29 Dec, 2008, edited 1 time in total.

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 PostPosted: 21 Jul, 2008 
 

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Has the no mass consumption on mex upgrade bug been fixed?

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 PostPosted: 21 Jul, 2008 
 
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Yes.

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Last edited by Gilbot-X on 29 Dec, 2008, edited 1 time in total.

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 PostPosted: 21 Jul, 2008 
 
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Reason for that bug: The output of my mexes are updated all the time by a thread so their output increases over time. To fix, I just had to stop that thread from doing any updates during an upgrade.

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Last edited by Gilbot-X on 29 Dec, 2008, edited 1 time in total.

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 PostPosted: 21 Jul, 2008 
 

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I had wondered if that was the case, since for a fleeting instant right after you start the upgrade they do show themselves as consuming mass.

Thanks. :D

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 PostPosted: 21 Jul, 2008 
 
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Still debugging...

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Last edited by Gilbot-X on 29 Dec, 2008, edited 1 time in total.

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 PostPosted: 21 Jul, 2008 
 

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I'm looking through your code, you write very detailed comments. :)

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 PostPosted: 21 Jul, 2008 
 
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I just noticed that the Aeon t3 Mass Extractor animation does not play correctly and that it does not have a Shield when part of the network.

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 PostPosted: 21 Jul, 2008 
 
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CerusVI wrote:
I'm looking through your code, you write very detailed comments.

Yeah, that's from having worked professionally as a programmer on some largish projects, you kind of get used to it.

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Last edited by Gilbot-X on 29 Dec, 2008, edited 1 time in total.

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 PostPosted: 21 Jul, 2008 
 
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It appears it is possible to overload these networks. By overload I mean have so many structures on the network that no newly built building gets any bonus while the old ones do, but if you start another network somewhere else on the map those buildings DO get bonus.

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 PostPosted: 21 Jul, 2008 
 

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Gilbot-X wrote:
OK, T1 Point Defenses and Anti-Air structures can now take part in the Resource Networks and I've adjusted beam effects appropriately. I've not tested but they should receive the same rate of fire bonuses as their T2 counterparts.

Effects: Linking PD to PD: Seraphim ones get a swirly effect on the PD/AA tower (rather than a normal effect) when they are adjacent to each other, as they can be built too close otherwise. For similar reason, adjacency beams link the turrets (rather than the bases) for other factions so you can actually see the beam.

Here's the link for this mod's download page on RTSC.
http://www.rtscommunity.com/mw/modifica ... 05&game=43

Install.txt says version 1.5.


Just tested this, the RoF does not change for any PD.

Edit: Although oddly enough, the Ravager (UEF T3 PD) has its cooldown energy cost increased when connected to a network with a lot of power.

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 PostPosted: 21 Jul, 2008 
 
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CerusVI wrote:
Edit: Although oddly enough, the Ravager (UEF T3 PD) has its cooldown energy cost increased when connected to a network with a lot of power.


Then that means it's firing faster as it must spend a set amount of energy to fire and it will not fire until it spends that amount.

I also noticed the T2 arty can fire at an omfg rate if you have like 30+ T3 pgens on your network. :shock:

EDIT: Just timed it and it fires every 2.5 seconds when you have 27 T3 pgens and 5 t2 pgens. That's 700 DPS :shock:

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 PostPosted: 21 Jul, 2008 
 

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5i1 wrote:
CerusVI wrote:
Edit: Although oddly enough, the Ravager (UEF T3 PD) has its cooldown energy cost increased when connected to a network with a lot of power.


Then that means it's firing faster as it must spend a set amount of energy to fire and it will not fire until it spends that amount.

I also noticed the T2 arty can fire at an omfg rate if you have like 30+ T3 pgens on your network. :shock:

EDIT: Just timed it and it fires every 2.5 seconds when you have 27 T3 pgens and 5 t2 pgens. That's 700 DPS :shock:


I did indeed test PD, nothing is firing faster, only the T2 arty does, because it has to "build" each shot. I looked at the code briefly, when I logged the formula used to change the wep rate of fire, it returns as 1.#INF.

Edit: I think this is part of it:

Code:
File: [extendedadjacencyunit.lua]

SetAdjacencyBonus = function(self, bonusTypeName, bonusAdd)



bonusAdd is showing up as 0 for PD adjacency, I think. I could be completely wrong, I'm really not all that familiar with Supcom/FA's implementation of Lua, or Lua in general.

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 PostPosted: 21 Jul, 2008 
 
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Quote:
It appears it is possible to overload these networks. By overload I mean have so many structures on the network that no newly built building gets any bonus while the old ones do, but if you start another network somewhere else on the map those buildings DO get bonus.


Don't forget to use CTRL-/ in game to check which networks your units are on. That's the CTRL key held down and press the forward slash key on the numberpad (make sure Numlock is set on your keyboard). The display on each unit will say something like N=1 if you just have 1 (Local Area) Network, but it can say N=3 I=2 meaning the unit is on local network 3 and that local network 3 forms part of Internetwork (or Wide Area Network) number 2.

To give a full adjacency bonus to another unit, the two units must be directly (or diagonally) adjacent. Units not touching but with the same N number transfer 50% of that bonus. Units with diferent N numbers but with the same I number get 25% from each other.

I've just confirmed that ROF bonuses are coming out as 0 on PD. I'll have a look in FA's adjacency templates and make some changes there so that more units get this.

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 PostPosted: 21 Jul, 2008 
 
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You can see what buffs that FA gives by opening /lua/sim/AdjacencyBuffs.lua (not just in my mod, look in lua.scd in FA's gamedata folder).

All PD and T2 Arty are of type 'STRUCTURE SIZE 4'. It says that T1, T2, T3 powergens and HCPP all give ROF bonuses, but only to T2 arty!

I'm gonna make sure it gives out a whole lot more....

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 PostPosted: 22 Jul, 2008 
 

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Gilbot-X wrote:
You can see what buffs that FA gives by opening /lua/sim/AdjacencyBuffs.lua (not just in my mod, look in lua.scd in FA's gamedata folder).

All PD and T2 Arty are of type 'STRUCTURE SIZE 4'. It says that T1, T2, T3 powergens and HCPP all give ROF bonuses, but only to T2 arty!

I'm gonna make sure it gives out a whole lot more....


Interesting, looking forward to your solutions.

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 PostPosted: 22 Jul, 2008 
 
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New UI features:

Select any units, hit ALT-F and it will display that unit's rate of fire above each unit. If it has more than one weapon you get a list giving each one.

You can look at a unit's shield HP (with bonuses factored in) in the same way, but using ALT-S instead.

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Last edited by Gilbot-X on 29 Dec, 2008, edited 1 time in total.

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 PostPosted: 22 Jul, 2008 
 
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Also changed SelectionPriority for pipeline units.

If you drag a box over an area, T2 and T3 pipelines are not selected if there are any combat units in that box (They are now class 4).

If you drag a box over an area, T1 pipelines are not selected unless there are no other units in that box (They are now class 6).

That will stop them getting selected into groups when you don't want them to be.

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 PostPosted: 22 Jul, 2008 
 

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Thanks, that was bugging me earlier...

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 PostPosted: 22 Jul, 2008 
 
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Fixes Completed:
You can have up to 4x rate of fire on all PDs and AA, although it takes about 10 T3 Powergens on the same network to be guarantueed to max out all ROFs on everything else on that network to 4x. Build a T1 PD next to a T3 Powergen to see instant results!

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Last edited by Gilbot-X on 29 Dec, 2008, edited 1 time in total.

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 PostPosted: 22 Jul, 2008 
 

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Woo! This ought to kill the next 2 hours before work. Thanks! :D

Edit: Aww, looks like TV breaks the PD RoF buff too, oh well. >_<

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 PostPosted: 22 Jul, 2008 
 
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Porting this mod to FA has been LOADS of work!!!

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Last edited by Gilbot-X on 29 Dec, 2008, edited 1 time in total.

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 PostPosted: 22 Jul, 2008 
 
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Also turns out that Hive and Kennel never got energy/mass cost reductions for being adjacent to MeX, Powgens etc in FA. I think it's about time they got build bonuses too! I'll keep these bonuses small though.

For example, mass consumption is set for factories to never be reduced below 75%, i.e. building an engineer in a T1 Factory costs 4 mass per second normally, and will never cost less than 3 mass per second no matter how many Mexes you connect to the factory. I'll make sure the same applies to the Kennel and Hive. For energy consumption it's set to 50%. I'm putting those numerical settings in a single file so you can easily change them at your preference.

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 PostPosted: 22 Jul, 2008 
 
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Gilbot-X wrote:
Also turns out that Hive and Kennel never got energy/mass cost reductions for being adjacent to MeX, Powgens etc in FA. I think it's about time they got build bonuses too!


It turns out that while both Hive and Kennel now get the adjacency bonuses, and both actually use it when upgrading, only the Hive benefits from the bonus while assisting building other units.

The Kennel gets the bonus when building its own flying assist-drones, but these drones then go and do all the assiting themselves, and they don't use the bonuses! Well, that just makes the factions more unique and balances the fact that drones can fly to assist further than the range of a Hive.

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Last edited by Gilbot-X on 29 Dec, 2008, edited 1 time in total.

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 PostPosted: 22 Jul, 2008 
 
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Quote:
I just noticed that the Aeon t3 Mass Extractor animation does not play correctly and that it does not have a Shield when part of the network.

I have not been able to replicate this bug. Please verify it wasn't caused by running another conflicting mod at the same time.

By the way, the shield is only supposed to come on when the unit is under attack - hence the AP order button it has when you select it. AP = Auto-Pack, my automatic defense system. All Aeon Mexes have this.

UEF Mexes have a similar system (damage limitation system) that doesn't use a shield but reduces HP lost when its under attack (visibly, you see sparks on it when its doing this).

Their HCPPs also have these systems. This was part of my Mod Pack when I released it for Supreme Commander (before FA was released).

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