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FuryoftheStars
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Posted: 18 Aug, 2008
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Joined: 20 Apr, 2007 Posts: 1524 Location: VT, USA
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Bug of some sort with the Juggernaut. It seems as though sometimes when I give it a move command, it will move jerkily for a second or two before clearing the command. When I tell it to attack something, it moves in a jerky fashion while turning, then it glides of smoothly. After this point I can give it a move command and it will accept it. This is not something that appears to take affect the moment it rolls off from the factory... usually has to be in the game for a few minutes first.
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vectorwolf
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Posted: 18 Aug, 2008
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Joined: 02 Jun, 2007 Posts: 95
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Terrific work again, guys.  Really enjoying the pack!
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student1
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Posted: 18 Aug, 2008
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Joined: 29 Feb, 2008 Posts: 84
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Nice work, congrats on release!!!
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Legion Darrath
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Posted: 18 Aug, 2008
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Joined: 23 Feb, 2007 Posts: 8745 Location: Belgium
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In case anyone gives a ****, I approve of this mod
you forgot me in the credits as "annoying person that keeps asking for necrobot models" :p
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 Global Moderator and creator of LabWars
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Lt_hawkeye
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Posted: 18 Aug, 2008
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Joined: 26 Mar, 2007 Posts: 5075 Location: California, United States
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meredith wrote: ok so this is like V3 for halks mod? *runs off to post the update on supcom files*
and is their going to be a non exe version cause I like to know what I am changing when I install a mod i do not plan to make a non-exe version, if i did then i would get bombarded with PMs and the thread would be spammed to death on "how do i install this" i made the exe(thanks to sorian for the link) so that ppl wont have trouble installing it meredith wrote: oh!! can I guess you got the quantum gate idea from my mod? (mine makesa T4 seraphim factory that builds air and land really fast) I like how it builds more units faster. and the arch is cool pardon? i actually had this idea for a long time and tried several things before i got to this stage where its at now(thanks to resin smoker for help) FuryoftheStars wrote: Bug of some sort with the Juggernaut. It seems as though sometimes when I give it a move command, it will move jerkily for a second or two before clearing the command. When I tell it to attack something, it moves in a jerky fashion while turning, then it glides of smoothly. After this point I can give it a move command and it will accept it. This is not something that appears to take affect the moment it rolls off from the factory... usually has to be in the game for a few minutes first.
this seems to be an FA bug, i have noticed it with the juggernaut and as well with a few stock units, have no idea what causes it.
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kankersupcom
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Posted: 18 Aug, 2008
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Joined: 30 Sep, 2007 Posts: 17
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I'd like to see a non-exe version in the future as well, not a big deal though. If people don't know how to install it maybe offer both just like Sorian AI?
Love the mod, played a match with it tonight and especially liked the Cybran assault mech. Takes a little long to change modes though, but was fun to watch change for the first while. After that I was wishing it would move a lot faster lol.
Any ideas on when an update will be released for the finished icons? I know in the last thread you talked about releasing it prior for testing but I still think it says a lot about the mod quality when icons are present.
Thanks for all the work on this mod though.
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CerusVI
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Posted: 19 Aug, 2008
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Joined: 06 Nov, 2007 Posts: 1178
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Bugs:
Cybran cloak field generator - units remained cloaked for quite some time after the building is destroyed or the ability turned off.
Cybran T1 random weapon unit - will eventually cease to fire for no discernible reason, continues to act like its firing, tracking the target and such.
Asides:
Cybran heavy walker bot - "artillery" fire has no significant arc and is made useless by hills, intended?
Seraphim rift generator - Description could be rewritten to reflect the possibility that an energy crash shall create a swirling vortex of death out of your group of 20 ythothas.
Everything else I noticed has already been covered or acknowledged at some point. Very nice work. 
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Lt_hawkeye
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Posted: 19 Aug, 2008
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Joined: 26 Mar, 2007 Posts: 5075 Location: California, United States
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CerusVI wrote: Bugs: Cybran cloak field generator - units remained cloaked for quite some time after the building is destroyed or the ability turned off. Cybran T1 random weapon unit - will eventually cease to fire for no discernible reason, continues to act like its firing, tracking the target and such. Asides: Cybran heavy walker bot - "artillery" fire has no significant arc and is made useless by hills, intended? Seraphim rift generator - Description could be rewritten to reflect the possibility that an energy crash shall create a swirling vortex of death out of your group of 20 ythothas. Everything else I noticed has already been covered or acknowledged at some point. Very nice work. 
lol sorry about that, i thought i put that in the desctiption for the unit XD, yes you need energy to keep the unit that Rift gate makes, or they die.
are you running with other mods? also, can you please tell me which weapon the T1 Cybran unit is using.
as for the heavy mech arty, yes the low arc was intended, i may have to decrease the muzzle velocity to make the arc a little higher.
the deploy mode is there to give the enemy a change to destroy it while its vulnerable(if you havn't noticed it can stun and destroy just about anything..)
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meredith
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Posted: 19 Aug, 2008
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Joined: 04 Feb, 2008 Posts: 583
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Lt_hawkeye wrote: meredith wrote: oh!! can I guess you got the quantum gate idea from my mod? (mine makesa T4 seraphim factory that builds air and land really fast) I like how it builds more units faster. and the arch is cool pardon? i actually had this idea for a long time and tried several things before i got to this stage where its at now(thanks to resin smoker for help)
oh ya I made a mod for an extra T4 building for the seaphim that made air and land units your new quantum gates reminded me of them thats just it I thought I would ask if you got the idea from me.
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Lt_hawkeye
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Posted: 19 Aug, 2008
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Joined: 26 Mar, 2007 Posts: 5075 Location: California, United States
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oh.. the quantum gates. i think i did actually...XD
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meredith
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Posted: 19 Aug, 2008
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Joined: 04 Feb, 2008 Posts: 583
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Lt_hawkeye wrote: oh.. the quantum gates. i think i did actually...XD oh I know it looked familiar (urg cant spell)
I am going to post this update on supcom files if you dont mind and as for posting it who should the author be? you as usual? or dose your team have a name? you should also think about posting on filefront forums I know every one their would be happy to help with finding bugs.
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Lt_hawkeye
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Posted: 19 Aug, 2008
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Joined: 26 Mar, 2007 Posts: 5075 Location: California, United States
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go ahead and put it under the BlackOps mod team, as for the FF, i'll consider it, i stopped updating that thread due to extreme lack of activity and just plain forgetting about it XD
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meredith
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Posted: 19 Aug, 2008
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Joined: 04 Feb, 2008 Posts: 583
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ok I have uploaded it to supcom files Here you can use it as your main link or a secondary. I used your original post (but edited it cause our read me section dose not support bb) as a read me cause the people will want to know how to install it. let me know if you are ok with this and if not you can send me a read me and I will change what is on the site.
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Lt_hawkeye
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Posted: 19 Aug, 2008
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Joined: 26 Mar, 2007 Posts: 5075 Location: California, United States
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you might wanna remove that video, as its from the SC version of the mod and well, rather outdated.
link added to the first post
Edit: i will start putting up pictures on the second post.
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Castar
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Posted: 19 Aug, 2008
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Joined: 16 Feb, 2007 Posts: 43
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Lt_hawkeye wrote: Code: 3) Follow the instructions, (remember to change the C: to where ever you have the game installed but leave the rest as it is)
Watch out with this. A lot of people have vista 64bit, and there the default path for any 32bit app is "X:\Program Files (x86)\blahdieblah". More importantly, a lot of, ehm, "non-advanced" users have vista 64bit, and telling them to just change X to C or whatever will lead to whining, especially since your installer pastes the "Supreme Commander - Forged Alliance" thing behind the path no matter what, so if they do know how to browse to their supcom folder and don't pay too much attention, they'll still install it wrongly, leading to much whining of "OMG HOW I INSTALL DIS MOD ITZ NOT WORKING!!1one", which kind of beats the point of delivering your mod with a convenient installer.
Also, that quirk where it pastes "Supreme Commander - Forged Alliance" behind the path is very annoying for more advanced users, who have installed the game to, for (completely random) example, "D:\Games\SupCom - FA". And didn't pay to much attention  . Much annoying copy-pasting ensued
In short: your installer sucks balls. I'll test out the rest of the mod later tonight, but those units sure look schweet 
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moddingman
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Posted: 19 Aug, 2008
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Joined: 18 Mar, 2007 Posts: 169
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Loving the Mod, shame this cant be melded with 4th dimension next release when they have the Seraphim in the FA version compelted but yeh, all good stuff
however I think one thing is that has the model for the Aeon T3 hvy hover tank been changed? just wondering but then again I could have been using a differnt mod for the other hvy hover and further, ime really just nit picking but the Aeon sattelite is awsome with its nuclear blast but I think you should make the graphic into an Aeon nuke blast or several on top of eachother to make it look Aeon, having a UEF nuke is a little odd imo what with all the energy of the Aeon, or even better make the blast look like one of the Seraphim super nukes.
but overall great job.
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FuryoftheStars
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Posted: 19 Aug, 2008
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Joined: 20 Apr, 2007 Posts: 1524 Location: VT, USA
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Lt_hawkeye wrote: FuryoftheStars wrote: Bug of some sort with the Juggernaut. It seems as though sometimes when I give it a move command, it will move jerkily for a second or two before clearing the command. When I tell it to attack something, it moves in a jerky fashion while turning, then it glides of smoothly. After this point I can give it a move command and it will accept it. This is not something that appears to take affect the moment it rolls off from the factory... usually has to be in the game for a few minutes first. this seems to be an FA bug, i have noticed it with the juggernaut and as well with a few stock units, have no idea what causes it.
Hmm... ok. I've never actually experienced this before until I tried using V2 of your mod and played around with the Juggernaut for the first time.
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Quenlar
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Posted: 19 Aug, 2008
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Joined: 15 Apr, 2007 Posts: 114
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Wow, the units are so cool, I wasn't going to get the pack at first (no screen shots).
T4 Cybran mech is insane, as is Aeon T4 satellite. Actually I'd be nice if the mech wasn't quite so loud.
And this mod works with total veterancy, so even better for me =)
Edit: Haha, I didn't even notice the SCU upgrades, guess I better get a full game in sometime.
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FuryoftheStars
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Posted: 19 Aug, 2008
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Joined: 20 Apr, 2007 Posts: 1524 Location: VT, USA
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Quenlar wrote: And this mod works with total veterancy, so even better for me =)
Oh, that comment reminds me.... yes, it does work with TotalVet, but I noticed one little hiccup... it doesn't seem to completely work with the ACU. It used to up mass and energy production by significant amounts with each level... now it doesn't. In the game I played, by the time the commander reached lvl 34 he was only producing 4 mass and 43 energy. Other games I've played (without this mod installed), I've easily seen thousands of energy being produced by that point. I don't know if there was a change you made to the ACU that affects this??
Oh, and the Anubis cannons... you might want to change their description so it isn't identical to the main weapon upgrade.  (if that wasn't already on your list of things to do)
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Hotrod
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Posted: 19 Aug, 2008
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Joined: 06 Apr, 2007 Posts: 208 Location: Ontario, Canada
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Well, first of all, I find that the Cybran T4 mech is way too quiet when it walks, I epected it to be loud, and frighting-souding, like the Monkeylord and Megalith. Same goes with the Goliath.
Second of all, the Cybran T4 Mech's roar kind of ruins it for me, since it doesn't really fit into Supreme Commander all that well.
Third of all, one of the Cybran T1 Assault Bot's permutations never gets built, I believe it's the one with the laser, and the flamethrower one refuses to shoot.
And lastly, I find that the T3 Frigates move a little too fast, though it could just be me.
I know most of the things mentioned are my personal opinion, but I thought I'd just point them out. In general, the mod is great, and I can't wait to see the final version. Keep up the good work!
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Smoot178
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Posted: 19 Aug, 2008
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Joined: 19 Mar, 2008 Posts: 82
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Will test.
But I would like to see teleporting nodes be put in 
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Hotrod
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Posted: 19 Aug, 2008
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Joined: 06 Apr, 2007 Posts: 208 Location: Ontario, Canada
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Oh, and I forgot to mention that the Seraphim's Experimental Dreadnought's factory doesn't build.
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Z32
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Posted: 19 Aug, 2008
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Joined: 26 May, 2008 Posts: 10101 Location: somewhere around nothing
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Hotrod wrote: Oh, and I forgot to mention that the Seraphim's Experimental Dreadnought's factory doesn't build.
the sera dreadnought will only build while on the move.
the build suite on it is meant primarily to be able to quickly reinforce your fleet during a retreat and whatnot and also to ensure it doesn't replace naval factories completely.
if you need it to build continuously, then set it to patrol.
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Last edited by Z32 on 19 Aug, 2008, edited 1 time in total.
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Astariel
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Posted: 19 Aug, 2008
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Joined: 27 May, 2007 Posts: 16 Location: HELLenka, Zabrze, Poland
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Great mod !
I've noticed one bug - Aeon Acolyte can't be built anywhere. It did work in the previous version for me.
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Legion Darrath
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Posted: 19 Aug, 2008
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Joined: 23 Feb, 2007 Posts: 8745 Location: Belgium
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