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 PostPosted: 04 Feb, 2009 
 
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Alcide wrote:
the sera scout is not seen by civilian point of defense :
It can reclaim the protected reclaim on a lot of map at once !


Fixed for v5.

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 PostPosted: 04 Feb, 2009 
 
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First, great work on a really original and creative mod.

It really makes you a think a bit on how to use your units to best advantage. I really like the work you have put into this.

Some changes make you work a bit - I like how intel is not so "easy". You have to rely on more local intel nodes. Nice touch. The T3 spy plane has big radar zone, but very small visible area. Another interesting twist. You have put some real thought into this mod and it is great!

Some people may not persevere in mastering the more subtle interaction but don't let them distract you. You have created an original masterpiece.

I barely finished V3 when you put out V4 so I am not sure if you fixed a few problems I saw:

1. Sera Battleship shows "manual launch" as an option when you hover over it, but the build nuke option has been removed by your mod

2. One of the ACUs (I think Cybran) has the left/right upgrade options swapped. The tech upgrade options should be on the right (like all the other ACUs).

3. Harbinger - will not properly display unit when you zoom in on it (I think you fixed this in V4??)

4. Harbinger - when two or more units are on screen you can double click ok (and select all units), but for some reason you cannot select all such units when you use the mouse to draw a box around them.

I really liked the changes you made to moving some units to the experimental class. I also liked the additional options with the Quantum gates and that SCUs will build experimentals. Nice touches.

I am hoping you will create a new *unique* experimental for each faction. Would enhance the diversity further. I think you might want to nerf the T3 air superiority fighter a bit... pretty hard to take out for other factions with lower tech.

Again - great work. Looking forward to v5!

Cheers 8)


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 PostPosted: 05 Feb, 2009 
 
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Thanks for the feedback.

MagicSoul wrote:
2. One of the ACUs (I think Cybran) has the left/right upgrade options swapped. The tech upgrade options should be on the right (like all the other ACUs).


I switched the arm the engie suite is on so he can have both the engie suite and the gun upgrade at the same time. (It's one or the other in FA.)


Quote:
I am hoping you will create a new *unique* experimental for each faction. Would enhance the diversity further. I think you might want to nerf the T3 air superiority fighter a bit... pretty hard to take out for other factions with lower tech.


I am going to add a different 'game-ender' to each faction in v5 that will be indirect game-enders... they will buff other units insread of killing the enemy directly. Also, I will rebalance the Air XPs to be lighter, faster versions of ground XPs, that also cost less.

Also, about the Aeon ASF... I'll look into that. It's really expensive, though (1000 mass) so most factions should have plenty of AA to fight them off with.

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 PostPosted: 06 Feb, 2009 
 
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Tried out the latest version and played it with Aeon.

Built a T3 Mercy for the first time and noticed two things:

1. did not appear to illuminate a significant area - was VERY small. Thought this was supposed to provide a large LOS?

2. shortly after selecting (clicking on) my first built T3 Mercy it came up with a message saying it had toggled on the free cam. Throughout the game from that point on it would randomly turn off and on. Although this can manually be toggled off via cntl-V this was very annoying. This should simply be disabled. For people who don't understand the free cam it would be quite confusing.


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 PostPosted: 06 Feb, 2009 
 
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MagicSoul wrote:
Tried out the latest version and played it with Aeon.

Built a T3 Mercy for the first time and noticed two things:

1. did not appear to illuminate a significant area - was VERY small. Thought this was supposed to provide a large LOS?

.


I don't know how this bug crept in there... the mercy works just fine in previous versions. But it's fixed for v5.

Quote:
2. shortly after selecting (clicking on) my first built T3 Mercy it came up with a message saying it had toggled on the free cam. Throughout the game from that point on it would randomly turn off and on. Although this can manually be toggled off via cntl-V this was very annoying. This should simply be disabled. For people who don't understand the free cam it would be quite confusing


In my test game I did not encounter this bug and could not reproduce it. Try restarting your computer, starting up FA, and if you can still reproduce this bug press F9 in game (with cheat enabled) and post any messaged or warnings that appear, paying particular attention to those dealing with camera.

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 PostPosted: 06 Feb, 2009 
 
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I'm just wondering about the possibility of giving assault bots the advantage of being able to climb much steeper terrain than vehicles. The agility difference between vehicles and bots already present doesn't seem to lend much to game play otherwise.


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 PostPosted: 07 Feb, 2009 
 
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SyDaemon wrote:
I'm just wondering about the possibility of giving assault bots the advantage of being able to climb much steeper terrain than vehicles. The agility difference between vehicles and bots already present doesn't seem to lend much to game play otherwise.


Me 2! I tried some things with StandupRight, but it doesn't actually allow bots to walk on steeper terrain.

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 PostPosted: 09 Feb, 2009 
 
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All right, now in version 5.

Selen no longer has cloak or stealth. [done]
Torpeduchet cost/buildtime reduced (2000 to 1200), projectile now more able to catch moving targets and cannot target

hover units.[done]
Aeon sniper hp doubled (100->200), cost decreased slightly (200 to 180). [done]
Aeon Aurora hp buffed (175-->220), max speed increased slightly 3.2 from 3.0 [done]
Aeon Chrono Dampener stun duration buffed from 3.5 to 4.5 seconds/ [done]
Seraphim ACU Regen upgrades fixed. [done]
UEF and Cybran now have mobile AA at tech 1 again. [done]
All amphibious tanks buffed slightly. [done]
All ACUs now hold 1000 mass (from 650) and 10000 Energy (from 5000) [done]
UEF Ambassador now has a unique strategic icon. [done]
Cybran MAZOR upgrade reduced from 800 DPS to 400 DPS. [done]
Cybra/uef/aeon AA towers now cost normal FA price, boosted defense and damage. [done]
Aeon Anti-Air stunner thistle now tech 2, build time increased. [done]
Viper speed reduced slightly (2.4 from 2.5) [done]
Air XP units rebalanced [done]


New unit: Sea King: Cybran tech 3 anti-ship gunship. Equipped with sonar and fires torpedoes at naval units. New

unit: Aeon T3 Depth Charge Artillery. Slow and fragile, but fires depth charges at far away anval targets. Lethal

against subs at a distance.



Also, 4 new game enders.

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 PostPosted: 09 Feb, 2009 
 
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hey funkoff can you update the read me? I cant get to it anymore
here is the link
http://supremecommander.filefront.com/f ... _Mod;97754

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 PostPosted: 13 Feb, 2009 
 
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Sera's t3 bot still gets hung up on some areas of Sung Island.

Replay of it happening, note it is with Phantom N v1. This is the link to it on the vault. Mod works great with Phantom btw, I think I love it.

replay:ChancesTaken/2-12-2009-23-15-23.SupremeCommanderReplay

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 PostPosted: 13 Feb, 2009 
 
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Note to all, funkoff can't even play his own mod online without desync, heh.

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 PostPosted: 18 Feb, 2009 
 
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V6 has been uploaded to the vault:

Changes:
Aurora hp reduced to 200 (from 220)
Othuum acceleration decreased, cost increased 50%
Seraphim T3 missile sub cost inscreased from 2800 to 3300 mass, speed reduced from 6 to 4.
Seraphim T1 pgen buildtime fixed
CZAR AA missile radius and vision radius increased from 100 to 150, aa missile damage reduced to 100 (from 300)
CZAR crash damage radius reduced (15 to 10), AA flak radius increased to 80 (from 44) damage radius increased to 5

(from 3)
CZAR can now build mercies
All airborne XP crash damages reduced to 4500.
seraphim light gun upgrade description fixed.
Thisltle build time increased
All battleship build times reduced
vesper desc to "heavy sub"
Soothsayer death fixed
Anti-wave generator no longer kills units. Will leave units with at least 300 health remaining.
All Medium and Heavy air transport health increased nearly 4x, cost nearly doubled. T3 transports now will get you

where you need to go safetly.
Magnetium build time increased, cost reduced
Cooper speed slightly reduced (6 to 5.5), acceleration reduced, and range slightly reduced (50 to 40)
Fixed, seraphim fab now buildable at T3
Air XP build times in-line with b-ships now
All cruiser/light bat/missile sub speeds standardized: Maxspeed 4, accel 2. (Cruiser/ight bats were 4.5/4/5)
Battle Cruiser speed and accel slightly increased (4.25 to 4.5)
cybran int icon fixed
GC HP buffed to 160k from 130k
Fatboy acceleration reduced to .25 from 1.75 (max speed remains the same), turn rate reduced to 20 from 30.
hot keys for build mode updated, now all units and structures have working build mode hot keys.


Fix for 'wreck bug' applied. Rebuild bonus removed. (Structures will no longer start half-way constructed when

built on like wrecks.)
All Tech 1 subs and frigs are now air-transportable. T1 trans hold 1, T3 trans hold 2.

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 PostPosted: 22 Feb, 2009 
 

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GrayRainsFalling wrote:
Note to all, funkoff can't even play his own mod online without desync, heh.

yes he can, it was the sorian ai mod killing the game.

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 PostPosted: 22 Feb, 2009 
 
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Lifekatana wrote:
SyDaemon wrote:
I'm just wondering about the possibility of giving assault bots the advantage of being able to climb much steeper terrain than vehicles. The agility difference between vehicles and bots already present doesn't seem to lend much to game play otherwise.


Me 2! I tried some things with StandupRight, but it doesn't actually allow bots to walk on steeper terrain.


It has to do with the footprints. Look at the SC:TA mod to see how to allow all those things.

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 PostPosted: 23 Feb, 2009 
 
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Hey FunkOff,

I checked out version 6 recently (vault version). I really like the unit guide you wrote, that must have been a crapload of work! (and nobody likes to write documentation).

I believe this guide really helps people get into your mod; though you should eventually attempt to cover all the units in the game. For instance, I wonder how well the magnetic field inducer really works; I assume it's a target priority hack?

Anyway, there's a bug I have come across with the Cybran T3 Air Factory. I assume something in its build list is broken, making it unusable except for building Engineers and Airborne TMD. For this screenshot, I deactivated all mods except yours.

Screenshot:
Image

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 PostPosted: 23 Feb, 2009 
 
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hey thats almost cool thygrrr :p

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 PostPosted: 23 Feb, 2009 
 
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Thygrrr wrote:
Hey FunkOff,

I checked out version 6 recently (vault version). I really like the unit guide you wrote, that must have been a crapload of work! (and nobody likes to write documentation).

I believe this guide really helps people get into your mod; though you should eventually attempt to cover all the units in the game. For instance, I wonder how well the magnetic field inducer really works; I assume it's a target priority hack?

Anyway, there's a bug I have come across with the Cybran T3 Air Factory. I assume something in its build list is broken, making it unusable except for building Engineers and Airborne TMD. For this screenshot, I deactivated all mods except yours.

Screenshot:
Image


Huh, that's the same problem I had. Yet two other Cybran players didn't have that problem during the game.

Thygrrr, do you have Goom's UI mod?

It might be the reason for the screwed up GUI (graphical user interface this time).


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 PostPosted: 24 Feb, 2009 
 
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I still have not been able to locate the source of this bug. In my final run through before I released v6 I built one of every unit, including cybran T3 air, so I would have caught this bug.

I also had GAZ ui installed, but not on. My best guess is that the new cybran unit (The Sea King, built at T3 air fac) is causing the UI mod to break the UI.

I removed GAZ ui from my mods directory and then started up FDMv6, no issues on the Cybran T3 Air Factory, so I'm pretty sure it's Goom's UI not recognizing the Sea King.

In terms of fixing this for compatibility with goom's UI I don't know enough about his UI mod to do that.

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 PostPosted: 24 Feb, 2009 
 
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I'd guess it has SOMETHING to do with localization issues?

I have the European/German version, installed as English.

The bug occurred both with and without my fork of GAZUI.

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 PostPosted: 24 Feb, 2009 
 
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Be sure to remove GAZUI from both mod folders (my documents + program files directories), then start-up FA again and check it in sandbox.

Only the UI is messed up so it can't be a localization issue, all localization changes is text. Also, I had the bug too, I removed GAZUI and the problem was solved. And 2 other cybran players during the phantom game last night had no ui mods and had no bugs with the cybran T3 air fac.

Remember, the mod can cause problems even if it is not enabled. Sorian's AI is known to cause phantom games to desync even if only 1 player has the AI istalled and no AI players are in-game. (If it's not just goom's UI mod, it could be another mod that messes with the UI.)

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 PostPosted: 28 Feb, 2009 
 
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Anyone still having issues with this and GAZ UI?

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 PostPosted: 01 Mar, 2009 
 
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Can u post a mirror. GPGnet crashes when the vault opens. Filefront freaks out with a bunch of multiple connection errors. gamereplays is blocked. (Parental controls)(its like a leash) :roll: :|

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 PostPosted: 26 Mar, 2009 
 

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Hi, this is a really great work, finally a mod with less unit. I just have one question concerning the AI. I played with Alx Sorian Adaptive (cheated) on a sea map and the computer does some stuff but it's really too defensive. In 30 minutes, he sent some transports, immediatly shooted by my AA... and nothing else...

So, is your mod compatible with all sorian AI ? (I suppose Alx Sorian is a Sorian AI ^^)

Thank you anyway


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 PostPosted: 28 Mar, 2009 
 
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It has been stated before that this mod is not compatible with Sorian (yet). On that note, FunkOff, will we ever see Sorian support? Or is that something Sorian himself will have to look in to? (I figure it is).

On another note, what was your intention when you removed the wreckage build bonus (ie the bonus you get when building on top of a same wreckage to rebuild a destroyed structure)?


EDIT: Further playtest comments

Only tested Cybran so far. They lack any form of T2 PD, which is tricky. I haven't found a decent "replacement" for that. Sure, they have awesome stealth, but lacking any form of heavier defence puts a strain on you. Solutions? Am I just missing something?

Their "rapid fire" TML does indeed fire rapidly. If you micro it. If you simply set up a launch series by SHIFT+CLICK it will not fire after the first missile.

The experimental Stealth+Cloak field clearly states that everything "within it's operational radius" will be cloaked and stealthed. However, that operational radius is invisble, or larger than Four Leaf Clover (which is the stage I tested it on).

T3 Air Factory has a broken UI. The UI won't show, but the T3 engy and the T3 Airborne TMD will show. None of the other T3 air units are buildable due to broke UI. These will also "stick" until you select something else. No other mods enabled. (I will remove GAZ UI from my folders once I get home, but since they are deactivated, they SHOULDN'T interfere, but just in case, I will test). It looks like in the screenshot above in this thread.

I will update this post, or make new posts, as I find more stuff. Great work so far! M;ade me horribly confused, but intrigued. The new ways of using the units is brilliant!


Last edited by Moonshine Fox on 29 Mar, 2009, edited 1 time in total.

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 PostPosted: 29 Mar, 2009 
 
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I just played a mock game against an AI, and managed to capture his engineer which gave me access to the Seraphim units as well. I can now confirm that those two experimental "area effect" structures you have added does not display their area of effect, making it very hard to utilize them fully.

Cybran - Stealth/Cloak field
Seraphim - Restoration Field
Aeon - Not yet tested
UEF - Not yet tested


Also, did you change the Mantises very much? It seems it takes two mantises forever to kill a single T1 MEx. Are they significantly weaker, or did you buff MExes? In addition, the artillery+mantis+scout combination is ridiculously powerful in early T1. The enemy will be stunned out of range and whittled down by mantises without much of a counter.


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