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 PostPosted: 14 Mar, 2009 
 
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Look good but be careful with the 50% RAS increase on Aeon and Sera as too much of a boost on that early T2 engineering upgrade could overpower Aeon/Sera with a huge eco advantage.


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 PostPosted: 14 Mar, 2009 
 
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AlteredFreak wrote:
Look good but be careful with the 50% RAS increase on Aeon and Sera as too much of a boost on that early T2 engineering upgrade could overpower Aeon/Sera with a huge eco advantage.


lol 50% of what i had it set at is +2 mass and +175 energy or so for the first engineering upgrade. If thats making them too overpowered then I dout i could effectivly balance it :P


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 PostPosted: 14 Mar, 2009 
 

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I had a thread skim and didn't see that this bug was picked up. Seraphim ACU tac launcher appears to not be able to hit closer range targets.

It's possible it's velocity related to veterancy which in turn could be because I play with total veterancy.


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 PostPosted: 14 Mar, 2009 
 
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Lurkah wrote:
I had a thread skim and didn't see that this bug was picked up. Seraphim ACU tac launcher appears to not be able to hit closer range targets.

It's possible it's velocity related to veterancy which in turn could be because I play with total veterancy.


It does have a minimum range set so if your trying to fire at something under that range then you may have issues in general. Tactical Missles are designed for long range strikes lol.

While TotalVet is one of the mods I plan eventual compatability with as its a popular mod I currently do not know exactly what things it changes on my units atm or how to control it. Since I am not in the mood to debug someone else's mod atm and it already is known to conflict with at least 1 set of my upgrades It is listed as having Compatability Issues on the first post.

I'll get to it eventually but at the moment its one of those "May have unintended results" type of things.

EDIT: My Bad I forgot to add that one to the compatability issues list lol.


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 PostPosted: 14 Mar, 2009 
 
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I just downloaded thr ACU upgrade and when I try to use it I cannot spawn in, the map comes up and then nothing happens. I have tried all of the factions with the same negative result. I do have both BlackOps mods installed and have had no trouble with them. :(

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 PostPosted: 14 Mar, 2009 
 
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Very awesome to hear! Can't wait to try it all out tomorrow.


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 PostPosted: 14 Mar, 2009 
 
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NaRalen1001 wrote:
I just downloaded thr ACU upgrade and when I try to use it I cannot spawn in, the map comes up and then nothing happens. I have tried all of the factions with the same negative result. I do have both BlackOps mods installed and have had no trouble with them. :(


Which install method did you use? if you used the SCD you shouldn't have a problem. If you used the zip file it creates an extra /mods/ folder that you need to remove for it wo work properly. This will be fixed in tomorrows release.

Well tonights if i get done with my tweaks. Atm I am playing the AI builders again and so far it at least tries to build them. Other then that though I could pack it up right now and release it :P


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 PostPosted: 14 Mar, 2009 
 
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You definitely haven't bee talking to yourself today. I haven't commented because it may interrupt your progress. I'm also still busy experimenting with your current release. Great stuff.

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 PostPosted: 14 Mar, 2009 
 
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Yes I did the zip, I'll see if I can fix it, if not I'll get the patch when you put it out. Thanks for the answer.

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 PostPosted: 14 Mar, 2009 
 
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VERSION 1.1 RELEASED

Please see first post for Downloads & install Instructions and second post for list of changes.

Enjoy :)

NOTE: Make sure you remove the old files first. Do not Overwrite if your using the Zip Version as this can cause issues.


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 PostPosted: 15 Mar, 2009 
 
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It's a lot more fun when the AI has upgraded commanders too. I was expecting to roll in on a 10,000 hp cybran ACU. It turned out to be 51,000. Thanks for the update and the different color rounds.

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 PostPosted: 15 Mar, 2009 
 
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Thank you very much for the post letting me know the update was ready. I was able to spam in and everythig looks OK. Looking forward to exploring each upgrade. :D

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 PostPosted: 15 Mar, 2009 
 
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if you try to build the improved-engineering upgrade first, and then remove it to build combat-engineering, it just removes the first upgrade. It wouldn't let me build anything, just keep on nagging about there already beeing something there, which it isn't!


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 PostPosted: 15 Mar, 2009 
 

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*Scratches head*

Okay, well, it's nice that the AI ACUs have access to all this tomfoolery too, but I'm not sure why the UEF ACU's T3 plasma gatling cannon has now got bright purple blasts. I think I preferred as just blue.

Still, good stuff.


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 PostPosted: 15 Mar, 2009 
 

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Just FYI, the unit.lua file breaks normal supcom veterncy. With it there, my units will gain their 'stars' but will recieve no regen or hp, or any other buffs. I removed it and it all works fine again (though I have NO idea what effect this has on the mod). Might want to check that for the next release. :)


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 PostPosted: 15 Mar, 2009 
 
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@mocafrost: Well glad they are building them. The tests I ran they only managed to ever get the first upgrade built and every time they tried to build the 2nd they kept canceling lol. About how long was the game you played before you ran into that commander anyway?

@NaRalen1001: Np :)

@HAL 9000: Hmm which ACU is this effecting and where you running any other mods? Cause i have never noticed something like this and i switch them all the time lol. Also does this happen continuously or is it something that just seems to happen occasionally?

@JaegerBane: LMAO Call it unique. Actually the original goal was to have it go to the darker blue then for the 3rd upgrade make it look like the high energy shifted into the UV energy spectrem. The problem is that the game turns the darker purple I added to the projectile into a brighter predominant version :P

I though it still looked ok and ran it by a cpl others before deciding to leave it in and see what others thought. It will probobly get reworked a little next time I do a release but I didn't feel like delaying the release over it :P

@AkXb70: Really? I will have to look at it a little closer. Odd that iI never got any error messages about it. As for what the unit.lua does its needed for the Anti-Teleport & Transparent Cloak scripts. Are you running any other mods with this one?


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 PostPosted: 15 Mar, 2009 
 
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Bug Confirmed: Normal Vet Buffs are being broken. This is being caused by something dealing with the Anti-Teleport & Transparent Cloak scripts. I have updated it on the known issues list and will be looking into it.


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 PostPosted: 15 Mar, 2009 
 
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I experienced something similar to HAL. I upgraded the Seraphim ACU with torps (2nd level). I removed it to get one of the gun upgrades, and it wouldn't let me put another upgrade one (kept getting the "already exists in slot" type pop-up. I was running other mods too, so I'll have to see if it happens without them running.

That game was a few minutes ago and the opponents Cybran ACU upgraded a few times. It was a 40 minute game, and he upgraded between the the 20min point and the end.

edit: it still happens with the Seraphim ACU (can't upgrade where one was removed) when all other mods are removed. I also observed Seraphim and UEF AI ACU's with upgrades at the 15min mark.

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 PostPosted: 15 Mar, 2009 
 
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personally i have played a couple games and then watched a few AI games, and it seems to me they only upgrade to their first level and then stop. i have only seen a single upgrade to their hitpoints. i am using the latest sorian AI as well.


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 PostPosted: 15 Mar, 2009 
 
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I just ran some tests and realized that they don't upgrade when Sorian's AI is used. There is the rare case where they get the hp boost they would from one vet level. Otherwise, nothing. I have Duncane's AI installed as well and those ACU's upgrade like crazy after about 16 minutes.

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 PostPosted: 15 Mar, 2009 
 
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I have the latest Sorian AI, 1.9.6 I believe, and the AI upgrades seemingly very well. First game I lost to a Cybran commander with 50k+ HP. So that's at least two health upgrades I think. Maybe it just depends on the situations, those upgrades aren't cheap.


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 PostPosted: 15 Mar, 2009 
 
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regabond wrote:
I have the latest Sorian AI, 1.9.6 I believe, and the AI upgrades seemingly very well. First game I lost to a Cybran commander with 50k+ HP. So that's at least two health upgrades I think. Maybe it just depends on the situations, those upgrades aren't cheap.


I ran more tests because I thought I remembered running into upgraded ACU's vs Sorian's AI. All my tests earlier were on Arctic Refuge. Sorian's AI upgrades fine on the Williamson's Bridge tests I just ran. Maybe it is the difference in triggers with different AI's based on economy (upgrade cost as you mention).

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 PostPosted: 15 Mar, 2009 
 
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Seems that on the UEF ACU if you get at least the 2nd level of the back drones upgraded, you will not be able to upgrade any other back unit. Just like HAL and moca.


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 PostPosted: 16 Mar, 2009 
 

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Played one game yesterday against Sorian AI 1.9.6 and used v1.1 of this mod. First I upgraded my UEF ACU with some "zepryr repulsifier" and then decided to discard it and use instead gatling laser thing. But something went wrong, the upgrade prosess never started and when I selected that gatling laser upgrade, it showed that message "if you select this upgrade you lose the previous one". Issue was, the zephyr upgrade was not highlighted anymore but still that popup message everytime showed up and when selecting "yes", nothing happened.

So, the zephyr upgrade worked fine, but when I selected gatling upgrade at first time and it gave that popup msgbox, I clicked the 'cancel'-option because I suddenly was short on mass and then tried to upgrade again later...but it constantly failed.


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 PostPosted: 16 Mar, 2009 
 
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Hmm I will have to see if I can duplicate some of this. Because I have yet to run into some of the problems with switching upgrades. Could ppl please post any otherm ods they are running besides this one so I can test those combinations and see if its something breakind it?

Also as for the AIs... I do think you get better results on upgrades with the default AIs simply because of the way they are scripted. I have watched sorian's closly and it will try to build the 2nd+ upgrade but then switch building modes to assist a construction project (thus canceling the upgrade). Probobly something sorian has set up and I will bring it up with him.

I think it mostly depends on when the AIs decide to trigger the Enhance builders section of their builder list because at the moment I have no economy conditions set. At the moment the only conditions I have set up are the requirment of mroe than 1 TECH2 unit on the battlefield under the AIs control. Thats the only requirment for the first upgrade and the others are based on what upgrades are currently installed.

As for economy issues that is why I have the AIs set up to use the RAS Engineering suite over the combat one is so that they ACU generate enough resorces that it doesn't drain much externally when building the upgrades.


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