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 PostPosted: 16 Mar, 2009 
 

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Hey buddy, just to clarify - when I mean the tacs couldn't hit stuff at closer range, I'm talking about stuff a long way away, maybe a third way across a 10km map.

You can actually use tac launchers on UEF commander unmodded at virtually point blank but sure, some sort of minimum range doesn't seem unreasonable but that's really not what we were talking about there.

I'll try ithe new version with TV off.


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 PostPosted: 16 Mar, 2009 
 

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@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?[/quote]

Yes, I'm running my own mod (and I THINK BlackOps), but mine doesn't change any lua files, only unit bps.


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 PostPosted: 16 Mar, 2009 
 
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AkXb70 wrote:
@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?


Yes, I'm running my own mod (and I THINK BlackOps), but mine doesn't change any lua files, only unit bps.[/quote]

Hehe we actually found the bug. It is one of the overriden functions in the transparent cloak mod. Basically something that apparently GPG corrected in FA which means I just forgot to remove it. Find alot of little things like that when converting old mods over to FA :P

As for when I will release the fix I am not sure as its a little annoying to do an entire release for one bug. Will probobly do a release later in the week if nothing else is found.


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 PostPosted: 16 Mar, 2009 
 
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Lurkah wrote:
Hey buddy, just to clarify - when I mean the tacs couldn't hit stuff at closer range, I'm talking about stuff a long way away, maybe a third way across a 10km map.

You can actually use tac launchers on UEF commander unmodded at virtually point blank but sure, some sort of minimum range doesn't seem unreasonable but that's really not what we were talking about there.

I'll try ithe new version with TV off.


I didn't actually modify any of the Tactical Missle code on the serephim beyond the slight delay caused by the opening and closing animations. So I don't see why it would actually cause a problem. Thats what I am having trouble understanding when you say your having trouble hitting things.

I do have total Vet if worse comes to worse you can email me a replay with the list of running mods and the game time stamp so i know where to look. I'll PM you my email.


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 PostPosted: 16 Mar, 2009 
 

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Exavier Macbeth wrote:
Hehe we actually found the bug. It is one of the overriden functions in the transparent cloak mod. Basically something that apparently GPG corrected in FA which means I just forgot to remove it. Find alot of little things like that when converting old mods over to FA :P

As for when I will release the fix I am not sure as its a little annoying to do an entire release for one bug. Will probobly do a release later in the week if nothing else is found.


Awesome. No rush :)


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 PostPosted: 16 Mar, 2009 
 
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Oh the Aeon's Degeneration field is pretty weak even at lvl 3. I can see how this would be hard to balance but I think it needs at least 50% more degen and maybe double.


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 PostPosted: 16 Mar, 2009 
 
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regabond wrote:
Oh the Aeon's Degeneration field is pretty weak even at lvl 3. I can see how this would be hard to balance but I think it needs at least 50% more degen and maybe double.


Your right it is a little hard to balance. Right now i believe the DPS is set to give 50 dps per lvl (so 50 dps at Tier 1 and 150 dps at Tier 3). Because it can be used with the stun ability of the chrono and because it does damage everything in quite a large area its hard to decide how much damage to give it.

After all its suppost to be a support system for the primary weaponry anyway :P

Anyone else have any thoughts on it? Cause i am willing to boost it if it really needs it. I haven't had much playtest time unfortunatly lol.

EDIT: Another thing i would like to see comments on is the Seraphim's Combat Engineering... I wana know how the regen changes worked out on the battlefield as they are a little higher then they where. (actually alot higher) and now effect units based on what their TECH level is... Does not effect commanders or experimentals.


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 PostPosted: 16 Mar, 2009 
 
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Exavier Macbeth wrote:
regabond wrote:
Oh the Aeon's Degeneration field is pretty weak even at lvl 3. I can see how this would be hard to balance but I think it needs at least 50% more degen and maybe double.


Your right it is a little hard to balance. Right now i believe the DPS is set to give 50 dps per lvl (so 50 dps at Tier 1 and 150 dps at Tier 3). Because it can be used with the stun ability of the chrono and because it does damage everything in quite a large area its hard to decide how much damage to give it.

After all its suppost to be a support system for the primary weaponry anyway :P

Anyone else have any thoughts on it? Cause i am willing to boost it if it really needs it. I haven't had much playtest time unfortunatly lol.

EDIT: Another thing i would like to see comments on is the Seraphim's Combat Engineering... I wana know how the regen changes worked out on the battlefield as they are a little higher then they where. (actually alot higher) and now effect units based on what their TECH level is... Does not effect commanders or experimentals.


What could be neat is if you made it do damage proportionally to the amount of energy the ACU put out- so if you had RAS and the degen field, it would to more damage, but if you used the Chrono Dampener, then you would sacrifice damage for stun.

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 PostPosted: 16 Mar, 2009 
 
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Technically Mooilo that wouldn't be too hard to do. I already have the code to do it anyway. I had code that detects whats installed so i know what gets reneabled after your done building something (so all guns shut off during building). I can reference that same value to check and see if the Chrono & Maelstrom are enabled and then apply or remove damage values as needed.

Truth is though I don't really wana do that because the systems are in two seperate areas. Essentually your using the back upgrade pieces for the maelstrom and the arm for the chrono. Since they don't operate out of the same spot equipment wise there is no real reason to limit it that way. Yes I have a realisum complex but it usually works out in my favor :P


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 PostPosted: 16 Mar, 2009 
 
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Actually the sera area regen doesn't seem to work.

Well with the degen if its supposed to be a support system, it sorta takes up then entire super shield part of your back. Idk since the enemy can still shoot back, maybe just give it 75dps per level.


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 PostPosted: 16 Mar, 2009 
 
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an increase to about 75 dps per lvl sounds fair enough imo

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 PostPosted: 16 Mar, 2009 
 
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What are the key differences between the combat defense and the 1st lambda upgrade on the Seraphim ACU?

edit: I keep forgetting to mention how impressive the ACU models look with the new upgrades. I've been distracted by the quality of their functions.

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 PostPosted: 16 Mar, 2009 
 
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@regabond: It doesn't work? grr how annoying I guess i will double check it lol. Guess its a good thing i asked about it then lol.

Guess I will bump the maelstrom up to 75 per level. That should work then. I just wasn't sure how destructive it really was gona be in the long run. I'd rather underpower something and increase it then overpower it and have to nerf it. Too many games (MMOs mainly) follow the later style :P

@mocafrost: Key differences...
Combat Defenses:
-Lambda Field
-OC Damage Boost (Stealth boost as its not actually mentioned in a discription)
T1 Lambda:
-Allows upgrade to stronger fields

Basicaly the only real difference is offensive vs defensive. The Combat pack only gets the first stage of the lambda system. So while in shorter games it may be a better choice if you have a chance to get later upgrades its not going to be as strong defensivly.

At higher levels the Lambda Field packs will negate enough damage that it probobly has better damage resistance than the Aeon & UEF shield generators can withstand. Which of coarse going combat based won't give you.

Really it comes down to wether your playing a short or a long game as from a defensive standpoint the Lambda will be a better defensive option in the long run as you end up with many many more layers of projectile deflection emitter fields.

EDIT: Hehe I would thank Kirv for that one. He did a really really good job on the models :)


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 PostPosted: 16 Mar, 2009 
 
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Thanks for the explanation, and props to Kirvesnaama.

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 PostPosted: 16 Mar, 2009 
 
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mocafrost wrote:
Thanks for the explanation, and props to Kirvesnaama.


Hehe anytime. Actually providing clarifications is nice because it gives me a basis on which to expand ingame or readme descriptions a bit better whenever i get around to it :P

I should note as well that the Serephim's OC is set up like the UEF's Cluster Missles. There is an unmentioned damage boost with each lvl in the combat upgrade tree that contain them. I think the OC also gets two range boosts but i don't exactly remember which upgrades gave them :P

Again a slight part of the upgrade's effects being built after the descriptions where written :P


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 PostPosted: 16 Mar, 2009 
 
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Maybe in the next release it might be a good idea to add that OC description in there. That would be a great thing to know about.


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 PostPosted: 16 Mar, 2009 
 
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regabond wrote:
Maybe in the next release it might be a good idea to add that OC description in there. That would be a great thing to know about.


Hehe yea that and my half a billion spelling mistakes. I never could type as fast as I think :P


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 PostPosted: 17 Mar, 2009 
 
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I noticed first that the Cybran's Right Ripper is by itself as a upgrade. Would it make more sense to add it to the microwave lasers upgrade list or have it so its also a possible upgrade w/o taking up a slot like Commanders Revenge does?
* I spawned a ACU of each faction and noticed the same thing with 1 weapon upgrade by itself, is there a reason for that or will a future update integrate each one?*


I also looked at all the other ACU's and noticed that just the Cybran's have the movement speed boost upgrade.

In my own opinion I can see how having it when your having an offensively minded ACU is a bonus, and its especially nice when you want to attempt at least to run away from a Czar or Sera Experimental bomber. The one thing though I would like is it to be with all factions or you automatically have it to be fair.

I'd appreciate your input or any reasons why it currently is that way :) Love using this for the balance over Commanders Revenge in my groups matches, much more fair.

*edit*Also, I'm spoiled from Commanders Revenge, so alot of the stuff I'm getting use to now, but appreciating all the work you put into this 8)


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 PostPosted: 17 Mar, 2009 
 
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i think his main point for having certain upgrades was to make the factions more diverse, sure the Cybrans have the only speed boost, but whats the point if everyone has it. need to think outside the box ;p

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 PostPosted: 17 Mar, 2009 
 
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Lt_hawkeye wrote:
i think his main point for having certain upgrades was to make the factions more diverse, sure the Cybrans have the only speed boost, but whats the point if everyone has it. need to think outside the box ;p


I sure don't mind Cybrans being the only faction having it, I'm only a Cybran player anyway 8)

It does make me feel loved when my team always tries to have me nearby so I can help or bail them out of a attack lol. Good times. FYI, also a good bargaining piece for some non-cybran tech ;)

I just noticed it and was curious since my friends always complain about not getting away from the above mentioned czar or bomber.


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 PostPosted: 17 Mar, 2009 
 
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I believe I can address a couple of these question here too, as after all I've been pretty tightly connected to the development of Exavier's upgrades. If he doesn't mind that is, after all he's behind most of the balance and functions.

The idea behind the Cybran speed upgrade was faction diversity, and generally the feel that this should be Cybran only like cloak, since Cybran base more for raid mobility and steathiness. This also means that in the end the fairness should come from other factions getting more durable ACU's in comparison, but as Exavier has mentioned before, the amount of different options make the health levels and dps levels vary and hard to compare.

The separate weapon upgrade for each ACU is in there for the simple reason that all the new powerful weapon systems are rather costly and time consuming to build, all of which make them nonideal for the starting stages of a tight offensive game where the basic weapon upgrades have always played a big role.

So it would have been bad to limit weapons to the expensive ones only and missing the cheap option. All the new guns should incorporate the basic gun upgrade as well though, so even if you go for the cheap gun first and upgrade a new bigger gun later, and it asks if you really want to remove the cheap gun, you get it back again automatically with the new main gun. This is mostly because the FA enhancement system don't allow multiple upgrades to the same slot.

And I'm glad to hear you are liking the models, I hope you enjoy them as much as I enjoyed envisioning and modeling them. The ACU's give a nice chance to go for faction specific features and looks. My personal favorite while making them might have been the Cybran EMP array with all the cables and unorthodox looks.

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 PostPosted: 17 Mar, 2009 
 
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Basically Kirv and Hawk have it right.

The original mod this was based on is something I created in vanilla SupCom before new models where possible. While it allowed for alot of options to the extent of what i could do with the old model it had major drawbacks in being pretty much identical no matter which side you played.

When Kirv offered to make models for me (as I have absolutly no talent in that department) and I was going over what I had planned he was the one that brought a more creative aspect to the mod. Especially when it comes to some of the htings like the CYbran ACU in general. My original plans gave them shielding, no 2nd weapon (as I was mind locked on what could compete with the Masor), and I hadn't decided on a combat pack for them. But it was hard to refuse changing those ideas when the models looked alot better with the improvments he suggested. It also brought a little more unique varience between the four sides. :)

Because we added al ittle uniqueness to each side it makes it so they each have their own little quirks about what can be used aginst them. When it comes to those two experimentals I would say the Cybran are the strongest (being able to run away from them) and the Serephim are the weakest since the Lambda system can't do anything about Beams, Large AOE weapons, or Falling impacts (if Czar drops on them). However each situation provides each ACU with a different level of competance. After all its no fun if they are all exactly the same :P

As for the Default Gun Upgrade. The reason its off by itself is for easy notice. Because it was added after I had built the trees and because it is designed as the early game weapon upgrade we decided to put it off by itself. However even if you do remove it and build one of the other weapons the effects of that early upgrade do get reapplied. So even if you skip it and go strait to a new weapon system you still get the benifit of it.

Its sole purpose is so that you can get it for those early agressive crunch games. But the effects of it are implimented no matter which weapon arm upgrade you apply. That goes the same for the Aeon who have two T1 weapon upgrades.

Basically its just a workaround for the fact that the game won't allow you to make an upgrade that doesn't take up a slot. And I don't feel like trying to program in a new slot :P


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 PostPosted: 17 Mar, 2009 
 
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This is why I like asking questions, you learn something new you didn't know.

I'll spread the word in my group about the cheap gun being in the other main gun upgrades. Thanks for clearing that up :P

Thanks again for the clarification and input on the setup, heading back to lurking ; )

keep up the awesome work!
Kaa


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 PostPosted: 17 Mar, 2009 
 
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Kaa21 wrote:
This is why I like asking questions, you learn something new you didn't know.

I'll spread the word in my group about the cheap gun being in the other main gun upgrades. Thanks for clearing that up :P

Thanks again for the clarification and input on the setup, heading back to lurking ; )

keep up the awesome work!
Kaa


NP. I'll try and redo some of the descriptions to make things a little clearer next time :)


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 PostPosted: 18 Mar, 2009 
 
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I upgraded an Aeon ACU with the first level of arty. I put it in arty mode, and then decided I'd prefer the beam weapon. I installed the beam weapon (removing the arty). The ACU still could not walk. I had to re-install the arty, click the arty mode off and then put the beam upgrade back on to be able to walk.

That was in a game vs several allied no-tech AI. I was testing the maelstrom upgrade. It's crazy to literally wade through hordes of units, and come out with a barely scratched ACU with a kill count over 1000.

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