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 PostPosted: 18 Mar, 2009 
 
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mocafrost wrote:
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.


LMAO guess i didn't think the toggle completely through. I didn't think about the fact that even if you remove the toggle the bit would still be set. Oops :P

As for the Maelstrom yea it is pretty evil. Granted I think every ACU can pretty much do the same thing when it concerns the AI. Kinde helps they like building alot of T1 and T2 stuff doesn't it :P


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 PostPosted: 18 Mar, 2009 
 

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I found the Aeon arty the most underwealming upgrade I think. I actually parked my ACU off from a base and sat it there for minutes, it did kill stuff but it misses a lot. It's also impossible to target obviously since giving ACU order will make it close to main weapon range.

It's the thing I reckon is most need of a bit of love I think.

I think I'd be tempted to maybe do something unique and give it some beefy anti air capability instead of another offensive upgrade. Since the other offensive weapons are great anyway. Well, I'm not bowled over by the phasor thing but that's alright.

If you wanted to switch it for something offensive I think I'd give it the T3 tactical launcher weapon. Seems to fit since that's unique to blackops Aeon anyway. It's still not as good as billy but pretty fancy. Assuming it doesn't get an uber-nerf in the next blackops as discussed... The range is probably a bit big though, for an ACU.

BTW I've messed up my ACU switching upgrades like other guys here have. Can't upgrade anything after that. Solution? Cheat menu, spawn another ACU lol. I wasn't brave enough to see if I could self-destruct the initial one :-)


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 PostPosted: 18 Mar, 2009 
 
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Is there ANY way to cheat in campaign, or any other way, to get your ACU there?
BTW, i just have to say that i love the mod :D


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 PostPosted: 18 Mar, 2009 
 
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@Lurkah: Well it is artillery so its not the most accurate thign around. What I probobly need to do more than anything is reorganize its targetting priorities so it doesn't sit there trying to shoot at things it can't hit when there are better targets nearby. That would also kinda help with the fact that you can't manually target things with it.

As for replacing the artillery with somethign else. Probobly not gona happen unless I decide that its too much of a hassle to keep tweaking it lol. You never know i may just figure out a work for the targetting. After all sometimes if your stuck on an issue its usually a good thin to leave it for a bit and see if you get an idea later.

@HAL 9000: Currently no there isn't. I think i will look and see if i can find a way to do so but it would just take looking at the scripts. First I need to find me a copy of the campain mod enabler though as I don't have it :P

@Everyone With Issues Replacing Upgrades: Getting a little annoyed about these posts because noone is including any information. If this happens again please repost with the following information:
-Mods Running
-Game Time
-Which ACU are you using
-Installed Upgrades
-Which Upgrades your trying to swap.


Since I have yet to see this error in my own test runs I need this information in order to effectivly try and duplicate the error on my end. Once I can duplicate it then I can fix it. Untill then I have no idea what could cause it short of an incompatability with another running mod.


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 PostPosted: 18 Mar, 2009 
 
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Figured I would give a little update on how bug fixing is going.
Green - Issue has been resolved in test code
Orange - Still working on fixing

-Unknown Upgrade Switching Bug
First of all I have finally managed to get the error dealing with the upgrades. Unfortunatly the error message is vauge as heck so its gona take a little digging. Safly to say that it is running the upgrade removal properly but not clearing the upgrade slot for some reason. If possible untill otherwise mentioned please post upgrade you get this issue with (the upgrade that was removed not the one trying to be installed) that way if i have to do something specific I can tell if there is a patern to it.

-Serephim Area Regen Not Working
Talk about a rather silly issue. Because my upgrades are all unique in name I sometimes miss pointers. That was the case on this one. It was trying to reference the old upgrade name and thus returning "0" as the radius (aka range) of area the buff effects. Needless to say unless your ACU is standing on a unit it wasn't gona get a buff :P

-Aeon Maelstrom Damage Changes
Old Damage: T1 - 50, T2 - 150, T3 - 250
New Damage: T1 - 70, T2 - 170, T3 - 320
Hopfully that will help it a little more. I fear rasing it too much or it will just be able to wade through armies which while nice aginst hordes of AIs isn't too fair in the player vs player aspect :P

-Normal Vet Buffs Not Working Properly
Issue was caused by obsolete code from the Transparent Cloak mod that just needed to be removed. It was glitching out some of the functions that caused the buffs to not work correcly.

-Aeon Artillery Toggle Causing ACU to become perma Immobalized
Added in a check and code to reset that function so that when the artillery is removed (even if in artillery mode) the ACUs speed will be reset back to standerd.

-Aeon Artillery Targetting
I am gona try and rig the ACU with a dummy primary weapon. Basically what this allows me to do is i can tell the normal weapon and the artillery to prefer primary target. When you toggle the weapon modes it will swap the normal weapon and artillery but leave the invisable dummy weapon alone (well adjusting range of it to match artillery). If it works as I think it will in theory you will be able to manually specify targets with the artillery because this dummy weapon will be the targetting laser so to speak :)

If it works I can probobly make it so the Aeon ACU can move and shoot at the same time with the artillery enabled which was the original plan for it. If it doesn't work then I will probobly just rewrite the artillery's targetting priorities to target things that it can hit effectivly.

EDIT: Oh yea and I am also making some changes to the AIs to try and get Sorian's AI building my upgrades correctly :P


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 PostPosted: 18 Mar, 2009 
 
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My observations of the upgrade slot issue... I told you part of this in chat, and did a little more testing afterward. No mods were enabled, and the improved engineering upgrade was already purchased in each case. Slots for the back and other arm haven't been tested yet.

UEF - upgraded with torpedo and unable to purchase any upgrades (gattling energy cannon, anti-matter cannon, zephyr supercharger) when attempted. The torpedo upgrade is removed, and no upgrades including the torpedo can be reapplied.

Seraphim - Same as UEF

Cybran - only ran into this bug after attempting to remove EMP by selecting torpedo. At that point no upgrades will work.

Aeon - haven't tried yet

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 PostPosted: 19 Mar, 2009 
 
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Hehe well you can stop trying...

-Unknown Upgrade Switching Bug
Bug has been stepped on. Believe it or not it was a hooked script I had pulled from the commander's revenge mod when I was trying to figure out how they got their AI support to work. (As I had never done AI support in a mod before)

Needless to say the script does not effect the AI but instead breaks other things when its run without the rest of the code it was probobly written for. Guess thats what I get for snooping in someone elses code :P

Also I would Like to Note:
I have cleared up the issues with the AI and sorian's AI now builds the upgrades properly. I just have to go through and set a few more build conditions so it doesn't try to build them one right after another and do nothing else... freaking AIs :roll:

As for the Aeon's weapon system... Well I still need to finish that off but once i do the tweaks to the AI and get their Artillery tweaks a bit then I will be able to pack it up and ship it out :P


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 PostPosted: 19 Mar, 2009 
 
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And now artillery is working properly and can be manually assigned targets :P

Now I just need to do the few tweaks to the AI and I will be able to release v1.2 :)


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 PostPosted: 19 Mar, 2009 
 
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Well I am calling it a night (1:30am) but I should be able to get the new version released sometime tomorrow (aka after i get up and finish it).

Last 2 things I need to do:
-Adjust the AI controls a little bit
Basically just add additional build conditions to break up the times between upgrades.

-Tweak the rest of the upgrade descriptions
I got the descriptions to allow line breaks so I am making the box a little bigger but now when you mouse over an upgrade you will see a small list of all the additions (Health buffs excluded) that are enabled by that upgrade. This way I can keep flavor text as just that and list any background changes like damage buffs and such that arn't mentioned using a half paragraph of text. While it does make the description box a little bigger it solves the issue of the stealth buffs and its easier to change if I need to each update :P

EDIT: That and running the descriptions through a spell checker :roll:


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 PostPosted: 19 Mar, 2009 
 

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You're on fire buddy, good work.


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 PostPosted: 19 Mar, 2009 
 
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AWESOMENESS! Might I suggest increasing the ROF of the Aeon Arty cannons just a hair? Like no more than 10%-20%. There's two guns up their so I kinda expected slightly faster firing with reduced damage per shot.


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 PostPosted: 19 Mar, 2009 
 
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regabond wrote:
AWESOMENESS! Might I suggest increasing the ROF of the Aeon Arty cannons just a hair? Like no more than 10%-20%. There's two guns up their so I kinda expected slightly faster firing with reduced damage per shot.


Probobly needs it so sure. Your lucky you asked now as I was working on final tweaks for v1.2 :P

Those final tweaks are the AI which now will randomly choose upgrade trees to build. I only have the UEF one rigged atm so gona try and finish the rest tonight.

But my 4 way AI FFA UEF game (test run) has the following:
AI 01 - Gatling, Engineering, Missiles
AI 02 - AMC, Flamer, Shield
AI 03 - AMC, Flamer, Missiles
AI 04 - Gatlnig, Flamer, Shield

I am sure you can figure out I only have 2 trees per upgrade slot rigged in but its getting there :P

Only downside is that I can't do the Aeon Artillery because it requires a manual toggle to use properly. Oh well.


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 PostPosted: 19 Mar, 2009 
 
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Another awesome!

Question with the arty. Would you be able to overwrite what happens when you tell the Aeon ACU to manually attack and normally attack? As in could you force it to only use the weapon with the greatest range to hit a target instead of main weapon, or shortest ranged weapon? Idk I was just thinking of a way to get rid of the toggle.


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 PostPosted: 19 Mar, 2009 
 
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regabond wrote:
Another awesome!

Question with the arty. Would you be able to overwrite what happens when you tell the Aeon ACU to manually attack and normally attack? As in could you force it to only use the weapon with the greatest range to hit a target instead of main weapon, or shortest ranged weapon? Idk I was just thinking of a way to get rid of the toggle.


Not really. The way the game is coded is when you manually right click on something the primary weapon (aka the first weapon listed in the units BP) is what your ordering to attack. The rest don't really care unless it meets their priority list or their have a code marker saying "Preferr Primary Target".

Because the "primary" weapon on the Aeon ACU will now be an invisable no damage beam I can rig it so that when you flip the toggle it changes the beams range as well as swappign what weapon is enabled. Now in theory I could probobly write a script to do the switch automatically based on a range check to destination (afetr all thats sorta how the anti-teleport works), I don't think I will do it for v1.2.

What I am thinking of doing though is enabling the toggle by default so that when you first build the upgrade the Artillery is the one thats automatically on. I could then justify having the AIs build it as they will naturally walk backwards to stay out of minimum range :)

Also on the Artillery RoF I think I am gona do something a bit different. The original reason for two barrels was cool factor but it was suppost to also fire them in rapid succession and then have a cooloff for recoil reset. I think i figured otu a good way to do this :P


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 PostPosted: 19 Mar, 2009 
 
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That would be sooooooo sweet looking and take care of the accuracy problem.


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 PostPosted: 19 Mar, 2009 
 
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you know u can't have a beam that does 0 dmg, the log hates that. so you'll have to make a beam that does like 0.1 dmg

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 PostPosted: 19 Mar, 2009 
 
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Lt_hawkeye wrote:
you know u can't have a beam that does 0 dmg, the log hates that. so you'll have to make a beam that does like 0.1 dmg


Lmao true this game doesn't like 0 values very often. Set movment to 0 and the model does some funny rotation, set damage to 0 and you break things.

So for the picky minded I set the dame to 1 per shot which when compared to the normal gun at 100 or a fully upgraded heavy hitter at som 8000 it really is negligable :P


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 PostPosted: 20 Mar, 2009 
 
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Version 1.2 Released!

This time I have it vaulted so you can use one of the normal download options or you can use the GPGnet vault.

I have upgraded the first and 2nd posts accordingly. Be sure to remove old versions before installing the new. Enjoy :)



EDIT: Campaign Enabler Note... I looked into it before i released this version which is kinda why I didn't get it uploaded yesterday (well that and the vault was pissing me off and I wanted that to work).

I am probobly gona have to wait for one of the major scripters (Use to dealing with UI rewrites and major script changes) help to get this working as while I think i tracked down most of the files used by the campaign I still couldn't get it to spawn in an unique unit as the commander. Which means that for now short of rewriting the mod so that it uses the default game's commander (which opens alot of compatability issues) you can't use these in the campaign :(


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 PostPosted: 20 Mar, 2009 
 
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I just gave 1.2 a spin and failed to try anything that would be different :)

I did upgrade the UEF ACU to the next to last shield level (strongest personal shield). I transported him and when he landed my energy was negative for a while. What is the energy consumption on that shield recharge? I had enough power to get the shield upgrades with 18 kennel drones and 6 T3 engies assisting without going negative. I'm not complaining, but wondering if that's by design.

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 PostPosted: 20 Mar, 2009 
 
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I really like the nice touch of adding exactly what each upgrade gives you. So far no problems, I like.

Umm, I think the shields are nearly free to run?


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 PostPosted: 20 Mar, 2009 
 
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regabond wrote:
I really like the nice touch of adding exactly what each upgrade gives you. So far no problems, I like.

Umm, I think the shields are nearly free to run?


Yes, the descriptions are very nice. My question about the shields was the recharge after the shield is down. I had never lost the shield in a combat situation, but the transport toggle did it to me.

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 PostPosted: 20 Mar, 2009 
 
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Aeon commander still has one problem. If you upgrade with the full Intel back and the arty upgrades, you overload the optional buttons and they all disappear. I know this will be fixed if you can find a way to get rid of the arty toggle mode, but in the mean time it makes teleporting impossible if you're fully upgraded with that setup.

Also, I don't believe the anti-teleport system is working atm. We were just able to teleport a Cybran commander right next to a UEF commander in late game. Or is it part of an upgrade?


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 PostPosted: 21 Mar, 2009 
 
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After playing some more I've noticed that the UEF commander has a strange behavior when using transports. I transported an ACU, with no upgrades, in a T3 transport. For the rest of the game, after returning to ground, the ACU displayed an orange meter under it's health bar. The bar would charge up and start over constantly at a medium rate. This even occurred while installing upgrades. I didn't see an effect other than visual, but I didn't use shields this time around.

Other mods running were GAZ UI and Heros of Today.

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 PostPosted: 21 Mar, 2009 
 
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@mocafrost: Energy Consuption while the shield is running is set at 1 energy... I couldn't zero it out due to causing errors in scripts (which means the personal shield will still drop if you ever go negitive power and zero out your energy storage)

As for when its recharging I didn't think it costed anything or at least I didn't see any values for it that i can remember this time of night off the top of my head. I will add it to the list to look into. I know it has a reactivation time of like 10 seconds though.

@regabond:
Glad the descriptions where noticed. I figured it would also help solve the "this upgrade or this one" questions a little easier. The only ones that don't give it are the tier 2 and 3 weapon upgrades only because they only really change one thing so it wasn't needed.

Ahh i missed that one... Yea i remember someone had mentioned it before but for some reason it never made it on my "fix" list and it sorta got burried about 4 pages or so ago. I can't remember lol. I'll have to figure out something to do about it for the next version.

I agree the artillery toggle is a big problem I am just not sure off the top of my head how to fix it properly. After all these ACU's scripts (and especially the Aeon one) are overly complicated to begin with so its dificult to think what i can do to further tweak them without finding the featehr that breaks the camel's back :P

I'll work on it though.

Hmm I will double check the anti-teleport scripts again. I hope I didn't break it when I was implimenting something else. That would just suck lol


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 PostPosted: 21 Mar, 2009 
 
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mocafrost wrote:
After playing some more I've noticed that the UEF commander has a strange behavior when using transports. I transported an ACU, with no upgrades, in a T3 transport. For the rest of the game, after returning to ground, the ACU displayed an orange meter under it's health bar. The bar would charge up and start over constantly at a medium rate. This even occurred while installing upgrades. I didn't see an effect other than visual, but I didn't use shields this time around.

Other mods running were GAZ UI and Heros of Today.


I'll add that to the list as thats a new one on me. I'll have to take a look at it and see. Transports are a little iffy with this mod as I have a whole chunk of script just to help try and make sure non-installed weapons don't get enabled accidentally. So that may be something trying to show thats been re-disabled :P


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