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 PostPosted: 07 Apr, 2010 
 

Joined: 25 Feb, 2007
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Adds an experimental defense tower to each fraction.

    Cybran tower has flame weapon and a small bouncer shield.
    Illuminate tower has a beam weapon and a small bubble shield .
    UEF tower has a gauss weapon and a small bubble shield.
    All towers have long range, area damage and are anti air and land.
    Can be built on water.

I used a larger version of existing models.
Find it in the experimental build tab.

To install, copy the file into your /gamedata directory.
Remove old version if previously installed.

V1.11 Changes:
    Balance changes - damage and damage area slightly reduced.
    Illuminate weapon changed, the old version looks too much like the Loyalty Gun.
    Fixed minor issue preventing unit from showing in debug mode spawn list.
    Icons changed slightly.

V1.1 Changes:
    Cybran weapon changed from lasers to flame.
    UEF weapon changed to gauss.
    Illuminate shield research requirement removed.

Screens:
Image

Image

Image

Download Link:
http://www.mediafire.com/file/yxomdmhg1yq/ExperimentalDefenseTower_v1_11.scd

Old versions:
v1.1 - http://www.mediafire.com/file/uyzzwuzyw5z/ExperimentalDefenseTower_v1_1.scd
V1 - http://www.mediafire.com/?lgz1nmyntvn


Last edited by shinytoaster on 14 May, 2010, edited 3 times in total.

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 PostPosted: 08 Apr, 2010 
 
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Joined: 15 Feb, 2007
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Nice I like it. It would be epic if the AI used it as well.

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 PostPosted: 08 Apr, 2010 
 

Joined: 03 Apr, 2010
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Very cool mod!! :D

Only 2 problems I see so far is with the cyb experimental tower. The two beams seem to be too wide apart to be able to be contact the regular sized units. The units just go right in between the two beams with no damage.

Also another problem with the same tower is the range. It seems the lasers only go 2/3 the distance as the range shows. The lasers just end up in a cloud of smoke at the end of it. So at the end, the lasers are trying to shoot a unit within its range, but the lasers dont reach. Hope to see this mod fixed! I like it a lot!!

Other than that, this is a pretty cool mod!!


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 PostPosted: 08 Apr, 2010 
 
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Could you post some pics?
Cool mod tho.

GreetZ ThaPear

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 PostPosted: 08 Apr, 2010 
 
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Will having this "installed" cause desyncs in multiplayer?


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 PostPosted: 08 Apr, 2010 
 

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you won't be able to play online with it; GPGNet detects that the executable isn't as it should be and bars you from playing until you fix it.

as for LAN games; I doubt that it would cause a desync, but there's only one way to find out.

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 PostPosted: 08 Apr, 2010 
 
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BulletMagnet wrote:
you won't be able to play online with it; GPGNet detects that the executable isn't as it should be and bars you from playing until you fix it.

as for LAN games; I doubt that it would cause a desync, but there's only one way to find out.


GPGNet and LAN won't do jack **** for a SupCom2 mod release.

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 PostPosted: 08 Apr, 2010 
 
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as long as the people playing the game have the same mod it shouldn't get screwed up, both me and mike tested this when i added our Basilisk to SC2

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 PostPosted: 08 Apr, 2010 
 
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Lt_hawkeye wrote:
as long as the people playing the game have the same mod it shouldn't get screwed up, both me and mike tested this when i added our Basilisk to SC2

Basilisk Need Modz!

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 PostPosted: 09 Apr, 2010 
 

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Enyth wrote:

Only 2 problems I see so far is with the cyb experimental tower. The two beams seem to be too wide apart to be able to be contact the regular sized units. The units just go right in between the two beams with no damage.

Also another problem with the same tower is the range. It seems the lasers only go 2/3 the distance as the range shows. The lasers just end up in a cloud of smoke at the end of it. So at the end, the lasers are trying to shoot a unit within its range, but the lasers dont reach. Hope to see this mod fixed! I like it a lot!!



The first problem is a limitation of the model I wanted to use. The left and right parts cannot track independently. The second one I am not sure about. I have noticed that sometimes the lasers will shoot into the ground some distance before the target, if the target is more elevated than the tower.

These have been bothering me as well so I customized some weapons for the towers. Try the update, the Cybrans now have flamethrowers instead.


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 PostPosted: 09 Apr, 2010 
 

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shinytoaster wrote:
Enyth wrote:

Only 2 problems I see so far is with the cyb experimental tower. The two beams seem to be too wide apart to be able to be contact the regular sized units. The units just go right in between the two beams with no damage.

Also another problem with the same tower is the range. It seems the lasers only go 2/3 the distance as the range shows. The lasers just end up in a cloud of smoke at the end of it. So at the end, the lasers are trying to shoot a unit within its range, but the lasers dont reach. Hope to see this mod fixed! I like it a lot!!



The first problem is a limitation of the model I wanted to use. The left and right parts cannot track independently. The second one I am not sure about. I have noticed that sometimes the lasers will shoot into the ground some distance before the target, if the target is more elevated than the tower.

These have been bothering me as well so I customized some weapons for the towers. Try the update, the Cybrans now have flamethrowers instead.


Yea I figured it was due to the original model. I wasn't trying to critique your mod in a negative way. Was just hoping you would be able to modify it :D

And I'm going to try the new updated version. Looks like it'll work really well.


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 PostPosted: 11 Apr, 2010 
 
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I really like this mod and has a ton of potential. After playing about a dozen games against the AI, the towers are simply over powered with the area of effect damage, high rate of fire, low cost, buildable immediately in the game and that it can attack air and land targets.

Since they are greater in power (especially for defense) than experiementals, they should cost about 2500 mass and 6000 energy.

Build 1 to 3 towers with a couple shields, they are damned near impossible to destroy.

My 2 cents.


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 PostPosted: 11 Apr, 2010 
 

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it doesnt have anti nuke :P

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 PostPosted: 11 Apr, 2010 
 

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kreyson wrote:
Since they are greater in power (especially for defense) than experiementals, they should cost about 2500 mass and 6000 energy.


A cluster of 4 x point defenses plus 4 x anti-air defenses with shields would also take out any single experimental at a cost of 1800 mass and 4480 energy so you do have a point.

Not sure if just a cost increase is the answer though. It costs a bit less then a Magnetron at the moment and that seems about right. Maybe a bit of damage reduction, a research unlock requirement, longer build time and a small cost increase?. I'd be interest to hear more thoughts on this.

One of the things I loved about TA was the insane defenses you could build like the Vulcan, Buzzsaw, Annihilator and Doomsday Machine. Another is the duel purpose defenses like the missile and laser towers. I wanted to bring back a bit of those.

I have also been looking into getting the AI to build this. I made a SAIEngineer blueprint for it but it's not quite working yet. The UnitToBuild mappings to UnitId seems to be in BuildingTemplates but the BuildingTypeToId table in BuildingTemplates is not reference by anything it seems. I think I'll wait for sorian's AI patch before looking into AI support further.


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 PostPosted: 12 Apr, 2010 
 

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I was messing around with new PD/AA a few weeks ago as well.

Image

^Pic of it frying a transport.^

You could easily add a research requirement to unlock them as well.


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 PostPosted: 12 Apr, 2010 
 
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It will be great if you add it as a research item. Make it the last tier along the arti line.


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 PostPosted: 12 Apr, 2010 
 

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I'd like to see a research requirement as well for it. I'd also love to see the AI using this in the future.

Thanks for the mod! :)


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 PostPosted: 22 Apr, 2010 
 

Joined: 19 Feb, 2007
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shinytoaster wrote:
kreyson wrote:
Since they are greater in power (especially for defense) than experiementals, they should cost about 2500 mass and 6000 energy.


A cluster of 4 x point defenses plus 4 x anti-air defenses with shields would also take out any single experimental at a cost of 1800 mass and 4480 energy so you do have a point.

Not sure if just a cost increase is the answer though. It costs a bit less then a Magnetron at the moment and that seems about right. Maybe a bit of damage reduction, a research unlock requirement, longer build time and a small cost increase?. I'd be interest to hear more thoughts on this.

One of the things I loved about TA was the insane defenses you could build like the Vulcan, Buzzsaw, Annihilator and Doomsday Machine. Another is the duel purpose defenses like the missile and laser towers. I wanted to bring back a bit of those.

I have also been looking into getting the AI to build this. I made a SAIEngineer blueprint for it but it's not quite working yet. The UnitToBuild mappings to UnitId seems to be in BuildingTemplates but the BuildingTypeToId table in BuildingTemplates is not reference by anything it seems. I think I'll wait for sorian's AI patch before looking into AI support further.


Your mod is a nice idea. Something that reminds me of a SC/FA mod i used.

I currently play with the Balance mod and Machaters AI mod for SC2. With those mods an anti Experimental PD/AA would be nice but should come at some higher costs and/or research. Later would be better.

Haven't tested your mod so far but i will.

It also would be nice to split turrets into AA and PD and against Experimentals only. That would leave them vulnerable against any other units and would give for a more balanced play


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 PostPosted: 09 Aug, 2010 
 

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Awesome mod man, makes a nice meat-grinder skirmish that much easier. Although I did find that the trails lagged up my comp to hell when there was like 100+ towers firing. So I doubled the range, damage and decreased the fire rate 400%. So slow firing, long range, hard hitting missiles. Gained about 20fps.

Keep up the good work!

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 PostPosted: 10 Aug, 2011 
 

Joined: 06 May, 2011
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can you try and get it to work with a mod manager like this one
http://www.moddb.com/mods/revamp-mod/do ... nager-v102
i hate to install and uninstall it manually every time


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 PostPosted: 11 Aug, 2011 
 

Joined: 02 Jul, 2010
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Give me a day or two ill update this mod so the AI uses it as well.

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 PostPosted: 11 Aug, 2011 
 

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The mods creator is no longer around so here you go :wink:

Support Info

• AI support requests DLC and mithy mod support v7 or up

V1.12 Changes:

• CerusVI Mod Manager support added
• AI support added
• Bug Fixes
• compacted Mod

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Last edited by liveordie on 13 Aug, 2011, edited 1 time in total.

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 PostPosted: 13 Aug, 2011 
 

Joined: 21 Jan, 2011
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tried the mod and got a crash to desktop any idea why ?
I was using just this mod and mithy´s mod support minimod


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 PostPosted: 13 Aug, 2011 
 

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Ops i wipped that mod up at 3am :lol: here it should be fixed now.

V1.15 Changes:

• Fixed a bug crash

http://www.mediafire.com/file/djsn8bs0o6bgn88/ExperimentalDefenseTower_v1_15.scd

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 PostPosted: 14 Aug, 2011 
 

Joined: 21 Jan, 2011
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works perfect but can you lower the power of the towers ?
they are way too strong for the vanilla game


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