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 PostPosted: 30 Apr, 2010 
 

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Is there a link available for version 1.5? The first page still has version 1.31.


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 PostPosted: 30 Apr, 2010 
 

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It won't released until mach and eagle will check it out. If you want to try it out, I can send it to you via pm.


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 PostPosted: 30 Apr, 2010 
 

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I can wait until it's tested...but thx! :)


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 PostPosted: 30 Apr, 2010 
 

Joined: 17 Nov, 2007
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I think I fixed all the major stuff.

The only question I have is, are the changes made to the mobile artillery really intended? Specifically the UEF?

Original Demolisher
50 dps
Original Rockhead
60 DPS
Original MML
120 DPS


Your Demolisher
200 DPS
Your Rockhead
55 DPS
Your MML
60 DPS


Seems like Demolisher is way overpowered.
Especially if we compare to Cybran artillery.

Original Brackman
50 DPS

Your Brackman
40 DPS

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 PostPosted: 01 May, 2010 
 

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No, Brackman\Demolisher have the SAME dps, so it is a typo (damage 200 \ splash 5).

Edit: I saw the Demolisher file and it is seems to be correct:

Code:
UnitBlueprint {
   Merge = true,
   BlueprintId = "uul0102",
    Weapons = {
        {
            Damage = 200,
        },
        {
            DamageRadius = 5,
        },
        {
            MaxRadius = 36,
        },
    },
}


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 PostPosted: 01 May, 2010 
 

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The demolisher already has 5 splash radius on both artillery weapons, so adding it is pointless.

Remember that when the 2nd gun is activated the first gun gets disabled, so your 200 damage change is ONLY affecting the unit when it is NOT upgraded.

Once the double barrel research is done, the demolisher will drop in DPS by a huge amount.

And then you are increasing the range of the anti air gun upgrade, why?

The supcom2db has not been updated since SC v1.10, we are now on v1.13, many units are totally changed since then.

Even the supcom2db clearly shows the demolisher has multiple projectiles though.

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 PostPosted: 01 May, 2010 
 

Joined: 17 Nov, 2007
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Code:

ResearchUpgrades = {
        ULP_AA = {
            Bones = {
                AA_Turret01 = true,
            },
            Weapons = {
                MissileRack01 = true,
            },
        },
        ULP_DOUBLEBARREL = {
            Bones = {
                T01_Barrel01 = true,
                T01_Barrel02 = true,
            },
            Weapons = {
                MainGun = false,
                MainGunDoubleBarrel = true,
            },
        },
    },



Clearly shows that the main gun is disabled when the double barrel gun is activated.

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 PostPosted: 01 May, 2010 
 

Joined: 23 Aug, 2009
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Quote:
The demolisher already has 5 splash radius on both artillery weapons, so adding it is pointless.

Remember that when the 2nd gun is activated the first gun gets disabled, so your 200 damage change is ONLY affecting the unit when it is NOT upgraded.

Once the double barrel research is done, the demolisher will drop in DPS by a huge amount.

And then you are increasing the range of the anti air gun upgrade, why?

It is clearly a typo or error.

Quote:
The supcom2db has not been updated since SC v1.10, we are now on v1.13, many units are totally changed since then.

Strange, since it says 1.13 (latest).

Even the supcom2db clearly shows the demolisher has multiple projectiles though.


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 PostPosted: 01 May, 2010 
 

Joined: 17 Nov, 2007
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im not sure what you are thinking is a typo?
Do you not understand that gun 1 is disabled once the double barrel research is done? Gun 2 replaces gun 1 and is more powerful.

The fact that it is multiple projectiles makes perfect sense. The original GPG values between demolisher and brackman match perfectly. The brackman just does all damage in one shell, the demolisher spreads it out over multiple ones. There is no typo.

Look at the MMLs they function the exact same way. Each of the three MMLs shoot different amount of missiles, but in the end the DPS is the same.

Look at all the units with double barrel upgrade, they all function the same way.

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 PostPosted: 01 May, 2010 
 

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typo is:
Damge <- instead of damage

or

40 <- instead of 400 (missing cypher)

Also:

Quote:
It is clearly a typo or error.

Or rather, error of mine. Just a doubt about how upgrades are working.

I used to look at supcom2 db for a bunch of units, so when I changed the value, I was looking at the damage. So 50 original value has been substituted with 200, that's all.

If a number is fourfold bigger than the original, and I was clearly talking about NERF in my topic, it is just my fault.

As for the barrel upgrades, I thought it was just an added value, not a replacement.


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 PostPosted: 02 May, 2010 
 

Joined: 19 Feb, 2007
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Looking at the code atm and there is just minor suggestion from me.

How about putting a comment in each file to see what unit/structure it is.

Maybe it's some programming sickness that i have but comments are used for easy viewing normally :mrgreen:

The code looks good so far. Need some test runs on the balance what i clearly will do now and in the evening :)

Suppose what Machater wanted to say is that some units have values like weapon and shield values in them who only get active if the proper research has been done and until then they are deactivated. And after they get activated they get applied to given unit (shield) or replace the previous weapon through a stronger version (Rockedhead Tank).


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 PostPosted: 02 May, 2010 
 

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Quote:
How about putting a comment in each file to see what unit/structure it is.

Just done.

Ok I fixed the beta 1.5, have a look.


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 PostPosted: 02 May, 2010 
 

Joined: 23 Aug, 2009
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Fixed ALL units now. I hope it is correct.


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 PostPosted: 03 May, 2010 
 

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great going :mrgreen: slim and nice :D now i need to do some battle simulations :wink:


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 PostPosted: 03 May, 2010 
 

Joined: 23 Aug, 2009
Posts: 160
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Expect this from 1.5:
- Naval Main Gun Damage +20% (no AA \ Torpedo so Gunships\Bombers\Submarines are still useful);
- Research at 75% (it was 50%);
- Air Units Health x2 (except Gunships and Transports) and Damage +20% (instead of +10%);
- Tons of Improvements everywhere.


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 PostPosted: 03 May, 2010 
 

Joined: 19 Feb, 2007
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congratulations on your newest version...that's some beast balance :)

Hope many players have the same as we did while testing it. It's really great. Now we can have the same fun like in SC/FA :mrgreen:


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 PostPosted: 03 May, 2010 
 

Joined: 23 Aug, 2009
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Version 1.5 Released.

Look at the first page for more informations.

EDIT: UPPED A NEW 1.5 AGAIN WITH NAVAL\AA FIXES.


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 PostPosted: 04 May, 2010 
 

Joined: 23 Aug, 2009
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OFFICIAL STEAM GROUP CREATED:
http://steamcommunity.com/groups/eschmod


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 PostPosted: 04 May, 2010 
 

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is 1.5 really only 30 kb when the last one was 194 mb?


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 PostPosted: 05 May, 2010 
 
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Joined: 01 Mar, 2007
Posts: 1999
Location: Perth, Western Australia
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dac948 wrote:
is 1.5 really only 30 kb when the last one was 194 mb?


Hes only included the unit blueprints this time. Im not sure why he had to include all the unit files before... maybe its the way merge works in the unit settings for supcom2?

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 PostPosted: 05 May, 2010 
 

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Quote:
is 1.5 really only 30 kb when the last one was 194 mb?

Yes.
In the 200MB Release everytime I changed a unit it had dds and animation files too; that's why it was so big. As machater stated, adding the following lines in the bp files lets me ignore the entire process:
Code:
   Merge = true,
   BlueprintId = "xxx0000",


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 PostPosted: 28 May, 2010 
 

Joined: 19 Mar, 2010
Posts: 144
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I am posting as a new member of the Eschmod team; I took my work and put the best aspects of it into a copy of Eschmod, then began to layer more interesting changes on top of that. It's in community preview over on the Steam SC2 forums while Esch is busy with school, then he'll take it and run it through his playtesting group to finish fixing any bugs and tweaking balance. It also looks like Machater may be coming on board to help with getting the AI to behave more inteligently in the use of rebalanced units and new research.


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 PostPosted: 29 May, 2010 
 
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Joined: 07 Mar, 2010
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RCIX wrote:
I am posting as a new member of the Eschmod team; I took my work and put the best aspects of it into a copy of Eschmod, then began to layer more interesting changes on top of that. It's in community preview over on the Steam SC2 forums while Esch is busy with school, then he'll take it and run it through his playtesting group to finish fixing any bugs and tweaking balance. It also looks like Machater may be coming on board to help with getting the AI to behave more inteligently in the use of rebalanced units and new research.


HOT DAMN! I can't wait!

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 PostPosted: 08 Jun, 2010 
 

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Yeah he's right. The work is not dead. Maybe the game, but not the mod. Notice that this new work is hugely different from my balance work (even more than I thought).


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 PostPosted: 09 Jun, 2010 
 
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Joined: 12 Mar, 2009
Posts: 1629
Location: Scotland - You know, the place above England
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Esch1lus wrote:
Yeah he's right. The work is not dead. Maybe the game, but not the mod. Notice that this new work is hugely different from my balance work (even more than I thought).

Since when was the game dead?

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Now I'm just going to complain that there are no economy upgrades Forcing us to rely on mass conversion


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