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 PostPosted: 09 Sep, 2010 
 

Joined: 13 Jun, 2008
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Thank you Kenquinn :)
am glad to be finally able to do this.
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on a shield
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on a revived acu .. :D
I can hear you groaning, yes, ACU Bullet Redirection could also include Beam refraction.
No final plans there however.

On another note, since apparently noone came screaming for the idiocy of it:
Mech Marines are able to jump in 4.86. some dev code i left in inadvertently.
Its more or less not an issue since the costs are the same as they are for ACU's.
They also have access to all abilities like bulletstorm etc, still need to pay the cost but ... .

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 PostPosted: 10 Sep, 2010 
 

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Ghaleon wrote:
Normalius, I'll definitely consider the ideas you offered, I like the prospect of this quite a bit, while new units are outside the scope of this mod, abilities to accomplish the extra strategic elements are not.


Thank you - and happy to provide assistancE
If you have any ideas about my ideas, and share them, we can storm our brain with the community.

The Quantum Gate now produces all types of units - is it intentional, or just with our modpack?


Kenquinn wrote:
On a side note for normal multiplayer games. The cost of getting Ras for ACUs/SCUs should scale with its level. Right now you can get a massive resource boost for a cheap cost at high levels.


Just my thought: that resource boost wouldn't be so high, that long into the skirmish you have energy generators producing a huge output then.

On turtling in for late game in tVG we usually build energy generators in remote undersea corners - that way if our base is destroyed, we will have some energy input.
I think it's not only with our modpack...

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 PostPosted: 10 Sep, 2010 
 
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normalius wrote:
Ghaleon wrote:
Normalius, I'll definitely consider the ideas you offered, I like the prospect of this quite a bit, while new units are outside the scope of this mod, abilities to accomplish the extra strategic elements are not.


Thank you - and happy to provide assistancE
If you have any ideas about my ideas, and share them, we can storm our brain with the community.

The Quantum Gate now produces all types of units - is it intentional, or just with our modpack?


Kenquinn wrote:
On a side note for normal multiplayer games. The cost of getting Ras for ACUs/SCUs should scale with its level. Right now you can get a massive resource boost for a cheap cost at high levels.


Just my thought: that resource boost wouldn't be so high, that long into the skirmish you have energy generators producing a huge output then.

On turtling in for late game in tVG we usually build energy generators in remote undersea corners - that way if our base is destroyed, we will have some energy input.
I think it's not only with our modpack...

Its not the energy thats the issue. E has always been very easy to get. Even in stock FA.

The fact is would you rather pay 5k mass and a few 100k E for an instant +10 or more Mass and 1k e that increases with each level the SCU gains from building or would you want to pay over 10k mass and 150k E for a fab farm. With the ACUs is much more of an issue. Their RAS is so much more effective than an SCUs and almost guaranteed to 2 or 3 times as cost effective as spending as much mass and power on a fab farm even at low levels.

PS: In stock FA you can't build things underwater.

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 PostPosted: 30 Sep, 2010 
 

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mhm, not much going on these days I guess?

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 PostPosted: 30 Sep, 2010 
 

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How is the next version comming on ?


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 PostPosted: 03 Oct, 2010 
 
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This mod would be perfect if I could stop the storage structures, resource structures, and engineers from gaining exp. Being able to build a Mavor in 5 minutes is really game breaking

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 PostPosted: 03 Oct, 2010 
 
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Zataku wrote:
This mod would be perfect if I could stop the storage structures, resource structures, and engineers from gaining exp. Being able to build a Mavor in 5 minutes is really game breaking

You think 5 minutes is fast for a Mavor with TVg? That is only 1k mass a second. On a decent sized map you can get 2 or 3k, in under 40 minutes. That is hardly game breaking. With the same mass you can make 15 GCs, to walk into his base.

I would agree being able to tweak the rate at which eco structures gain XP if at all would be nice. You could add in options via the lobby to do that, but Ghaleon has done so for his own reasons.

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 PostPosted: 26 Oct, 2010 
 

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This mod would be better if the code wasn't needlessly obfuscated.

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 PostPosted: 01 Nov, 2010 
 

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Ghaleon wrote:
I can hear you groaning, yes, ACU Bullet Redirection could also include Beam refraction.
No final plans there however.


The cries of a thousand GPUs cried out, then were silenced in an instant :3

Looks fantastic, I should be able to cope with that though, would be awesome to have a wall of mirrors that reflect lasers like that back at the firer :D


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 PostPosted: 04 Nov, 2010 
 
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Wow, This mod seems to have come a good ways since I last played FA.

Glad you kept at it Ghaleon.
I took a pretty long break from FA but I'm gettin back into
it so hopefully I can give you some decent feedback as well as some
ideas.

As far as the ArmyXP I saw a page or 2 back,
Did you plan on having it work based on the normal XP gains?
or based on player score?
I was kinda thinking that based on score might be a lil more optimized,
but then again I'm no coder either lol.

I look forward to more updates for my favorite FA mod :D


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 PostPosted: 09 Nov, 2010 
 

Joined: 29 Mar, 2010
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Ghaleon wrote:
mhm, not much going on these days I guess?


Playing a lot with this mod - see my xfire page. :)
Anything special you need to be tested? So far everything seems all right.
Nice idea "surrounding units get half xp" setting.
A long range attack building ramps up the surroundig economy buildings I presume?
Then it is groovy! :P

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 PostPosted: 09 Nov, 2010 
 
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I have a suggestion:

Could you make factories and builders build
veteran units and buildings on by default?
kind of a pain having to do it individually or by groups, especially as
I build new factories and engineers lol.
Or perhaps make it an option like swapping
between energy and mass veterancy.


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 PostPosted: 09 Nov, 2010 
 
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Silencer59 wrote:
I have a suggestion:

Could you make factories and builders build
veteran units and buildings on by default?
kind of a pain having to do it individually or by groups, especially as
I build new factories and engineers lol.
Or perhaps make it an option like swapping
between energy and mass veterancy.

Having it on by default would be a bad idea. Sometimes when building things you don't want the extra cost involved. I don't think it adds too much micro to the game, but having an option to globally turn it on, or off would be convenient.

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 PostPosted: 10 Nov, 2010 
 
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Kenquinn wrote:
Having it on by default would be a bad idea. Sometimes when building things you don't want the extra cost involved. I don't think it adds too much micro to the game, but having an option to globally turn it on, or off would be convenient.


Yeah, Kinda forgot about the extra cost :lol:
but the global option would be much appreciated.


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 PostPosted: 10 Nov, 2010 
 

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Yeah, the usual case is that everywhere the veterancy is set ON.
If my economy stalls, if I want to put out some decoys, or the unit's level doesn't matter (like Paragon), I set veteran building OFF momentarily.

The one good thing that my enemies sometimes forget to set veteran building ON. :P

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 PostPosted: 10 Nov, 2010 
 
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normalius wrote:
Yeah, the usual case is that everywhere the veterancy is set ON.
If my economy stalls, if I want to put out some decoys, or the unit's level doesn't matter (like Paragon), I set veteran building OFF momentarily.

The one good thing that my enemies sometimes forget to set veteran building ON. :P

It depends on what you are building. It is more expensive to build a vet level 11 Spider than it is to build two vet Level 1, and the two vet level 1's will beat the vet level 11 spider assuming no micro. Having it turned on for normal units is often not necessary.

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 PostPosted: 19 Nov, 2010 
 

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Hi, I encountered a problem, which I have tested only with the Cybrans(, as I play mostly with them). When Total Veterancy g version 4.86 is enabled, the Cybrans cannot build any strategic missiles. They can build the building or the unit that would launch it, but no the strategic missiles.

I also use the following mods (I tried them individually too, but seems that TVg 4.86 was causing the error): BlackopsSupportv50, BlackOpsUnleashedv43, BlackopsACUsv31, BlackopsNavalBalancev11, BlackOpsEXUnitsv13, BlackOpsARv12, autotml1.1.1, bulwark_mod, communitybalancepatchv3, expcruiserv4, Low Commander Upgrades Costs, Nuke_Mod_SCFA_1.1, range_ring_fixesv2, siege_shields, sorian_ai_pack_2.0.0, SubCommandUnitsBuildX2, waterworld01.

With Total Veterancy 1.17, this error does not exists.

Have a nice day.


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 PostPosted: 19 Nov, 2010 
 
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I noticed something similar to that with the Seraphim ACU,
While using BlackOps ACUs and having the tactical missle attachment my commander couldn't build missles...I have yet to test it without TVg so it may just be an issue with the BO ACUs.

I'll post again after I test it later on.


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 PostPosted: 19 Nov, 2010 
 

Joined: 29 Mar, 2010
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Zsombi wrote:
Hi, I encountered a problem, which I have tested only with the Cybrans(, as I play mostly with them). When Total Veterancy g version 4.86 is enabled, the Cybrans cannot build any strategic missiles. They can build the building or the unit that would launch it, but no the strategic missiles.

I also use the following mods (I tried them individually too, but seems that TVg 4.86 was causing the error): BlackopsSupportv50, BlackOpsUnleashedv43, BlackopsACUsv31, BlackopsNavalBalancev11, BlackOpsEXUnitsv13, BlackOpsARv12, autotml1.1.1, bulwark_mod, communitybalancepatchv3, expcruiserv4, Low Commander Upgrades Costs, Nuke_Mod_SCFA_1.1, range_ring_fixesv2, siege_shields, sorian_ai_pack_2.0.0, SubCommandUnitsBuildX2, waterworld01.

With Total Veterancy 1.17, this error does not exists.

Have a nice day.


For you, too!

I use Blackops and TvG without nuke problems - try to look up in the other mods, I think.

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 PostPosted: 20 Nov, 2010 
 

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Quote:
try to look up in the other mods


Quote:
I tried them individually too


I tried them again
Quote:
but seems that TVg 4.86 was causing the error


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 PostPosted: 25 Dec, 2010 
 

Joined: 03 Mar, 2007
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Hi I installed TVg v4.86 on both my computers with Blackops mod.
When I play multiplayer Lan game Seraphim vs UEF my seraphim units don't gain any experience when killing enemy units. I notice the xp bar does not change. Are the units meant to gain experience and level up as intended in multiplayer. Do I need to do something in multiplayer for this to work.
On single skirmish mode all works fine.


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 PostPosted: 25 Dec, 2010 
 

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Starheaven wrote:
Hi I installed TVg v4.86 on both my computers with Blackops mod.
When I play multiplayer Lan game Seraphim vs UEF my seraphim units don't gain any experience when killing enemy units. I notice the xp bar does not change. Are the units meant to gain experience and level up as intended in multiplayer. Do I need to do something in multiplayer for this to work.
On single skirmish mode all works fine.


Did you have the mod installed and enabled on all of the computers in the game?


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 PostPosted: 18 Jan, 2011 
 

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I tried again, to use this mod and the Blackops mods, but it still seems that the problem is with this mod. Although the computer can build and use the nukes, human player cannot, no matter which faction is played. With TV1.17 there seems to be no such problem.


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 PostPosted: 22 Jan, 2011 
 
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Ghaleon wrote:
Kenquinn wrote:
Code:
info: Wow!  Ran out of segment buffers from the pool, discarding segments!


Never seen that one before, does not belong to the game or TVg..


It does belong to the game ! see the EXE with a good Hex Editor

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 PostPosted: 02 Feb, 2011 
 

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BrockSamson, code obfuscation, mostly there to make a point and protect the time invested into research as well as testing. Point being that replicating code without looking at it beforehand can be quite difficult.
It's been undone somewhere for certain. Could've opted for a more serious scheme but decided against it, this one did seem to serve the purpose well.
If you care for a particular bit of code feel free to ask, I'll not bite (most of the time :cry: )

iviv :D fun idea, sure'd be nice to do reflections like that with some custom walls.

Silencer59, thanks for the suggestion, I'll offer a button to enable building Veterans for all new units per player, also will look into making the selection save to preferences.

Manimal, true, also got it eventually, sigh. Forgot what it was for though, do you remember?

Compatibility issues, bugs: For the time being I will need to catch up, bugs are noted, if by next release some remain unfixed or not documented please notify me again, they might've slipped past me.

I'm more or less involved in my other project, no ETA on a version bump for TVg, There's a bunch of great ideas floating around, lots of code which is halfway done, but my motivation to get at it is limited.

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