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 PostPosted: 28 Dec, 2010 
 
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You! Yes you! "Have you ever had the need to store more power? More mass perhaps? How many times have you been minding your own business when your ally's base gets destroyed only to realize that you were leeching off of his power? Do you ever wish that you could build things as quickly as your engineers can without having to worry about mass? When was the last time you felt good about building a hydrocarbon at tech 3? Are you a cybran player, tired of your puny shields that take forever to build only to have artillery smash them and your base into pieces? Buy a PowerSlave today. Kids, dogs, men, women all love their PowerSlaves. Got a pesky teammate who does nothing but turtle? Turn that turtle into a PowerSlave so that you can crush your enemies beneath your economic wheels of oblivion. Get PowerSlave today."

PowerSlave Powerpack.

This mod includes upgradeable t1 storage, new t2 and t3 storage and hydrocarbons, experimental storage and shield capacitors. Each mod is individual so you can select what you want.

And now a note from my associate Skyfi since he wouldn't trust me with the description on PowerStorage and PowerCarbons.

Powerslave Storage V0.49


This mod adds Tech 2, Tech 3, and an Experimental storage unit to all factions.
Features:
  • Tech 1 power and mass storage have been updated to be upgradeable to Tech 2.
  • Tech 2 power and mass storage offer a 75% increase to production.
  • Tech 3 power and mass storage offer a 100% increase to production.
  • Tech 2 power and mass storage have the same footprint as the stock Tech 1 units.
  • Tech 3 power is 4 times the size (8 of them can surround a Tech 3 power generator).
  • Tech 3 mass is the same size as a Tech 3 mass fabricator.
  • Experimental storage has the footprint of a quantum gateway.
  • Experimental storage doubles resource production, doubles ROF, and halves maintenance costs for each adjacent side (ie: 1=2x, 2=4x, 3=8x, 4=16x; maintenance costs are the inverse: 1/2, 1/4, 1/8, and 1/16).
  • Tech 2, 3, and experimental storage units are all volatile. Tech 2 is not bad at all, Tech 3 kind of hurts, and experimental does the same destruction as a paragon.
  • Unit animation has been tweaked for the larger units (Tech 3 and experimental) so that they will rise/fall to their fullest extent. Experimental storage only reflects energy level.

Things that remain:
  • Balance tweaks for all (build cost, build rate, HP)
  • If possible, figure out a way to make experimental storage reflect both mass and energy levels.
  • See if the adjacency connectors can be adjusted/relocated.

This mod is stand-alone and does not have any dependencies.

Changelog
v0.49
* Fixed broken artillery ROF issue with two experimental storages adjacent (no longer 50+ rounds/sec)
* Fixed maintenance costs when adjacent to experimental storages (no longer goes to zero with two adjacencies)
* Adjusted LOD cutoffs for Experimental storages since they are bigger, so they should have more detail from farther away.



Powerslave Hydrocarbons V0.1


This mod adds Tech 2 and Tech 3 Hydrocarbons to all factions.
  • Tech 1 Hydrocarbon has been updated to be upgradeable to Tech 2.
  • Tech 2 and Tech 3 Hydrocarbons offer an increased maintenance and ROF bonus. Since Tech 1 has the same bonuses as a Tech 2 Power generator, Tech 2 and Tech 3 Hydrocarbons offer bonuses on even thirds between Tech 2 Power generator and Tech 3 Power generator.

This mod is stand-alone and does not have any dependencies.

/Skyfi

PowerShields V0.7

The goal of this mod is to maintain factional diversity while allowing players to build increasingly powerful shields, however at the cost of both resources and time. This is intended to be a counter to artillery due to the large cost involved.

This mod requires FuryoftheStars' buff system fix mod which can be found here.
viewtopic.php?f=7&t=44963
Note on Fury's mod
His mod comes with two mods inside, the Buff System Fix (you need this) and Multi Source Switching (you don't need this and it will cause problems) Make sure it's either disabled or not "installed".
The reason it requires his Buff System Fix is because it allows us to add shieldhp and regen buffs in a reasonable manner without having to rewrite a ton of shield code.

Features:
  • Each faction now has both T2 and T3 shield capacitors.
  • When full surrounded (with 12) the T2 capacitors will generate a 50% increase to current shieldHP and shieldregen.
  • Tech 2 capacitors will increase the power drain of a shield by 200%.
  • When full surrounded (with 4) the T3 capacitors will generate a 100% increase to current shieldHP and shieldregen.
  • Tech 3 capacitors will increase the power drain of a shield by 300%.
  • Factional diversity is maintained by allowing each faction's shield strengths and weaknesses to continue to exist.
  • Build time for each faction's capacitors is based on roughly 50% of the respective tech-level shield.
  • Build cost for each factin's capacitors is based on roughly 1/8'th and 1/4'th of the respective tech-level shield.

Notable Faction Diversity:
  • Cybran - Low cost and quick build time make up for the low power/shieldbonus ratio.
  • UEF - Average cost and build time accounts for the average increase.
  • Aeon - Long build times and large cost fits with the equally high power/shieldbonus.
  • Seraphim - The longest build times and highest cost, their shields are still the best.

Changelog
V0.6
  • Fix name for UEF T3 capacitor
  • UEF ACU's can now build T3 capacitor.

V0.7
  • Capacitors will now no longer increase the cost of anything other than shields to run.
  • New seraphim model for T2 capacitors.
  • Fixed maintenance adjacency bonus for everything else.
  • Handful of various changes and tweaks.


Get your PowerSlave today!
PowerStorage http://www.filefront.com/17871341/powerslave-storageV.49.7z
PowerCarbon http://www.filefront.com/17815959/powercarbonV0.1.7z
PowerShields http://www.filefront.com/17815954/powershieldsV0.7.7z
MD5's of the files to ensure you have the highest quality PowerSlave.
be45d032eac65ae27a800e68d91450db *powercarbonV0.1.7z
1208c4bc9c38491da60e1261b708dc6d *powershieldsV0.7.7z
32ce5766c035eea82860808d9f826c09 *powerslave-storageV.49.7z


These mods have been tested with the following mods
If you have successfully tested it with 4DC or other mods let us know so we can update this list.
  • All of the Blackops stuff (BOGIS, ACU's, Unleashed, Special Weapons)
  • Total Veterancy 1.17
      Known bugs:
    • With the shields insta-healing when a capacitor is built or removed next to a generator, no fix is available since Eni has been gone for a while.
    • ACU shields do not work properly and do not turn back on.
  • CBFP V4
  • Buffsystemfix 1.2.1 (with the unit.lua fix for BO: Acu's)

ToDo List
  • New models for everything else.
    Should somebody want to donate models, I'll do my damndest to make them look good and work right.

Special thanks to everyone below, particularly FuryoftheStars and Mithy, for their assistance on getting everything done (especially with the coding part). Thanks to Kira for the T2 Seraphim Shield Capacitor model and the related files. If you have any balance changes/requests let us know and we will see what we can do. Also, if we can get the models on the go, we will have new models and animations for the new units which would be cool.

Final Note, if you have trouble opening this archive, update 7z, the archives use LZMA2

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“Hence to fight and conquer in all your battles is not supreme excellence; supreme excellence consists in breaking the enemy’s resistance without fighting.”
Sun Tzu obviously didn't have giant robots to conquer with.


Last edited by zinetwin on 30 Jan, 2011, edited 26 times in total.

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 PostPosted: 28 Dec, 2010 
 

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First thing, the TypeClass at the end of the UEB1181_script file needs to match the actual unit name precisely - Lua is case sensitive.

Also, the unit name doesn't match the file name. Filenames aren't important to the engine in this case, but it's confusing for modders to work with.

The unit blueprint needs to be changed to;

Code:
UnitBlueprint
{
    Adjacency = 't2shieldadjacency',
    BuildIconSortPriority = 70,


Next would also be removing the unit files from /hook/. When you add a unit or file, you put it in /mods/name/lua. Changing an existing one is for the hook folder. It looks like the UEB1181 folder in /hook/ is more up to date, so you'll probably want to move those and not delete them.

Since I don't remember how buffs work, so my quick peek there just confused me. XP

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 PostPosted: 28 Dec, 2010 
 
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Thank you sir. I will get those changes in order and post an updated version. I was not aware of LUA being case sensitive or the other issues mentioned.
Edit:
Ok, I have made those related changes and tried a few more things. For the life of me I cannot figure out how to get the buffs and adjacency to hook properly. I have set the mod_info.lua to load after Fury's buffsystem fix in the hopes that it would resolve the issue, but it does not. But I can now build the unit just fine, and it checks for the adjacency references and the related buffs but can't locate them. Here is the new version for someone to take a peak at.
http://rapidshare.com/files/439637810/powershield.7z
For those who don't wish to download but wish to help, here's a pastebin of the log reflecting the errors.
http://pastebin.com/GjxvqLPV

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 PostPosted: 28 Dec, 2010 
 
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@ zinetwin, I can give the shield capacitor models a go sometime, I could have one done soon. I personally have the UEF style down it being the easiest, the others factions may be more of challenge but I can give it all a go.

Though I cant texture, optimize or animate for the life of me =P

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 PostPosted: 28 Dec, 2010 
 
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zinetwin,

I understand the buff and adjacency system fairly well. I just downloaded your current version and will go through it to see what you need to do.

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 PostPosted: 28 Dec, 2010 
 
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Ok, so here's what I have for you:

1) Delete Buff.lua. First, what you put in the file doesn't go there. Second, if you're going to require my mod, then you don't need it at all.

2) AdjacencyBuffs.lua is missing a lot of stuff and the buff itself isn't written up correctly. Here it is, correctly written:
Code:
local AdjBuffFuncs = import('/lua/sim/AdjacencyBuffFunctions.lua') --This might not be needed, but it's good to do it anyway

T2ShieldCapacitorAdjacencyBuffs = { --This reflects what bp.Adjacency for your unit is
   'T2ShieldCapacitorBonusSize4', --This is where your buff names that this structure is capable of goes
   'T2ShieldCapacitorBonusSize8', --You really should cover all sizes in case anyone adds something
   'T2ShieldCapacitorBonusSize12',
   'T2ShieldCapacitorBonusSize16',
   'T2ShieldCapacitorBonusSize20',
}

--And here starts the actual buffs that you just listed above.
BuffBlueprint {
    Name = 'T2ShieldCapacitorBonusSize4',
    DisplayName = 'T2ShieldCapacitorBonus',
    BuffType = 'SHIELDBONUS',
    Stacks = 'ALWAYS',
    Duration = -1,
    EntityCategory = 'STRUCTURE SIZE4',
    BuffCheckFunction = AdjBuffFuncs.shieldCapacitorBuffCheck, --You can't call a function without the file location (AdjBuffFuncs, as that is what we called it with the import at the top of the file)
    OnBuffAffect = AdjBuffFuncs.shieldCapacitorBuffAffect,
    OnBuffRemove = AdjBuffFuncs.shieldCapacitorBuffRemove,
    Affects = { --Only need one Affects = {
      ShieldRegen = { --List buff types separate and as keys themselves, not values to Affects
         Add = 0, --Again, if requiring my mod, do it as a mult, not add.
         Mult = 1.75,
      },
      ShieldHP = {
         Add = 0,
         Mult = 1.75,
      },
    },
}

BuffBlueprint {
    Name = 'T2ShieldCapacitorBonusSize8',
    DisplayName = 'T2ShieldCapacitorBonus',
    BuffType = 'SHIELDBONUS',
    Stacks = 'ALWAYS',
    Duration = -1,
    EntityCategory = 'STRUCTURE SIZE8',
    BuffCheckFunction = AdjBuffFuncs.shieldCapacitorBuffCheck,
    OnBuffAffect = AdjBuffFuncs.shieldCapacitorBuffAffect,
    OnBuffRemove = AdjBuffFuncs.shieldCapacitorBuffRemove,
    Affects = {
      ShieldRegen = {
         Add = 0,
         Mult = 1.75,
      },
      ShieldHP = {
         Add = 0,
         Mult = 1.75,
      },
    },
}

BuffBlueprint {
    Name = 'T2ShieldCapacitorBonusSize12',
    DisplayName = 'T2ShieldCapacitorBonus',
    BuffType = 'SHIELDBONUS',
    Stacks = 'ALWAYS',
    Duration = -1,
    EntityCategory = 'STRUCTURE SIZE12',
    BuffCheckFunction = AdjBuffFuncs.shieldCapacitorBuffCheck,
    OnBuffAffect = AdjBuffFuncs.shieldCapacitorBuffAffect,
    OnBuffRemove = AdjBuffFuncs.shieldCapacitorBuffRemove,
    Affects = {
      ShieldRegen = {
         Add = 0,
         Mult = 1.75,
      },
      ShieldHP = {
         Add = 0,
         Mult = 1.75,
      },
    },
}

BuffBlueprint {
    Name = 'T2ShieldCapacitorBonusSize16',
    DisplayName = 'T2ShieldCapacitorBonus',
    BuffType = 'SHIELDBONUS',
    Stacks = 'ALWAYS',
    Duration = -1,
    EntityCategory = 'STRUCTURE SIZE16',
    BuffCheckFunction = AdjBuffFuncs.shieldCapacitorBuffCheck,
    OnBuffAffect = AdjBuffFuncs.shieldCapacitorBuffAffect,
    OnBuffRemove = AdjBuffFuncs.shieldCapacitorBuffRemove,
    Affects = {
      ShieldRegen = {
         Add = 0,
         Mult = 1.75,
      },
      ShieldHP = {
         Add = 0,
         Mult = 1.75,
      },
    },
}

BuffBlueprint {
    Name = 'T2ShieldCapacitorBonusSize20',
    DisplayName = 'T2ShieldCapacitorBonus',
    BuffType = 'SHIELDBONUS',
    Stacks = 'ALWAYS',
    Duration = -1,
    EntityCategory = 'STRUCTURE SIZE20',
    BuffCheckFunction = AdjBuffFuncs.shieldCapacitorBuffCheck,
    OnBuffAffect = AdjBuffFuncs.shieldCapacitorBuffAffect,
    OnBuffRemove = AdjBuffFuncs.shieldCapacitorBuffRemove,
    Affects = {
      ShieldRegen = {
         Add = 0,
         Mult = 1.75,
      },
      ShieldHP = {
         Add = 0,
         Mult = 1.75,
      },
    },
}


Note on mult values as you go up in structure size: As your structure size increases, so does the number of capacitors you can place around it. A SIZE4 is something that can take 4 buildings the size of a Storage structure around it (1 on each side). A SIZE8 is something that can take 8 (2 each side). To be fully aware of how much your bonus will affect the structure, you should take your mult value (-1 from it) and multiply it by your structure size. This will give you the total gain your sturcture will receive (as a decimal form of percentage)(+1 to your result before multiplying your base stats by the value to see the final gains). GPG used a system where they either left the gain the same regardless of structure size, or gradually reduced it. You may want to do the same, depending on the desired affect.

EX: at size 12, you wanted a 1.75 mult (+75% gain) per capacitor. So, .75*12=9, or a 900% increase (also read as a mult of 10, or 1000% of normal). If you also use 1.75 for the size 16, you get .75*16=12, or 1200% increase (mult of 13, or 1300% of normal). But if you decrease the gain slightly, say 1.65: .65*16=10.4, or 1040% increase (mult of 11.4, or 1140% of normal). As you can see, you still gain, but the difference isn't anywhere near as great.

3) For AdjacencyBuffFunctions.lua, it looks like you copied the functions directly without understanding what they were doing. In your shieldBuildBuffCheck, bp.Defense.BuildableCategory does not exist. (Also note, you wrote bp.defense... these are case sensitive.) The code you copied it from was doing a check to see if the structure getting the bonus has BuildableCategories in its Economy section of the BP, which is only present for factories or upgradable structures. It was doing this check because it was for the build bonus adjacency buffs. You also need to remove the SILO/STRUCTURE check, as this is looking for SMDs/SMLs/TMLs. What you need to look for is bp.Defense.Shield (for those units that start with a shield). For those that can potentially add a shield via enhancements, you may want to create a for loop that looks through bp.Enhancements (if it exists) and searches out any enhancement that adds a shield. This is difficult as the only way is to check the enhancements names for any reference to Shield. Optionally, instead of performing any of those checks, IF you are requiring my mod, you can just simply do a categories check for STRUCTURE and let it return true. My mod is setup such that the buff values can be applied and if there is no shield present, then it will silently store them away for later. If a shield is then later added to the unit (say, via enhancement or something like Resin's Shield Projector bot), once the shield has been established, it then pulls these buff values out and applies them.

Additionally for AdjacencyBuffFunctions.lua, you should name your functions to be descriptive of what you are doing. So instead of 'Build' in each of your function names, replace that with 'Capacitor'.

4) Finally, for UEB1187_unit.bp, line 3, change
Code:
Adjacency = 't2shieldadjacency',

to read
Code:
Adjacency = 'T2ShieldCapacitorAdjacencyBuffs',

Again, you want descriptive. Just follow GPGs lead there.

Disclaimer: All of this code is untested. But, it should get you a heck of a lot closer to having it working.

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 PostPosted: 28 Dec, 2010 
 
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All non-mod shields are SIZE12 AFAIK, so just use that buff size while you're getting the mod working. Something like 1.08 mult at SIZE12 would result in a +96% buff when fully surrounded by SIZE4 capacitors. It might not be a bad idea to have the other sizes supported in the end, but don't worry about it while you're testing.

Also keep in mind that you'll need separate adjacency tables and corresponding buffs for each faction whose capacitors you want to make better or worse, specifying those faction-specific tables in each unit's blueprint Adjacency variable. Again, don't worry about this until you've got the basic version working.


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 PostPosted: 28 Dec, 2010 
 
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Yeah, all non-mod shields are SIZE12, so good points on reducing the load when testing.

Also, zinetwin, once you are done testing and all is working, if you are going to make faction specific bonuses, then I recommend sticking the faction name somewhere in the Adjacency buff names (they can all share the same Adjacency Buff Functions, though.)

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 PostPosted: 28 Dec, 2010 
 
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@4chron, get to modeling. We'll get the code and everything going and then somehow figure out a way to get some animations and textures in there.
@Fury I believe this says it all.
Image

I'll get those changes in order and we should then hopefully have a working beta.
I was not aware that under the BuffBlueprint line that the name was a reference to the variable listed under the main T2ShieldCapacitorAdjacencyBuffs =. Nor did I realize that I needed to declare the variable value, seems that was missing from the version I posted. I knew that the adjacency checks were way off but I had absolutely no idea what I was doing, though your explanation helps to understand it. I am incredibly grateful.

Update:
So I've gotten it working, at least for UEF. Have tried a few things and here's the main problem I have run into.
I was hoping to be able to add a toggle switch to the new buildings so that you could have them on and they would provide the shield bonus and draw 50 energy a piece. But should you be running into power problems, you could turn them off. However after some digging it seems that it is impossible to have a building that gives adjacency stop giving adjacency. It seems that even mexes continue to give adjacency bonuses to factories regardless of whether or not they are producing. I have tried this in vanilla, CBFP and using Fury's bug fixes. So, presently, the shield capacitors will not have an energy cost or button for that matter.

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 PostPosted: 29 Dec, 2010 
 
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Update!
This version actually works now, listed above (V0.5). All factions are there. However the difference in shield strength is very apparent. Here's the current setup. Going to need some feedback on this since it doesn't feel right to me at all. This is when fully wrapped by 12 shield capacitors.
UEF 22200-193/s
Aeon 26640-221/s
Seraphim 31080-248/s
Cybran 20720-207/s
It should be noted that they are all using the same multiplier. Should I get enough feedback, we can tweak it and refine it to a more sensible level. Also, I am willing to listen to any ideas that could make this a more useful mod. I am also unsure as to why the descriptions for the new buildings aren't showing up. Just spend two hours trying to figure it out.

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 PostPosted: 29 Dec, 2010 
 
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@zinetwin:
Quote:
I was hoping to be able to add a toggle switch to the new buildings so that you could have them on and they would provide the shield bonus and draw 50 energy a piece. But should you be running into power problems, you could turn them off. However after some digging it seems that it is impossible to have a building that gives adjacency stop giving adjacency.

This should be possible. Give me some time to look into it.

EDIT: Ok, yes, it is possible.

What you'll have to do:

1) Hook the functions OnAdjacentTo and OnNotAdjacentTo (both functions found in the Structure class from defaultunits.lua) from your unit's script.lua file. Perform the same if condition then return end checks as what these functions do. Then, in OnAdjacentTo, have your script store adjacentUnit to self.somevariablenamehere as a table (use a check to see if the value is already there and if not, table.insert it). From OnNotAdjacentTo, check self.somevariablenamehere for adjacentUnit and if found, table.removeByValue it.
(Of course, that is all null and void if someone knows of a function that returns a list of all adjacent units....)

2) Put in all of the appropriate BP values to have the toggle button you wish to use.

3) Next, again from your unit's script.lua file, override the scriptbit functions that relate to your toggle to add in a couple of loops (pulling inspiration from the original OnAdjacentTo and OnNotAdjacentTo functions) to go through your list of adjacent structures (from self.somevariablenamehere) and remove/add the buffs as needed.

4) ???

5) Profit

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 PostPosted: 29 Dec, 2010 
 
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Edit: Hm, nevermind, that should work as long as OnNotAdjacentTo is updating the table of adjacent units.

I'd still probably recommend simplifying it for both yourself and the player and just adding a -50 EnergyMaintenance.Add buff affect to the shield buffs, so the cost goes directly into the shield unit. Far simpler to code, and to manage in-game.

For that matter, you could use this to faction-diversify the energy maintenance cost, make it use a mult instead of a flat number, as well as make it vary based on the size of the shield structure being buffed (not that this would apply to default FA shields).


Also, what percent value are you using for the buff? 1.08? Those regen numbers look a bit high at first glance, but if the cost and build time of the capacitors is reasonable (like mass-storage level?), and they each add ~50 energy maintenance (-600 total is quite a bit), then that might not be out of line.


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Mithy wrote:
I'd still probably recommend simplifying it for both yourself and the player and just adding a -50 EnergyMaintenance.Add buff affect to the shield buffs, so the cost goes directly into the shield unit. Far simpler to code, and to manage in-game.

I agree with Mithy, you should definitely follow that approach.

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This will probably become a more significant concern once the coding is nearing completion, but it's worth looking at:

Have you tried attacking the shields, and a base-ish setup around them with air units? My concern is that the fully buffed shields may have such a large radius that it is trivial to get gunships (duh) and possibly bombers to fire off under the shield. As such would probably only be used very rarely to stall artillery.

One of the ideas I've had for a while (separate to this, but has a counter effect which would be more appropriate here) was giving T3 shield gens an upgrade which would add a T2 shield dome around the same generator, with a slight increase in generator hp and increase in energy cost proportional to the T2 cost. How appropriate/possible/hard would something like that be for this (ignoring the hp boost)? IE, once a generator has been completely surrounded, it maintains a T2 shield (possibly buffed, probably not) under the buffed T3 one?


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Thanks Fury and Mithy, I'll get to work on adding some toggles. Thanks again.

@Skevitj Presently, there is no change to range or radius of the original shield generators. The only things that are changed are ShieldHP and Regen. As far as another, more personalized shield, I don't believe that would be a good idea. Especially since the large bubble is already being increased, then if it had a smaller more personalized shield the generator would be nearly unkillable, the capacitors would be the same. Not to mention the base under the bubble. I think that the overall approach to adding adjacency and shieldhp's is all that shields need. If your are still worried about your base being bombed, build more shields. That much hasn't changed. These will hopefully be used as more "mavor" and artillery stoppers.

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 PostPosted: 29 Dec, 2010 
 

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Gotcha, must just be my memory failing me again, swear I saw a radius change mentioned in there.

As for the T2 bubble, I'm a defensive player, I'm not going to be complaining if a shield gen is unkillable, although if it can stop a mavor? I know what you mean though.


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 PostPosted: 30 Dec, 2010 
 
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Oh nice you really wiped this up fast and working to from what I hear. I'm gonna definitely download all these and try them out, in the meantime Ill wip up some quick sketches and post them here before jumping right into the modeling, but coincidentally enough I was gonna suggest using the T1 power gens and placeholders, but you already did that =P

I think the differences for factions should be along the lines of the factions with bigger radius bubbles, UEF for eg get higher shield bubble HP but a lot less regen, while factions with smaller radius bubbles like the Cybran get less shield bubble HP but a lot more sheild regen ect.

Design wise Ill try for something that looks like a T1 power generator mixed with elements from T2 shields.

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 PostPosted: 30 Dec, 2010 
 
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Seems like you had the same idea that I did. I was having a discussion with a fried earlier this evening and we came to a similar conclusion. To keep with factional diversity. I was considering the following:
UEF: Faster shield regen: Since theirs already regen pretty fast.
Cybran: Possibly increased build-rate: Since they have to upgrade theirs a half-dozen times. Might also consider a decreased running cost of shields.
Seraphim: Increased shield radius: Since theirs is already the largest.
Aeon: Increased shield HP: Since theirs is already the strongest but the smallest.
Each faction will still get a shieldHP and regen bonus, but some will be more significant than others. The diversity will come from the differences in fully adjacent shields.
Thoughts?
I am not sure on how to make the radius increase work though since I don't see a bufftype in fury's mod that allows a shield radius increase.
Unless something like this would work in an adjacencybuff:
Code:
    Affects = {
      ShieldSpec = {
      ShieldSize = math.max*1.01
      },
   },

I have trouble understanding some of these functions since I can't find where they're declared. I wondered if I would have to create a new buff type in buff.lua, if it would look anything like this.
Code:
elseif atype == 'ShieldRadius' then
         local shieldMod = unit.ShieldMod
         local buffAdds = {}
         local adds = 0
         for k, v in unit.Buffs.Affects['ShieldRadius'] do
            if v.Add and v.Add != 0 then
               adds = adds + (v.Add * v.Count)
               buffAdds[k] = v.Add
               v.Add = 0
            else
               buffAdds[k] = 0
            end
         end
         adds = adds - (shieldMod.RadiusAdd or 0)
         local val = BuffCalculate(unit, buffName, 'ShieldRadius', 1)
         val = val - ((shieldMod.RadiusMult or 1) - 1)
         unit:AddShieldMod(nil, nil, adds, val)
         for k, v in unit.Buffs.Affects['ShieldRadius'] do
            if buffAdds[k] != 0 then
               v.Add = buffAdds[k]
            end
         end


But in that example, where would it get RadiusAdd or RadiusMult. If I knew that I could probably make the new bufftype work. Unless I am completely off here.

Completely unrelated, but I may have conned *cough* convinced a buddy to attempt some animations, not sure how that's going to go though.

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 PostPosted: 30 Dec, 2010 
 
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zinetwin wrote:
To keep with factional diversity. I was considering the following:
UEF: Faster shield regen: Since theirs already regen pretty fast.
Cybran: Possibly increased build-rate: Since they have to upgrade theirs a half-dozen times. Might also consider a decreased running cost of shields.


In order to keep to the true factional diversity, the Cybran ones would be utterly useless in comparison.

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 PostPosted: 30 Dec, 2010 
 
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Heh. That would indeed be the case, since lowered energy cost is already handled better by T1/T2 pgens, and build rate by T1 engineers.

Edit: The buff fix mod doesn't have support for shield radius changes. It doesn't actually do anything that would require the shield to be re-created (which is the case with radius), and that would require a completely different approach to modding shield capabilities than what he's doing now.
Support for recharge time and energy recharge time could be added, and would be trivial. But radius would require a total re-write.


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 PostPosted: 30 Dec, 2010 
 
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Hy everybody.

I´m working on my project now, but my motherboard crashed on me. So I had to put my project on ice (my supreme commander files are on my harddisks) and have a little spare time. I have prepared a model for you, zinetwin. Do you like it our should it be scrapped? I suck at seraphim, but I gave it a try. You can take the model, if you want it. Put some glitter on it and illumination, than it´s seraphim :mrgreen: .

screens:

Front

Image

Back

Image

kind regards,
kira

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 PostPosted: 30 Dec, 2010 
 
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Good to finally see another person using XSI.

Mike

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 PostPosted: 30 Dec, 2010 
 
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Not bad at all. Looks pretty solid. And as you said, put some sparkle on it and BAM it's seraphim.
I have made a rough sketch of my intentions for this model.
Don't laugh, this is exactly why I don't draw or model. Absolutely no visual creative ability. :lol:
Image

Edit: Forgot to add (glowy sparkle bloom effect at the bottom like all of their other units).
If we can make those happen I'll be satisfied. The model itself seems workable. Though I don't have that much of a creative vein for that sort of stuff.

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 PostPosted: 31 Dec, 2010 
 
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Ok. so the shields are nearly done, everything seems to be working. I have also added T3 shield capacitors using the t2 power generators. Everything has been balanced relatively well. The factional diversity should still be preserved as well. Once I get the icons squared away I will release.
On another note. If you have been following the powerslave thread. I had the parallel mod 99% ready to release. Then consulted Skyfi (my stubborn associate) regarding my plans (so as not to be a thieving punk and or copycat), which resulted in completing the work on the original mod and dissolution of the parallel mod. As a result this thread will become the home to the PowerSlave mod pack which will include: t2, t3, and exp storage, upgradeable hydrocarbons and the shields mod. All of which are seperate but will be bundled together.
Everything should be released before the new year so that everyone can enjoy being a powerslave to their allies.

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 PostPosted: 31 Dec, 2010 
 
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Ok, that´s good. I will make some bones for your represented effects and the model is one model. The pillars are integrated in this model. But I can seperate it easily, no problem.

@Orangeknight: I love XSI. Very flexible and the keyboard controls are amazing :mrgreen:

@Edit: An animation of the pillars. Hope that it is right:

http://www.youtube.com/watch?v=qDF1zc8NPbI

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