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 PostPosted: 31 Dec, 2010 
 

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Kind of off-topic, but if i am not mistaken, this is ONLY for Supreme Commander Forged Alliance, correct??
If this is true, i was wondering if there is anyway this could be converted into a mod for Supreme Commander 2. I really like this idea, and I would love to have it in my game, since shields are one of my major-early priorities in a game. Please respond. Thanks!


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 PostPosted: 31 Dec, 2010 
 
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SC2 doesn't use structure adjacency, and probably has zero support for it. Since the engine itself handles determining which structures are adjacent, you'd have to write your own ghetto version of the entire adjacency system (a lot of work) that would probably be inaccurate no matter how you do it.


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 PostPosted: 31 Dec, 2010 
 
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kirahirasai wrote:
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



Looks good man, I like the opposing spin. Exactly what I was thinking.

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 PostPosted: 31 Dec, 2010 
 
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Thanks. Two pillars, spinning in one direction seems a little bit weird :mrgreen:
Now my sisters graphic card is faulty too. What the hell? :mrgreen:

@Edit: What´s about the texturing? Do you want a set of new ones or would you like to do it yourself? Then I will upload the model.

Kind regards,

Kira

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 PostPosted: 31 Dec, 2010 
 

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well, if thats not possible, is there any way to modify the shields in supreme commander 2? for example, size, health, shield power, etc.


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 PostPosted: 31 Dec, 2010 
 

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calexander wrote:
well, if thats not possible, is there any way to modify the shields in supreme commander 2? for example, size, health, shield power, etc.

Why are you asking in this thread? This is a mod for FA.

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 PostPosted: 31 Dec, 2010 
 

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zinetwin, WinZip keeps giving me an error when I try to extract the .7z file. Can you make it a .zip instead?

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 PostPosted: 01 Jan, 2011 
 
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Try the new link. It's a self-extracting archive. I would prefer to not use a .zip since the compression of a .7z is better with lzma2. Unfortunately I am on a crappy Time Warner connection and my upload is limited to 384kb/s. And during that time I can't do anything else internet related.

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 PostPosted: 01 Jan, 2011 
 

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Thanks. I'll go try it right now.

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 PostPosted: 01 Jan, 2011 
 

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Pretty good, but a couple issues:

There's a problem with the adjacency - T2 and T3 storage don't give any bonus.

Also, I'd suggest increasing the energy cost of higher-level hydro plants. As of now it pays for its own upgrade to T2, and then you can go straight to T3 while still having 250 energy output. It should be more like the mass extractors, where the cost of an upgrade gives you a net negative output during the upgrade.

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 PostPosted: 01 Jan, 2011 
 
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A quick overview of the modeling process:

I´ve made a texture from scratch with Photoshop elements 6 (awesome software, which was delivered with my graphic tablet) and they look pretty decent. They are only available in Albedo and I am messing with normal map making, which is pretty "difficult".

Current UVmap texture:

http://i1138.photobucket.com/albums/n53 ... itet-2.png

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 PostPosted: 01 Jan, 2011 
 
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jchardin wrote:
Pretty good, but a couple issues:

There's a problem with the adjacency - T2 and T3 storage don't give any bonus.

Also, I'd suggest increasing the energy cost of higher-level hydro plants. As of now it pays for its own upgrade to T2, and then you can go straight to T3 while still having 250 energy output. It should be more like the mass extractors, where the cost of an upgrade gives you a net negative output during the upgrade.


Please list what mods you have enabled/disabled. We have successfully been using PowerStorage for over a year with no issues with the following: Totalveterancy 1.17, All of the Blackops stuff, CBFPv4, Fury's Buff System Fix. If possible try disabling all the mods on your end. Trying the PowerStorage and seeing if it works then. A log would also help if you keep having the same trouble.

As for the hydrocarbon cost change. I am not sure about that considering the length and overall cost of the upgrade. With a mass extractor you generally have more extractors providing mass so you can continue on, with power if you don't have it everything comes to a complete standstill. Since many maps only offer one hydrocarbon per side it seems a bit silly to have them offer no benefit throughout most of their upgrade period, which total is about 6.5 minutes from building a T1-T3. With that though, some players will rely solely on hydrocarbons until they can get to T3 power, which makes early strikes against them a lucrative option having the potential to stop your opponent dead. It's meant as a supplement to existing power reserves. And since early on you're going to be upgrading extractors power is extremely tight until you get a T3 online.

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 PostPosted: 02 Jan, 2011 
 

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I was using Storage, Shields, and Hydrocarbons (and of course the Buff System Fix required by Shields) together. The only other mod was Debug Helper, which just spawns a paragon and some SCU's so you can test stuff faster -- that shouldn't affect adjacency.

I just tried it again with Storage enabled all by itself, and it's still broken. I'll grab a log for you later, right now I have to go eat.

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 PostPosted: 02 Jan, 2011 
 
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I don't know what to tell you. Once I see the log we might be able to help, but our group played a couple of rounds last night with a whole bunch of stuff enabled and it worked like a champ. The storage mod is set-up to be dependency free so if it doesn't work on it's own then there has to be a problem somewhere on your end. What you can do is run an md5 on your powerslave folders and compare them to what I have posted here:
http://pastebin.com/fHn76E1q
Otherwise I have updated the main link on the front page and changed the filehost to depositfiles in the assumption that you got a bad copy from crapidshare (evidently there's also a 10 download limit). I have also included an md5 there for verification purposes.

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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.”
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 PostPosted: 02 Jan, 2011 
 

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I got it working. Apparently the Buff System Fix installed 2 folders (BuffSystemFix and BuffSystemFixFeatureMSS) and when I looked at the log, it had a bunch of WARNING lines that said something about multiple things... I moved BuffSystemFixFeatureMSS out of my mods folder, and now it works.

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 PostPosted: 03 Jan, 2011 
 
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Yeah, MSS is bundled in, but is a separate mod. Currently, MSS is incompatible with all mods that are not made by me or do not expressly say they are MSS compatible. Requiring BSF is different from MSS.

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 PostPosted: 03 Jan, 2011 
 
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I had a couple of people report the same issue to me. Evidently I need to update the first post to mention that BFS is required and that MSS is not and should be disabled. I always forget that they come together.

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 PostPosted: 03 Jan, 2011 
 
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zinetwin,

Something to note about balance for this mod (I think I missed that discussion earlier and being as it's 10 mins to end of work, I'm not going back through the thread), with weaker shieldHP bonus should come higher shield regen bonus. For my own HCPP project I'm working on, the rough balance I saw by looking at current shield stats, Cybran has the weakest HP but highest regen, UEF has slightly stronger HPs but a step down on regen, Aeon is up some more on HPs but respectively less on regen, and finally Seraphim have highest HPs but weakest regen.

Balancing by cost/build time is somewhat limited and is a short term cost/bonus.

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 PostPosted: 03 Jan, 2011 
 
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I generally agree. Balance by cost/build time isn't the best way to go. The cost/build time only applies to the capacitors themselves. The original shields are unaffected. The balance between factions comes from the way the buffs work. It's a general buff that's applied evenly to all factions. I use the term evenly because each faction is affected with the same multipliers. The original factional diversity is still present, but increased overall by the same multipliers that are used by all the shield capacitors. I hope that's a valid response to your statements. Provided there's enough kickback from the community I may create individual buffs for each faction but to get a version out and in circulation that would take quite a while. Unless the community would assist with values etc... Then I would be happy to do it.
Edit: Just read your post again. I think I understand more what you're suggesting. Presently, cybran shields are still crap in comparison. But the trade off is that they can afford to crank more capacitors and shields out much quicker and cheaper than the other factions could which gives them a significant bonus in case of incoming artillery fire.

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 PostPosted: 03 Jan, 2011 
 
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kirahirasai wrote:
A quick overview of the modeling process:

I´ve made a texture from scratch with Photoshop elements 6 (awesome software, which was delivered with my graphic tablet) and they look pretty decent. They are only available in Albedo and I am messing with normal map making, which is pretty "difficult".

Current UVmap texture:

http://i1138.photobucket.com/albums/n53 ... itet-2.png


Sorry for the delay. I must've overlooked this post the last dozen or so times I have checked the forums. Honestly, I have no idea what I'm looking at there. I would have to see it stuck onto the model to offer any form of criticism/congratulations. Though that image seems pretty well-done.
In regards to you having another video card die on you, I hope it wasn't a HIS card. I have been "negotiating" with them for the past two months and only a couple of days ago got my RMA approved.

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 PostPosted: 03 Jan, 2011 
 

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If you're just multiplying the shield HP and regen by a fixed % for all factions, then the built-in differences between them will scale accordingly -- I don't see a problem with that.

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 PostPosted: 03 Jan, 2011 
 
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jchardin wrote:
If you're just multiplying the shield HP and regen by a fixed % for all factions, then the built-in differences between them will scale accordingly -- I don't see a problem with that.

Bingo. :D We didn't want to have to try to rebalance something that everyone was already comfortable with. We just made it better, and more expensive.

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 PostPosted: 03 Jan, 2011 
 
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Except Cybran, who have terrible overall shield generators. Might want to make their capacitors a bit cheaper and faster to build.


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 PostPosted: 03 Jan, 2011 
 
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No problem. You are so into coding, I know this feeling. I have it always, when I code something :mrgreen: . Yay, my motherboard is coming tomorrow or on wednesday :mrgreen: .

Uvmapping is done.
When my system is running again, I will test it ingame. I don´t want to bother you with errors, made by me :D
Not much more to say.

Front:

Image

Back:

Image

Regards,

Mika (ha, namebrotherhood, @Orange (my full name: Mikael)

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 PostPosted: 04 Jan, 2011 
 
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Mithy wrote:
Except Cybran, who have terrible overall shield generators. Might want to make their capacitors a bit cheaper and faster to build.


They are already the cheapest and quickest to build. By a considerable amount. On the same vein, seraphim's shields caps are very expensive and slow to build.

@kirahirasai The texture looks much better when wrapped onto the model. I'll wait for the finished product. Grats on the new hardware.

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