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shinytoaster
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Posted: 07 Apr, 2010
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Joined: 25 Feb, 2007 Posts: 16
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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:    Download Link: http://www.mediafire.com/file/yxomdmhg1yq/ExperimentalDefenseTower_v1_11.scdOld versions: v1.1 - http://www.mediafire.com/file/uyzzwuzyw5z/ExperimentalDefenseTower_v1_1.scdV1 - http://www.mediafire.com/?lgz1nmyntvn
Last edited by shinytoaster on 14 May, 2010, edited 3 times in total.
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mojom@n
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Posted: 08 Apr, 2010
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Joined: 15 Feb, 2007 Posts: 379 Location: Brisbane,Australia
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Nice I like it. It would be epic if the AI used it as well.
_________________ Asus P6X58D-P | i7 930 | Corsair H50 | Corsair HX 1000w | G.Skill RipJaws 6GB | 3 x GTX 480 | 3 x BenQ G2420HD 24" 2ms | Logitech G19+G35+G13
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Enyth
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Posted: 08 Apr, 2010
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Joined: 03 Apr, 2010 Posts: 13
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Very cool mod!! 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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ThaPear
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Posted: 08 Apr, 2010
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Joined: 08 Mar, 2008 Posts: 270 Location: NHTV, Breda, Netherlands
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Could you post some pics? Cool mod tho.
GreetZ ThaPear
_________________ It's better to keep your mouth shut and let people think you are a fool, then to open it and remove all doubt. My latest mod: Big Map Preview All my mods
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Sam37
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Posted: 08 Apr, 2010
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Joined: 24 Apr, 2007 Posts: 190 Location: Bangor NI, UK
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Will having this "installed" cause desyncs in multiplayer?
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BulletMagnet
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Posted: 08 Apr, 2010
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Joined: 05 Oct, 2007 Posts: 16425 Location: camping near the biggest power-up
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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.
_________________
Nephylim wrote: But, an FA army in an FA environment just looks... right. Does anyone know how to use air transports? I cant get them to pick up troops.
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DeadMG
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Posted: 08 Apr, 2010
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Joined: 15 Feb, 2007 Posts: 20036 Location: Presumably, at the time of posting, his computer.
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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.
_________________ I'm watchin you!
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Lt_hawkeye
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Posted: 08 Apr, 2010
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Joined: 26 Mar, 2007 Posts: 5075 Location: California, United States
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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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Squeenix
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Posted: 08 Apr, 2010
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Joined: 29 Jun, 2009 Posts: 314
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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!
_________________ I type in magenta.
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shinytoaster
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Posted: 09 Apr, 2010
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Joined: 25 Feb, 2007 Posts: 16
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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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Enyth
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Posted: 09 Apr, 2010
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Joined: 03 Apr, 2010 Posts: 13
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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 And I'm going to try the new updated version. Looks like it'll work really well.
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kreyson
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Posted: 11 Apr, 2010
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Joined: 25 Feb, 2007 Posts: 302
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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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BlueC
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Posted: 11 Apr, 2010
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Joined: 21 Feb, 2007 Posts: 1114
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it doesnt have anti nuke 
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shinytoaster
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Posted: 11 Apr, 2010
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Joined: 25 Feb, 2007 Posts: 16
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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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fud
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Posted: 12 Apr, 2010
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Joined: 26 Feb, 2007 Posts: 766
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I was messing around with new PD/AA a few weeks ago as well.  ^Pic of it frying a transport.^ You could easily add a research requirement to unlock them as well.
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kreyson
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Posted: 12 Apr, 2010
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Joined: 25 Feb, 2007 Posts: 302
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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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HTKatzmarek
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Posted: 12 Apr, 2010
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Joined: 03 Jun, 2007 Posts: 793
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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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EaglePryde
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Posted: 22 Apr, 2010
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Joined: 19 Feb, 2007 Posts: 104
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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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Greatheart
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Posted: 09 Aug, 2010
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Joined: 03 Aug, 2010 Posts: 64
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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!
_________________ **spacing***My SC2 Mods* *My tutorial on how to add units to SC2*
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liveordie
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Posted: 11 Aug, 2011
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Joined: 02 Jul, 2010 Posts: 1261
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liveordie
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Posted: 11 Aug, 2011
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Joined: 02 Jul, 2010 Posts: 1261
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The mods creator is no longer around so here you go 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
_________________ Creator of SupCom2 Revamp Expansion Mod


Last edited by liveordie on 13 Aug, 2011, edited 1 time in total.
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Rinneguy
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Posted: 13 Aug, 2011
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Joined: 21 Jan, 2011 Posts: 29
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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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liveordie
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Posted: 13 Aug, 2011
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Joined: 02 Jul, 2010 Posts: 1261
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Rinneguy
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Posted: 14 Aug, 2011
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Joined: 21 Jan, 2011 Posts: 29
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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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