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Achronus
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Posted: 14 Sep, 2011
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Joined: 27 Aug, 2009 Posts: 245
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Two! Definitely two legs for the Cybran!
It makes sense to have the commander have a low-mass locomotion system. If you want upgrades may change to another system for speed, balance, whatever. But, it makes no sense to pay twice the energy to send a commander to another planet just because you want to use a larger more massive movement system.
_________________ -= MONKEYLORD: Sometimes a Death-Ray really is the best form of negotiation =-
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akvilonn
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Posted: 14 Sep, 2011
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Joined: 22 Mar, 2010 Posts: 60
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Ahh you must be nuts!!!  please keep the 4 legs, it is very suited to Cybran design, and when i first played your mod and saw the Cybran commander like that, with many legs, i was full of joy!
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OrangeKnight
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Posted: 14 Sep, 2011
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Joined: 02 Mar, 2007 Posts: 8995 Location: Ninja Editing Your Post from a Canadian IPhone
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akvilonn wrote: Ahh you must be nuts!!! The actual terms are practical and faithful to the game. Mike
_________________ God of Models - Moderator BlackOps Team Twitter
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asdrubaelvect
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Posted: 14 Sep, 2011
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Joined: 09 Sep, 2007 Posts: 860
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akvilonn wrote: Ahh you must be nuts!!!  please keep the 4 legs, it is very suited to Cybran design, and when i first played your mod and saw the Cybran commander like that, with many legs, i was full of joy! But i'm sure you will enjoy when you will see the Cybran commander Rev 4.0 Currently i'm working on the model :p The commander lost the 4 legs but it will be more agressive  I hope I will have finish it in 24 hours  . Currently all UEF commander weapons are finish and work perfectly has i would 
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Krapougnak
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Posted: 14 Sep, 2011
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Joined: 21 May, 2008 Posts: 706
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I'm a big fan of the 6 legs version...
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zomg
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Posted: 15 Sep, 2011
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Joined: 29 Aug, 2010 Posts: 47
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Do any of you remember the "Pelican" from the original 1997 Total Annihilation game? Remember how it used to transform when it moved from water to land? What if we could have something like that with the Cybran or UEF Commander?
Just a thought.
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asdrubaelvect
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Posted: 15 Sep, 2011
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Joined: 09 Sep, 2007 Posts: 860
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zomg wrote: Do any of you remember the "Pelican" from the original 1997 Total Annihilation game? Remember how it used to transform when it moved from water to land? What if we could have something like that with the Cybran or UEF Commander?
Just a thought. when you worte " water " you think : Amphbious or floating ?
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FuryoftheStars
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Posted: 15 Sep, 2011
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Joined: 20 Apr, 2007 Posts: 1524 Location: VT, USA
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Personally, I've always liked and believed the Cybran ACU should have have 2 legs. The ACUs are, after all, the persona/representation of the species that uses them. Seems the Cybrans are human.... asdrubaelvect wrote: zomg wrote: Do any of you remember the "Pelican" from the original 1997 Total Annihilation game? Remember how it used to transform when it moved from water to land? What if we could have something like that with the Cybran or UEF Commander?
Just a thought. when you worte " water " you think : Amphbious or floating ? If memory serves correctly, it floated. And to answer your question zomg, it should be more than possible. Have you ever paid attention to the UEF engineers when they cross from land to water? 
_________________ Nuke/Shield Collide Mod topic thread My Mods
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Achronus
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Posted: 15 Sep, 2011
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Joined: 27 Aug, 2009 Posts: 245
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It now greatly resembles a forward bending knee Calderon-borne or Bushwhacker 'Mech.
Personally, I'd reverse knee it.
'Hull' looks a little elongated. But, that might just be the backpack hangin' off it's a$$. Question though: Maser? Top mounting it are you? or completely removing it?
_________________ -= MONKEYLORD: Sometimes a Death-Ray really is the best form of negotiation =-
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brandon007
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Posted: 15 Sep, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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Well, hate to say, that completely revamping the Cybran Commander will make my mod incompatible with your mod X-x
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burnie222
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Posted: 15 Sep, 2011
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Joined: 21 Jan, 2011 Posts: 335
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zomg
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Posted: 15 Sep, 2011
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Joined: 29 Aug, 2010 Posts: 47
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Quote: If memory serves correctly, it floated. And to answer your question zomg, it should be more than possible. Have you ever paid attention to the UEF engineers when they cross from land to water?  Hehe yep! Exactly :3 What I was thinking is if either the UEF or Cybran Commander could transform the same way, but submerge instead. Asdrubaelvect: Theres some good news about the recent update. It seems to have fixed the save-game issues for Skirmish mode  ......However now, the only thing the AI uses to attack me is Air lol
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asdrubaelvect
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Posted: 15 Sep, 2011
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Joined: 09 Sep, 2007 Posts: 860
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Hi, Achronus wrote: Personally, I'd reverse knee it.
'Hull' looks a little elongated. But, that might just be the backpack hangin' off it's a$$. Question though: Maser? Top mounting it are you? or completely removing it? I will see  the model stay on working :p brandon007 wrote: Well, hate to say, that completely revamping the Cybran Commander will make my mod incompatible with your mod X-x Expe Wars has always modded commanders  burnie222 wrote: Hey asdru! nice commander model!  i love the looks of it, but I think it would look much better with reverse knees as well.  I will try this but currently 3dsmax seem does not like the catalyst 11.8 :/ zomg wrote: Asdrubaelvect: Theres some good news about the recent update. It seems to have fixed the save-game issues for Skirmish mode  ......However now, the only thing the AI uses to attack me is Air lol Thx for your testing  But the AI stay not supported by Expe wars Perhaps one day an AI coder will work on it but before I think you ll can play in multiplayers with Forged Alliance Forever lobby or gpgnet. I
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CommanderHelios
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Posted: 15 Sep, 2011
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Joined: 15 Feb, 2011 Posts: 115 Location: Atomized by my last ACU death
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I have gotten a chance to do a quick skirmish game with your mod, and I would like to both give some compliments and some constructive criticism, too.
Awesome things: The awesome unit upgrades The naval transport units Quantum Gate rallypoint teleporters TA feel Useful things: A naval economy and more aquatic buildings Annoying things: Quantum Gate rallypoint teleporters: Even though this feature is awesome, it seems imbalanced, even for the damage inflicted to the units gated in. A single Cybran Mobile Bomb can do massive damage to key infrastructure. It would be nice if the damage dealed to the unit increased with the range of the jump.
The research labs and factories: I am annoyed at how, once you clear the tech 1 research, you can no longer get completely vetted T1 units from the T2 lab. It's already relatively annoying to keep track of all your labs, and the added layer of complexity needed to supply complete veterancy for all three tech tiers is bothersome. If this is what you want for your mod's balance then just disregard this. Glitches I have found: The Cybran T3 Obelisk does not have a retaliate toggle The T1 Cybran land experimental's animation can get mixed up if you click the toggle repeatedly.
I hope I haven't been to critical, but I have tried not to seem rude in my remarks. Also, if the
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asdrubaelvect
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Posted: 15 Sep, 2011
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Joined: 09 Sep, 2007 Posts: 860
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CommanderHelios wrote: I have gotten a chance to do a quick skirmish game with your mod, and I would like to both give some compliments and some constructive criticism, too.
Awesome things: The awesome unit upgrades The naval transport units Quantum Gate rallypoint teleporters TA feel Useful things: A naval economy and more aquatic buildings Annoying things: Quantum Gate rallypoint teleporters: Even though this feature is awesome, it seems imbalanced, even for the damage inflicted to the units gated in. A single Cybran Mobile Bomb can do massive damage to key infrastructure. It would be nice if the damage dealed to the unit increased with the range of the jump.
The research labs and factories: I am annoyed at how, once you clear the tech 1 research, you can no longer get completely vetted T1 units from the T2 lab. It's already relatively annoying to keep track of all your labs, and the added layer of complexity needed to supply complete veterancy for all three tech tiers is bothersome. If this is what you want for your mod's balance then just disregard this. Glitches I have found: The Cybran T3 Obelisk does not have a retaliate toggle The T1 Cybran land experimental's animation can get mixed up if you click the toggle repeatedly.
I hope I haven't been to critical, but I have tried not to seem rude in my remarks. Also, if the Hi, for the quantum rally point there is a little bug .... normaly all shield are anti teleport but currently that is not working. For the balance i'm not realy worked on that  if the players have balance idea just write them and i will apply  thanks 
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armmagedon
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Posted: 16 Sep, 2011
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Joined: 20 Oct, 2010 Posts: 8
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that mod is awesome but i see many imbalances i only played one game but i see some things that could be change for balances, i only played one time then probably could change many more things. first, the veterancy system is too overpowered, i think that could be better if the units dont need only kill so few units for take vet, veteranced units should be more rares, and if a t1 tank kill a unit and take vet that could be really like a luck game, the first army that kill more units take vet, restore hp and have megapowerfuls units, thats really imba. and in long range units the veterancy is really more overpowered cause the dps upgrade, imagine 1 t3 sniper with 5 vet, it can kill easy 2 or 3 tanks with 5 vet, cause we have a really high improve in dps and few improve in hps then the solution that i see is do, take vet really more hard second, the research in the building is too cheap and i think that it don't should give more that lvl 2 vet solution more expensive research third unit balance i didnt play too many but i see some imbas like the t1 sera shield, thats mega OP, a t1 shield dont should have more that 200 or 300hp with that cost 1240hp is the more overpowered thing ever lol, and it should have few regen rate if i could have a database of the mod i could say the imbas and wth to do exactyl for change fourth you developed the mod on 3599, please add the changes of the 3605 on it all ppl play in 3605 on fa forever server, you can see the 3605 change here: http://88.191.143.136/faforever/fafwiki/index.php/3606http://88.191.143.136/faforever/fafwiki/index.php/3605you only need the units equivalent scripts on the 3605 and put them in your mod fifth : the walking animations, i don't care really about this but i think that you only need to change the walk rate in the unit file i know that this is a lot of work, the mod is good like it is, but it can be improved and be a mega balanced mod sry for my english and thx for read 
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asdrubaelvect
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Posted: 16 Sep, 2011
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Joined: 09 Sep, 2007 Posts: 860
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Yes I know for the imbalance problem  It is why I would separate veterancies upgrades and research center enhancements Imagine you should have : - Veterancies upgrade : Hp restoration - research center enhancements : Weapons system + Armor but currently that is not possible Thks for your post  PS : I will see soon for the 3606 and 3605 patch 
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Ze_PilOt
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Posted: 16 Sep, 2011
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Joined: 23 Aug, 2007 Posts: 1168
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asdrubaelvect wrote: PS : I will see soon for the 3606 and 3605 patch  Don't bother with that, we will make sure that EW is compatible with the changes, and if not, we will make a report to you to solve the issues  That's part of our "Featured Mod" program(c)(tm) 
_________________ Eco tutorial videos | Murder Party Mod
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mexicangamer
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Posted: 16 Sep, 2011
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Joined: 29 May, 2008 Posts: 73
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I have my units set to 2000, but when i am playing this mod it only allows me to play about 666.....even though it says that i have 1999/2000.
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zomg
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Posted: 18 Sep, 2011
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Joined: 29 Aug, 2010 Posts: 47
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Quote: Thx for your testing  But the AI stay not supported by Expe wars  Perhaps one day an AI coder will work on it but before I think you ll can play in multiplayers with Forged Alliance Forever lobby or gpgnet. Bummer 
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Manimal
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Posted: 21 Sep, 2011
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Joined: 11 Apr, 2007 Posts: 1915
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CommanderHelios wrote: I have gotten a chance to do a quick skirmish game with your mod, and I would like to both give some compliments and some constructive criticism, too.
Annoying things: Quantum Gate rallypoint teleporters: Even though this feature is awesome, it seems imbalanced, even for the damage inflicted to the units gated in. A single Cybran Mobile Bomb can do massive damage to key infrastructure. It would be nice if the damage dealed to the unit increased with the range of the jump.
The research labs and factories: I am annoyed at how, once you clear the tech 1 research, you can no longer get completely vetted T1 units from the T2 lab. It's already relatively annoying to keep track of all your labs, and the added layer of complexity needed to supply complete veterancy for all three tech tiers is bothersome. If this is what you want for your mod's balance then just disregard this.
Thanks for your report Quantum Gate rallypoint teleporters:I'll adjust the damage percent ASAP according to Asdrubael's instructions, if he agrees with you. regarding the accuracy of the Rallypoint, I'll have to get some helping hand from a maths guys. (I forgot such stuff given I left school a very long time ago and never used that again) The research labs and factories:Tech 1 Veteran researches are applying to Tech 1 units ONLY, according to their type (Land, Air, Naval) Please download and install my update then give me some feedback.<EDIT>(see my next post)</EDIT> armmagedon wrote: that mod is awesome but i see many imbalances i only played one game but i see some things that could be change for balances, i only played one time then probably could change many more things. first, the veterancy system is too overpowered, i think that could be better if the units dont need only kill so few units for take vet, veteranced units should be more rares, and if a t1 tank kill a unit and take vet that could be really like a luck game, the first army that kill more units take vet, restore hp and have megapowerfuls units, thats really imba. and in long range units the veterancy is really more overpowered cause the dps upgrade, imagine 1 t3 sniper with 5 vet, it can kill easy 2 or 3 tanks with 5 vet, cause we have a really high improve in dps and few improve in hps then the solution that i see is do, take vet really more hard second, the research in the building is too cheap and i think that it don't should give more that lvl 2 vet solution more expensive research third unit balance i didnt play too many but i see some imbas like the t1 sera shield, thats mega OP, a t1 shield dont should have more that 200 or 300hp with that cost 1240hp is the more overpowered thing ever lol, and it should have few regen rate if i could have a database of the mod i could say the imbas and wth to do exactyl for change fourth you developed the mod on 3599, please add the changes of the 3605 on it all ppl play in 3605 on fa forever server, you can see the 3605 change here: http://88.191.143.136/faforever/fafwiki/index.php/3606http://88.191.143.136/faforever/fafwiki/index.php/3605you only need the units equivalent scripts on the 3605 and put them in your mod fifth : the walking animations, i don't care really about this but i think that you only need to change the walk rate in the unit file i know that this is a lot of work, the mod is good like it is, but it can be improved and be a mega balanced mod sry for my english and thx for read  Don't worry with your english, given I am not very much skilled in that language too. Most of the balance points you are talking about are not perfect indeed. I made the Labs with default values and they remained "as is". I thought Asdrubael would've adjusted them but he did not. I also insisted by telling Asdrubael to polish the current units rather to make dozens of non-polished new ones. But he's stubborn like most brittons (from Brittany) ^^ About the version 3605 : are you talking about the patch or about the mod ? I worked with CBFP v3 then CBFP v4 only. And LD's behavior disencouraged me to take in count the version 3605 (the mod one at least). Thanks for your report anyways 
_________________ Console Plus - Solo A.C.U. - Experimental Wars
Last edited by Manimal on 21 Sep, 2011, edited 1 time in total.
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Manimal
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Posted: 21 Sep, 2011
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Joined: 11 Apr, 2007 Posts: 1915
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ExpWars_v2_8_3 BUGFIX 20110917 by Manimal(english version below) < FRANÇAIS >J'ai corrigé tous les bugs (mineurs) connus La plupart de ces bugs sont apparus à cause des changements fréquents de direction et d'idées d'Asdrubael... qui modifie même mon code ! :-$ MISE À JOURCorrections apportées : - les avatars des Labos ont été rétablis.
- l'application des Niveaux Vétéran est à nouveau fonctionnelle.
- la téléportation via les Portes Quantiques, sauf la précision de l'anti-téléportation (protection UBC) que je corrigerais dès que j'aurais pris contact avec un de mes amis matheux (très occupé).
BUGS CONNUSPour finir voici mon Rapport de Bug après test avec ma mise à jour : - Portail Héros : ne prend plus du tout les niveaux vétéran !
- Porte Quantique :
-> ne prend plus les Niveaux Vétéran SAUF si je fais une recherche via Labo Terrestre Niv 3 -> icone manquante dans Avatar de Groupe (CTRL-chiffre) ! - TOUTES BARGES : prennent le Niv. Vét. Naval mais les unités en dedans ne prennent pas le Niv. Vét Terrestre !!!
- Beaucoup d'icônes de recherche à terminer, ainsi que celles des Labos qui sont des icones de TMLs !
Enfin voici les erreurs que j'ai relevé en testant ExpWars v 2.8.2 + ma mise à jour appliquée : (voir ci-dessous, en bas de page)< ENGLISH >
I fixed up all known (minor) bugs ! Most of these bugs came because of Asdrubael changing constantly his mind and direction... and even my code ! :-$
UPDATE
Fixes :
- Labs now have their avatars back.
- Veterancy Researches now apply well on the units
- Teleportation works fine again, except anti-teleportation (ACU protection) that I'll fix up ASAP when a maths guy will be available.
KNOWN BUGS
Last here are the errors I noticed by testing Expwars v 2.8.2 + my updates applyed on it :
- Heroes Portal : does not take veteran levels any more !
- Quantum Gates :
-> does not take veteran levels except by launching a research via the Tech 3 Land Lab. -> Missing icon for the Group avatar. - ALL BARGES: take NAVAL Veteran Levels, however units that are within them do NOT take LAND Veteran Levels !
- Many missing Reasearch icons, as well as Labs icons that are currently TMLs ones !
LOG GÉNÉRÉ AVEC Expwars v 2.8.2 + MA MISE À JOUR : LOG GENERATED WITH Expwars v 2.8.2 + MY UPDATE :Code: warning: Error running OnMotionVertEventChange script in Entity ueb2201 at 385f8108: ...ged alliance\mods\expwars_v2_8\hook\lua\sim\unit.lua(2053): attempt to perform arithmetic on field `?' (a nil value) stack traceback: ...ged alliance\mods\expwars_v2_8\hook\lua\sim\unit.lua(2053): in function `EnableUnitIntel' ...8\units\structuresnavales\ueb2201\ueb2201_script.lua(58): in function <...8\units\structuresnavales\ueb2201\ueb2201_script.lua:43> => ueb2201_script.lua -> EnableUnitIntel ???__________________________________________________________ Code: warning: Failed to assaign unit uea0111 a slot in the formation AttackFormation (units=21, formation slots=21) warning: Failed to assaign unit uea0111 a slot in the formation AttackFormation (units=21, formation slots=21) warning: Failed to assaign unit uea0111 a slot in the formation AttackFormation (units=21, formation slots=21) warning: Failed to assaign unit uea0111 a slot in the formation AttackFormation (units=21, formation slots=21) warning: Failed to assaign unit uea0111 a slot in the formation AttackFormation (units=21, formation slots=21)
warning: Failed to assaign unit uea0111 a slot in the formation AttackFormation (units=26, formation slots=26) warning: Failed to assaign unit uea0111 a slot in the formation AttackFormation (units=26, formation slots=26) warning: Failed to assaign unit uea0111 a slot in the formation AttackFormation (units=26, formation slots=26) warning: Failed to assaign unit uea0111 a slot in the formation AttackFormation (units=26, formation slots=26) warning: Failed to assaign unit uea0111 a slot in the formation AttackFormation (units=26, formation slots=26) => Je ferais de mon mieux pour régler ce soucis bien qu'il n'aurait pas du se produire. Mais je n'ai pas créé cette unité, ce qui va donc prendre quelques temps. => I'll do my best to fix it up, even though it should not have occured ! However I did not make this unit, so this will take a short while.__________________________________________________________ DOWNLOADS
Click here to get the update -> ExpWars_v2_8_3 BUGFIX 20110917 by Manimal.rar
INSTALLATION Simply overwrite ExpWars_v2_8 with the contents of my RAR archive (by using WinRAR 3.80 or newer)
Nota Bene : It should be installed in the Documents subfolders. e.g. for Win XP users "%USERPROFILE%\My documents\My Games\Gas Powered Games\Supreme Commander Forged Alliance\Mods" e.g. for Vista / Seven users "C:\Users\USERNAME\Documents\My Games\Gas Powered Games\Supreme Commander Forged Alliance\Mods"<EDIT> ...and nowhere else !</EDIT> Long live SCFA !
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