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Domino
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Posted: 06 Apr, 2012
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Joined: 26 Feb, 2009 Posts: 2997
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Hi, We will take a look at the drones, were going to re-write them... ok now something new, Cybran Leech Ability, http://www.youtube.com/watch?v=hfcYJyeZs5s&feature=youtu.beLeech Field Beta 1, basicly the ACU is sucking 2% hp from each unit and accumilating it into a total, which it then adds to its own health, we can by spec param tell it to Max its own health with the gained health OR just topup its own health if its not at max,
were also going to add another toggle, if this unit is maxing its health with gained hp, the new toggle when toggled will get all allied units in radius and share the gained hp with those units, in essense this leech ability is more like a hp storage unit, it might as well be able to share what it gains with its fellow units  comments?
_________________ Domino. ______________
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luckdemon
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Posted: 06 Apr, 2012
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Joined: 08 Mar, 2012 Posts: 114 Location: Lurking somewhere around GPG forums.
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Perhaps the hp gain should be scaled with mass, so that a high health, extremely high mass experimental does not quickly regenerate mass. If I recall correctly, it still takes a load of mass to repair large experimentals that don't have a ton of health. Say the player was using Black Ops ACUs, and they had a fairly upgraded ACU, that means it can take on pretty much any sub-experimental unit, lets just say it goes after 3 percivals, at 2% per second, thats 180 hp per second from each, or 540 hp per second, which is quite a lot of hp to regen, especially since thats only 3 units. I know a lot of the newer units (added by mods) have quite a lot of health (10k+) which means that if an ACU was to take on more than a few, it would build up storage rapidly. I like the concept, i think it needs quite a few restrictions. It would be interesting if the new abilities (phasing, leech, etc) created factional differences that would make each faction more specific. By specific, i mean that it would be best to use an Aeon against a Seraphim because of phasing and lambda fields... etc. So perhaps leech should not work against certain types of units? Few questions: What is the range of the ability? Is there a cap to the maximum amount of health it can suck? (aka, 10k storage? etc.) Is it upgradeable? Was there phasing on the commander? I think i saw it, but not sure. I like the idea of 20, 40, 60, 80% phasing, so maybe a .5%, 1%, 1.5% and 2% leech upgrade? with each time, raising the amount of hp it can store? long comment, but you asked for it  Edit: looked at the video (I'm out of state and it loads realllllly slowly) does that little text that pops up tell you how much hp is stored? and is there a way to check out of combat? Also, that's kind of a large range. It would also be nice to have a toggle between sharing hp with all units, sharing hp with specific units (targeted) or not sharing at all.
_________________
Domino wrote: cool beans! Beans, Domino has them, why don't you?
Domino wrote: what a load of tosh!  Beans beans, they're good for your heart, the more you eat the more you fart.
Last edited by luckdemon on 06 Apr, 2012, edited 1 time in total.
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Domino
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Posted: 06 Apr, 2012
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Joined: 26 Feb, 2009 Posts: 2997
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Hi, let me just say that this ability is NOT going on an ACU, im just testing with the ACU. Aye there is a storage cap as well as a definable amount at which the unit can take each second, see the text, max can gain 50, the unit would not take 540 hp per percival, it would take 180  it takes 2% (for testing) per unit, obvioulsy the finer details and balance have to hammered out.. that is resins department  imma code man! virtually eveything is definable very easy with simple spec params, as is the power of the intel system i created. we can restrict units it can leech from, we can restrict unit ids it can leech from, we can define to only leech for certain unit cats or ids, we can define the % taken from each unit, we can define the max amount allowed to be leeched total (per second global). we can define the Max Leech Amount (storage) the range is adjustable. this is the power of the ability, the higher the units hp it is leeching from the faster it can reach its capacity and hopefully get away from the unit being leeched to spread the wealth, or maybe you want to leech that units hp so that you may destroy it.. who knows how this ability will be used.. for sure though which ever way you use it, its bound to be usefull..
_________________ Domino. ______________
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luckdemon
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Posted: 06 Apr, 2012
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Joined: 08 Mar, 2012 Posts: 114 Location: Lurking somewhere around GPG forums.
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Alrighty, btw, yes it would be 540 per second, because i was using 3 percivals in my scenario. I think that this could be an interesting ability if it was implemented a few different ways. 1. Only on the ACU 2. Not on the ACU, but on a lot of other units 3. On the ACU and other units, but having a significantly reduced effect on the ACU. I think it would get hard to manage it, if more than a few units had it in an attack force. 4. Possibly, experimental upgrade, so for monkeylord/megalith, would be nice to apply to the category of units for mod support (basilisk, etc.)
Personally, I would like it as an ACU/SCU upgrade. Does the phasing come as an ACU upgrade? I know its on SCUs and other units as default and upgrade. (default on t2+ engineers, upgrade on an ahwassa or ythotha)
another thought, is there a way to make it leech the mass from the unit? So that if it dies by leeching, it would not leave a corpse, or the corpse would have reduced health.
"Domino, Resin's Code Monkey"
Just some ideas from the back of my head.
-Luck
_________________
Domino wrote: cool beans! Beans, Domino has them, why don't you?
Domino wrote: what a load of tosh!  Beans beans, they're good for your heart, the more you eat the more you fart.
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Krapougnak
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Posted: 07 Apr, 2012
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Joined: 21 May, 2008 Posts: 706
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Fantastic ! Finally Cybran gets an ability, keeping factional diversity alive. Would it be possible though to limit the leeching to 1/3 of the enemy unit hit points ? This would balance this ability IMHO. Btw is the leeching ability going to be in the next release, I don't see it in the betas. 
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Domino
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Posted: 07 Apr, 2012
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Joined: 26 Feb, 2009 Posts: 2997
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Hi, What i show in the video is the ability at its extreme remember its a beta ability so will go through a few changes before finalised, in the video im just showing the extreme power of the ability, taking hp from all nearby enemy and adding just 2% (3hp) of each units max hp and adding it to the acu's max, it will be set up different on different units, for instance some units might only topup there own hp to there current max If its not at max, others will be able to add the gained hp to there max upto a limit, while others will leech the sh** out of the enemy and store this gained hp, these units are quite specail and will be t3 or above (maybe t2 but with limited storage and leech amount) the t3+ will be able to store the hp and also be able to transferre it to there own units, imma add something similar to the econ overlay panel to these storage units, so you can see how much hp this unit has stored on shift key down. yes i can add that if a units hp is below x% of max do not leech that units hp, again this will be different for some units, t3+ some will leech till the unit is dead taking all hp if possible  lower tech units with the ability might stop leeching at the x% mark  there is still along way to go with this, however we are listening and taking your comments under advisement, keep em coming  sadly i dont think i have time to fully add the leech field to this release, however, in betas soon after it will defo be enabled on some units  we are really pushing to get a stable release out.. seeing as the current released are virtually unplayable. im sure you understand. also lets not forget that the cybrans are also getting the virus sometime soon, **EDIT** Just incase your interested because i know you have been trying your hand at coding recently a little, here is the code for the leech field used in the video, for such a powerfull thing the code that drives it really isnt alot, it may inspire you or others to try your/there hand at adding an ability to the game.. http://pastebin.com/2RZHHYQwill answer all questions about this code. Dave.
_________________ Domino. ______________
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Krapougnak
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Posted: 07 Apr, 2012
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Joined: 21 May, 2008 Posts: 706
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Hi, Yes I understand no pb, stability is priority even if with the FAF release we will be waiting a long time before we can play with the leech ability... . Leech and Virus are 2 different abilities ? I thought they were the same. Btw I don't really know how to use the UEF defensive teleportation unit, a bit of explanation would be cool. Weren't there going to be multiple rally point factories somewhere along the road too ? Ehem "trying my hand at coding" is a long way from truth Let's say I'm not a coder but I run a compilation mod that right now looks like a big pile of crap in terms of clean code etc..., I'm just trying to patch it and mend it to keep it working while not being a coder or understanding what I'm doing. But thanks anyway. 
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Domino
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Posted: 07 Apr, 2012
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Joined: 26 Feb, 2009 Posts: 2997
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Krapougnak wrote: Hi,
Yes I understand no pb, stability is priority even if with the FAF release we will be waiting a long time before we can play with the leech ability... . Cool Beans! Krapougnak wrote: Leech and Virus are 2 different abilities ? I thought they were the same. nah there completely different pal, the leech is what ive displayed here. The virus is something that can get transferred to enemy units, It slowly sucks away that units hp, but also once this unit is infected it can transferre the virus to its own army units, they also get infected and can transferre to other army units and so on and so on, its like the flu so to speak, once infected there are 2 ways to destoy a virus outbreak, 1. kill the unit that infected those units (killing this unit will kill the virus on all units that were infected by this unit BUT also all units that were infected by those infected units) 2. restore each units hp back to max, (long method) once a unit is infected and then cured it cannot be infected again, it gets a "firewall" commanders get the firewall as an enhancement.. ---------------------- Krapougnak wrote: Btw I don't really know how to use the UEF defensive teleportation unit, a bit of explanation would be cool. Ahh, this unit is still beta, needs some loving yet,  basicly the unit has 2 rallypoints a blue and red, each rallypoint has a shield, the shield wont come active unless the rallypoint is a certain distance from the unit. You place the blue rallypoint somewhere were your units are fighting, and the red one "somewhere" else away from the battle, IF one of your units takes a mortal hit ( death blow) and is in range of the blue rallypoint it will be teleported to the red rallypoint where it gets a (regen buff for now) until its hp is at 100% then the buff is removed and the unit can go back into battle.. the red rallypoint does nothing except be a marker for where you want the units to teleport to. Krapougnak wrote: Weren't there going to be multiple rally point factories somewhere along the road too ? well i showed a quick video showing it was possible, i didnt actually say i was going to add it  that said it is really easy to add multiple rallypoints to any unit, using dms you can add an unlimited number of rallypoints to any unit.. but also you can change the mesh/colour/size/shader ect on any rallypoint on the fly... so dont think of then as "rallypoints" there more like marker meshes now, to define a position on the map that you change and retrieve easly with a visual marker..  the rally can use any mesh, even a unit mesh and texture  Krapougnak wrote: Ehem "trying my hand at coding" is a long way from truth  Let's say I'm not a coder but I run a compilation mod that right now looks like a big pile of crap in terms of clean code etc..., I'm just trying to patch it and mend it to keep it working while not being a coder or understanding what I'm doing. shame, i think you would be good at it if you spent the time. 
_________________ Domino. ______________
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luckdemon
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Posted: 08 Apr, 2012
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Joined: 08 Mar, 2012 Posts: 114 Location: Lurking somewhere around GPG forums.
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Okay, just a few ideas for the leech ability, now that i'm back in town and have had a chance to look at that video, not in a 2"x2" window XD (These are just ideas, ACU will be used as example leeching unit) 1. When the ACU adds to its max hp, make it so that it can only go up to 125% of original hp. 2. Perhaps have different leeching rates for different structures/units so it would drain faster from a mobile unit than from a building, or the other way around. 3. Upgrade for storage of excess hp leeched, also a cap on the storage. 4. Make some factions less susceptible to being leeched from. aka: UEF might have more hp leeched from them than say Seraphim.
That's all for now.
-Luck
_________________
Domino wrote: cool beans! Beans, Domino has them, why don't you?
Domino wrote: what a load of tosh!  Beans beans, they're good for your heart, the more you eat the more you fart.
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Domino
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Posted: 08 Apr, 2012
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Joined: 26 Feb, 2009 Posts: 2997
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Hi, All that currently possible and implimented pal 
_________________ Domino. ______________
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luckdemon
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Posted: 08 Apr, 2012
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Joined: 08 Mar, 2012 Posts: 114 Location: Lurking somewhere around GPG forums.
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Of course, because you are Domino. MASTER CODER.
_________________
Domino wrote: cool beans! Beans, Domino has them, why don't you?
Domino wrote: what a load of tosh!  Beans beans, they're good for your heart, the more you eat the more you fart.
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Domino
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Posted: 08 Apr, 2012
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Joined: 26 Feb, 2009 Posts: 2997
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there are far better coders around here than me (somewhere) o.O i would say i know alot about nothing,  my coding skillz have only actually exploded in the last few months, i mean i had the basics down, and i was slapping functions together stuff worked, however in the last few months, im seeing new and inventive ways to do the same functions easier, its strange because i dont know lua, BUT i can see the code in my head, i just know how to do it.. :/ now that might sound strange, its even strange to me, its like something has just clicked and im now able to virtually do anything i want in this game, like i say i just know how to do it.. i find writing functions and code alot easier now because i see the code in my head.. im also now able to read other peoples code and understand what its doing OR what they were trying to do.. i amaze myself actually  i am no master coder though. far from it, but maybe one day 
_________________ Domino. ______________
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luckdemon
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Posted: 08 Apr, 2012
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Joined: 08 Mar, 2012 Posts: 114 Location: Lurking somewhere around GPG forums.
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Yeah im pretty good myself, at looking at strange code, in any random language, and knowing what the coder wanted to do with it. But I myself, haven't coded much, nor do I know anything besides basic Java... (learned just so I could code for minecraft a little lol...) I'm really interested in learning lua, but I have no clue even where to start. Ok well, that aside. You've got a few bugs in this here beta  1. When the quantum gateway is destroyed, all support commanders summoned through that gate disapear, no explosion or anything, they just disappear. 2. Phasing effects are not being applied to units that have upgraded to have phasing. aka commanders, SCUs, ythothas, ahwassas. etc. Units spawned with phasing still have it. 3. also cloaking effects are not applied correctly 4. Commander does not use mass/energy during certain assisting actions. (seems quite random) I do have the dms effects.scd I do not have any other mods -Luck edit: post in dms or 4dc? not quite sure XD
_________________
Domino wrote: cool beans! Beans, Domino has them, why don't you?
Domino wrote: what a load of tosh!  Beans beans, they're good for your heart, the more you eat the more you fart.
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Domino
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Posted: 08 Apr, 2012
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Joined: 26 Feb, 2009 Posts: 2997
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#1 never seen but will test, i dont touch quantum gateways. #2 was fixed today, was a typo. #3 never seen this, what is happening to make you thing they are not applied correctly.
#4 never seen either, will try and recreate.
_________________ Domino. ______________
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luckdemon
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Posted: 08 Apr, 2012
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Joined: 08 Mar, 2012 Posts: 114 Location: Lurking somewhere around GPG forums.
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Alright, lets see if i can recreate the cloaking effect not working. It just didn't show up at all. The weirdest one is the commander having a build cost of 0... Its very random. Sometimes it applies to everything he builds, sometimes its just when he is assisting a structure...
Edit: I can't seem to recreate either of those two problems. Could have been just a weird bug... P.S. When the Foot shockwave addon is installed, it can not be overwritten to give the ACU engineering or the weapon upgrade.
_________________
Domino wrote: cool beans! Beans, Domino has them, why don't you?
Domino wrote: what a load of tosh!  Beans beans, they're good for your heart, the more you eat the more you fart.
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Domino
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Posted: 08 Apr, 2012
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Joined: 26 Feb, 2009 Posts: 2997
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Hi, cool beans, in future though if you see a bug, try and get a log extract, so that i may see if there were any script errors,  i will still try and recreate them tomorrow, Cheers. 
_________________ Domino. ______________
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luckdemon
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Posted: 08 Apr, 2012
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Joined: 08 Mar, 2012 Posts: 114 Location: Lurking somewhere around GPG forums.
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Okay. "get a log" noted... Is it too much to ask if you could add Black Ops: ACU support? like make the phasing on a black ops acu?
_________________
Domino wrote: cool beans! Beans, Domino has them, why don't you?
Domino wrote: what a load of tosh!  Beans beans, they're good for your heart, the more you eat the more you fart.
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brandon007
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Posted: 08 Apr, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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luckdemon wrote: Okay. "get a log" noted... Is it too much to ask if you could add Black Ops: ACU support? like make the phasing on a black ops acu? I think they would have to add in that support themselves.
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Domino
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Posted: 09 Apr, 2012
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Joined: 26 Feb, 2009 Posts: 2997
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brandon007 wrote: luckdemon wrote: Okay. "get a log" noted... Is it too much to ask if you could add Black Ops: ACU support? like make the phasing on a black ops acu? I think they would have to add in that support themselves. Hi, Thats not correct, i could prolly add support for the acu to get phasing right into 4dc, but that doesnt mean im going to. you'd be better off asking the mod author to add it themselves. right now i dont want to start messing with other mods, i got enough to do lol.
_________________ Domino. ______________
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luckdemon
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Posted: 09 Apr, 2012
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Joined: 08 Mar, 2012 Posts: 114 Location: Lurking somewhere around GPG forums.
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Okay, I didn't know whose end that would be on. Thanks i'll go ask the Black Ops team.
_________________
Domino wrote: cool beans! Beans, Domino has them, why don't you?
Domino wrote: what a load of tosh!  Beans beans, they're good for your heart, the more you eat the more you fart.
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brute51
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Posted: 09 Apr, 2012
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Joined: 08 May, 2008 Posts: 821
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Domino wrote: my coding skillz have only actually exploded in the last few months, i mean i had the basics down, and i was slapping functions together stuff worked, however in the last few months, im seeing new and inventive ways to do the same functions easier, its strange because i dont know lua, BUT i can see the code in my head, i just know how to do it.. :/ now that might sound strange, its even strange to me, its like something has just clicked and im now able to virtually do anything i want in this game, like i say i just know how to do it.. i find writing functions and code alot easier now because i see the code in my head.. im also now able to read other peoples code and understand what its doing OR what they were trying to do.. i amaze myself actually  i am no master coder though. far from it, but maybe one day  Welcome to the club! That happened to me when I was doing the CBFP v2. I went through the code and suddenly it all made sense.
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luckdemon
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Posted: 09 Apr, 2012
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Joined: 08 Mar, 2012 Posts: 114 Location: Lurking somewhere around GPG forums.
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Exavier Macbeth wrote: You would have to ask them to write a script to detect & hook their code into my ACU. They already have the code to do it if they want to because the Commander Hunker mod does it.
Basically my commanders are a custom unit (different unitID than normal ACUs) that gets swapped into place at spawn in. This was done to prevent a multitude of compatability errors with older ACU mods that rely on destructive hooking. Other mods that make changes to the ACUs have to be set up to specifically look for & hook the custom unit IDs if they choose to add any extra enhancments to my commanders. Otherwise the changes still get applied to the default (and not spawned) ACU. So no time to put phasing on the Black Ops ACU? No problem. I know you're working hard. -Luck
_________________
Domino wrote: cool beans! Beans, Domino has them, why don't you?
Domino wrote: what a load of tosh!  Beans beans, they're good for your heart, the more you eat the more you fart.
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Domino
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Posted: 09 Apr, 2012
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Joined: 26 Feb, 2009 Posts: 2997
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Hi, luckdemon wrote: So no time to put phasing on the Black Ops ACU? No problem. I know you're working hard. If the BO guys dont mind i "might" add it in the future although its not a high priority adding things to other peoples mods..  i do like BO:ACU's myself  brute51 wrote: Welcome to the club! That happened to me when I was doing the CBFP v2. I went through the code and suddenly it all made sense. alright pal, weird how it happens isnt it, its like a light gets switched inside your head.  Cheers.
_________________ Domino. ______________
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Lt_hawkeye
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Posted: 10 Apr, 2012
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Joined: 26 Mar, 2007 Posts: 5080 Location: California, United States
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If it is something similar to what you did with your hunker mod Domino, im sure Ex won't mind.
_________________ {◕ ◡ ◕}
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Domino
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Posted: 11 Apr, 2012
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Joined: 26 Feb, 2009 Posts: 2997
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Lt_hawkeye wrote: If it is something similar to what you did with your hunker mod Domino, im sure Ex won't mind. cool beans. 
_________________ Domino. ______________
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