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 PostPosted: 10 Aug, 2008 
 

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http://4th-dimension.rockt.es/

Unit Database:
http://www.4th-dimension.database.rockt.es/

on moddb: http://www.moddb.com/mods/4th-dimension-fa
Some features i am very proud of (beside our new units), are:

[] pop up turrets that unpack if enemies are in sight and repack if enemies are outside their range (or they cant shoot them). This is what GPG told us, the aeons would have and never included it.
[] more realistic gameplay including slower vehicle speeds for big units and faster projectile speeds for most weapons.
[] i just fixed a very bad bug which lets land units in FA get stuck and not movable at all.
[] explosions with flying metal parts, fire plumes and a lot more (no comparison to the other versions before and even these were much better than in FA).
[]a lot more you have to find out in game or on the website:

http://4th-dimension.rockt.es/

The download link for 2.11 is:
http://www.filefront.com/14845947/4th%20Dimension%202.11.rar

http://www.moddb.com/mods/4th-dimension-fa/downloads/4th-dimension-211-fa-only

4th Dimension 2.11

Installation instructions are in the readme in the zip file.[/b]
----------------------------------------------------------------------------------

Images:
check the homepage for images or video material...

Changelog:


Version 2.11
- fixed Balrog and Kykhu Oss not beeing able to walk or fire
- Kykhu Oss now takes x8 damage while in flight mode

Version 2.1

- added death explosions to some T3 units
- added normal maps to nearly all custom units
- added Balrog as UEF experimental
- added Vampire as Cybran T2 stealthed and cloaked fighter
- added Holo emitter for UEF mine layer, it also can now build intelligent devices
- added Phasing ability to the Seraphim T3 scout
- added T3 Seraphim "Kykhu Oss" as a Transformers
- adjusted all collision spheres of all air crafts (in general, they are smaller now)
- fixed monkey lords air damage (missed to change one weapon)
- fixed typo with one of the UEF SCU upgrades
- increased accuracy gain for mavor (doubled), also increased max accuracy
- increased mass costs of satellite system by 30%, also reduced damage to 125 (from 150)
- increased collisionbox of drones, reduced their speed (about 15%) and health to 12 (from 50)
- increased drain per sec for T2 artillery to 500 (from 100) [energy per shot is still the same]
- increased costs and buildtime of walls 34 (24) 50 (40)
- increased mass costs of Little John by 300
- increased mass and energy costs of Chimera (~ 10%)
- increased mass costs of Harkon by 200
- increased damage of Hellhound to 55 (from 50)
- increased maxspeed of T2 heavy tanks by 0.1
- increased mass costs of Vulcanizer to 131.000 (from 101.000)
- increased range of LABs by ~20%
- increased HP of Rhinos by 50
- increased costs of Predator to 530/6300 (from 480/3300)
- increased costs/buildtimes of T2 artilleries
- increased costs/buildtime of Pillar by 10%
- increased shield by 100 of Obsidian
- increased damage of cutter by 20%
- increased build time of cybran T3 perimeter monitoring system from 800 to 4000
- increased HP of mongoose to 1000 (900) and decreased damage to 33 (40)
- increased HP of all T1-T3 air units by 25-50% (air battles should last a bit longer now)
- increased build rate of UEF minelayer by 50%
- increased size of destroyers and cruisers of all factions
- increased damage of corsairs air-to-ground missiles to 200 (120)
- reduced costs and buildtime of megalith slightly
- reduced radius of Little Johns main weapon to 35 (38)
- reduced radius of Harkons gattling gun to 24 (26)
- reduced range of tactical missiles to 200 (from 256)
- reduced costs of nuke launchers by 50% (only the building costs, not the nuke costs!)
- reduced air-to-air damage of T2 air transports by about 50%
- reduced energy consumption of shielded T2 and T3 units (no buuble shields)
- reduced turret yaw speed of T2 destroyers main gun by 50% (not seraphim because it has a beam weapon)
- reduced accuracy of T2 destroyers main gun while moving by 50%
- reduced death damage of Rampage
- removed jamming ability of rampage
- removed fuel from Czar (no ig effect)
- changed aeon tarmac
- fixed some colors of the Meson texture
- fixed a small bug with the soul ripper
- fixed or adjusted the regeneration buff for veteran air units (they were much too high)
- improved vulcanizer script and grafics
- thrasher more balanced (missiles for air-to-ground and machine gun for air-to-air)
- changed texture of Chimera (completely new)
- changed model of Cybran Drone Carrier and rebalanced it. Drones are redone aswell
- changed Brick walk animation (it finally walks!)
- changed some regeneration rates (Crab bot now has a regeneration of 10 instead of 0.5, ...)
- Galactic Colossus's tractor beams work now faster on small units than on big units (flight time is mass dependant now)
- some other minor tweaks

+ improved explosion mod performance by about 50%! (version 2.1)
+ added optional unit cap system: all units have different unit caps calculated by their mass and energy costs (between 0.15 [most T1] and 50[some experimentals])

Version 2.01
- fixed AI bug with the abolisher
- fixed the desciption of abolisher ("anti air" has been removed in the description)
- fixed energy costs typo of Ravager (from 160000 to 16000)
- fixed a bug that lets Aeon Point Defences be targeted by Galactic Colossus anti grav weapon
- fixed thrasher, so that it now can target ships
- fixed Little John. Its not transportable anymore
- fixed icon fade distance in of thrasher
- fixed Megaliths rate of fire. Now both cannons have the same rate of fire
- changed Titans description
- some ripper changes (like added short range radar)
- increased HP of Seraphim experimental bomber to 9500 and reduced costs, also reduced damage radius
- increased damage of T2 flakk by ~10%
- increased "stumping" damage of galactic colossus to 25000 (from 3500)
- increased range of Tarantulas primary missiles to 30 (from 25)
- added description of Artemis

Version 2.0
- fixed Mesons shader (it was a uef shader while the unit was aeon)
- fixed T3 bomber bug for all factions. They now hit with their first attack
- added Little John as UEF T3 ultra heavy tank
- added Tarantula as Aeon T3 mobile AA defence unit (has also tac missile defence)
- added Brimstone as UEF T3 heavy plasma tower
- added Abolisher as Aeon T2 madvanced gunship
- added Caiman as UEF T1 hover craft
- added UEF T2 multi-role fighter
- added 3 different mines for the UEF field engineer (all with custom models)
- changed Aeon T2 sniper model and textures
- increased costs of UEF satellite System. Also added energy costs per shot (now a beam costs 6000 energy)
- improved explosions a lot (in seperated mod "4th_Dimension_Explosions_20" which is included - you have to activate them)
- reduced costs and damage of Ravager
- some unitdescription bugs fixed
- adjusted several unit icons
- readded Seraphim as a playable faction. Also rebalanced the whole faction (still in developement)
- improeved Sorian AI support
- other small changes here and there

Version 1.95:
- fixed typo errors in the explosion mod and the main mod (some explosions and artemis animation were wrong)

Version 1.94:
- fixed crashbug with the UEF ripper

Version 1.93:
- gunships can now attack air factories again
- Seraphim air units have adjusted HP now (faction is still not selectable, but this is important for the campaign)
- some hitbox changes
- increased uniform scale of some mobile T1 AA units a bit
- removed advanced jammer because of bugs (will be put back when we are able to fix them)
- the Explosion effects are now seperated into a sub mod. You have to activate it to see the improved explosions

Version 1.92:
- Aeon pop up turrets are working correct again
- Cybran Drone Carrier doesnt auto attack anymore
- added range ring to absolver
- reduced muzzle velocity of Vulcanizer to 80 (from 100)
- increased range of cutter to 20 (from 18)
- increased mass and energy costs of Crusher
- reduced rateoffire of Brick to 0.21 (from 0.25)
- reduced damage of Percival to 1200 (from 1400), also increased mass costs to 1180 from 1080
- increased speed of Chimera to 2.05 (from 1.85)
- fixed UEF ACU engineer suite (finally :D)
- increased Damage of Mongoose to 40 (from 20), also decreased muzzleSalvoSize to 8 (from 10) (primary weapon)
- increased Damage of Hoplite to 80 (from 60)
- added advanced jamming for radar jamm units like the UEF frigate or Mongoose.
- readded visible plasma ball for the cybran tactical missile defence
- increased rateoffire of UEF and Cybran tactical missile defences a lot
- decreased accuracy of T1 and T2 anti air defences

Version 1.91:
- fixed GC animation speed
- fixed UEF ACUs engineering suites build time
- fixed a lot of icons for the new units
- reduced Aeon T3 torpedo bombers HPs to 440
- reduced build speeds of Rampage and Overlord to match the speeds of other experimentals
- increased costs of UEF T3 point defence by about 20%
- doubled damage of UEF satelite
- removed LOGs from Vulcanizer
- removed the old veterancy system - so now FA system is activated for all units
- added missing range rings for some units
- increased accuracy of most Rampages weapons, increased stun duration to 1.5(1) sec and reduced stun radius to 5 (7)
- added scorch mark for cybran mobile missile launcher
- Fatboy can now only build T1, T2, T3 engineers, Mobile Missile Launchers, SABs and Percivals
- Annihilator and Beholder have now the selection priority of PDs
- increased speeds of LABs, SABs, Harkon, Meson and Chimera by ~10%
- increased acceleration of most land units by 10-50%
- reduced rate of fire of SAM launchers by 10% (so 10% less dps) but added 2000 HP
- damage reduction ability of Aeon popup defences was broken and is now removed (animations are still in). Will come back asap
- reduced T1 stationary AA damage by 25% (Aeons even more) and decreased accuracy of T1 AA
- decreased duration of fires of burning trees and plants

----------------------------------------------------------------------------------


important:
all these effects and new grafical changes come to the cost of performance. So you will have slightly less frames per second (net speed will be the same). In my tests i had about 500 points less with activated mod in the perftest with a E6300 @3ghz 8800gts640 and 4gb ram.

Ok, enough talk for now, download it and enjoy!

Here is a trailer for version 2.1:
http://www.youtube.com/watch?v=4XA7mBDGvnI

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Try "4th Dimension" - a gameplay and balance mod!


Last edited by Optimus Prime on 07 Nov, 2009, edited 48 times in total.

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 PostPosted: 10 Aug, 2008 
 

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WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOT


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 PostPosted: 10 Aug, 2008 
 

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NOT WOOOP link is broken :(


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 PostPosted: 10 Aug, 2008 
 
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Navanis wrote:
WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOT


fixed

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 PostPosted: 10 Aug, 2008 
 

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Can we get an alternate download location asap.


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 PostPosted: 10 Aug, 2008 
 

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what??? i just downloaded it from there. Whats the problem exatcly?

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Optimus Prime wrote:
what??? i just downloaded it from there. Whats the problem exatcly?


Filefront doesn't work for some people.

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 PostPosted: 10 Aug, 2008 
 

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oh crap! Will upload elsewhere... give me some mins.
eh... any good sites to host the mod?
edit: will upload it to rapidshare, but this link will be deleted in some days. Better use the other one if you can.

http://rapidshare.com/files/136400971/4 ... A.zip.html

edit: i am off now till tomorrow.

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 PostPosted: 10 Aug, 2008 
 

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The filefront link works in firefox for me but not in internet explorer.


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 PostPosted: 10 Aug, 2008 
 
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MOST EXCELLENT!!

And I can't wait to build my new computer so I can SEE all those new effects!

*dances*

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 PostPosted: 10 Aug, 2008 
 

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First game played with this mod it was win+awsome although the t1 aeon walker seems a little op


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 PostPosted: 10 Aug, 2008 
 
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The UEF ripper and rampage are keepers. I haven't tried the rest yet. The ripper opens up a lot of evil options

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 PostPosted: 10 Aug, 2008 
 
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mocafrost wrote:
The UEF ripper and rampage are keepers. I haven't tried the rest yet. The ripper opens up a lot of evil options


Those are my Evil childeren !!!

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[REL- FA] 4D Compatibility "4DC"


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 PostPosted: 10 Aug, 2008 
 
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Jesus christ that WAS faster than forever.. :D

I just test the 1.9 mod for vanilla and the only real problem I found was the Overlord and GC would just stop all of a sudden.. Dunno why, but a ML toasted both Overlords and then got the GC to half hp before getting roasted by the GC mazor..


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HighFlyer15 wrote:
Jesus christ that WAS faster than forever.. :D

I just test the 1.9 mod for vanilla and the only real problem I found was the Overlord and GC would just stop all of a sudden.. Dunno why, but a ML toasted both Overlords and then got the GC to half hp before getting roasted by the GC mazor..


The overlord and Rampage are intended to be "light" experimentals. Faster and cheaper then the standard experimental unit but weaker as well.

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Resin_Smoker wrote:
The overlord and Rampage are intended to be "light" experimentals. Faster and cheaper then the standard experimental unit but weaker as well.

I understand that, but they stopped, as in bug stopped and just waited there.. Didn't even get to use them at all..

Interceptors can't hit bombers which has landed.. dunno if it's a mod bug, but testing the mod now and writing on the go..

Some of the new units are missing the red range ring around them, Harkon ex.


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This may be an FA bug... we've seen allot of this

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This looks good, I will DL tomorrow and test it out. Also, ints should be able to shoot landed bombers, but I think grounded air units are treated as ground (IE ground units shoot them, not anti air)

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HighFlyer15 wrote:
Resin_Smoker wrote:
The overlord and Rampage are intended to be "light" experimentals. Faster and cheaper then the standard experimental unit but weaker as well.

I understand that, but they stopped, as in bug stopped and just waited there.. Didn't even get to use them at all..

Interceptors can't hit bombers which has landed.. dunno if it's a mod bug, but testing the mod now and writing on the go..

Some of the new units are missing the red range ring around them, Harkon ex.


Not 100% sure but off the top of my head... What you are seeing is most likely a grouping / formation issues. I know that some new units may or may not have formation info avalible.. so if you have several of them selected they will ignor any group "move" commands but will still accept group attack and group patrol commands. I will speak with OP about this and see if we can produce one for all the new units. (I needed ect...)

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[REL- FA] 4D Compatibility "4DC"


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 PostPosted: 10 Aug, 2008 
 
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Why do you need 3 threads for this?

Mike

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OrangeKnight wrote:
Why do you need 3 threads for this?

Mike


FA Version.

SC Version.

Old Development thread... We just updated it is all. (Dont see the need to use it further)


OrangeKnight Why do you feel the constant need to invade our threads with irrelevant questions and flames? Keep in mind that I'm not attacking you, but i would like to know why this is going on. Seams like your trying to provoke an argument for no reason or you feel you have been wronged somehow. If you need to vent at us please PM either me or Optimus directly... Honnestly we don't need this on our threads as this distracts from the work we are trying to do here.

Thank you.

Resin_Smoker

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orange, mind you, is the moderator of the mod forums. it is his responsibility to manage the threads and discussions therein.

the problem you see is simply one of perspectives and nothing more. orange, i'm sure, holds nothing against your mod, or any of its advocates or developmement members.

it is his duty to be objective on issues concerning forum moderation. one of those issues being superflouos clutter. be it one, or 3 seperate issues, all 3 threads are still simply individual announcements and subsequent discussions on the same mod.

a mod hardly needs more than 1 thread, as one thread provides more than ample discussion and announcement room for all subjects related to it, be it porting to the expansion, or the release.

you will take notice that very few other mod projects have more than a single thread dedicated to them for this very reason. those that have seen it necessary to take the liberting of opening an excess thread on the subject of their project have been subsequently chastised by orange knight for doing so.

he has responded identically to your opening of a third thread as to the opening of the second thread regarding the supernukes mod project. that project, and thread are both created by a close aquaintance of orange knights and therefore it cannot be seen as intentional bias or flaming for him to respond in kind to the unecessary opening of your third thread.

In short, don't feel you are being singled out because you are acknowledged negatively when you do something the moderator regards as negative.

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Then he should of PM'd us for something like this... keep it our of the threads.

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Resin_Smoker wrote:
Then he should of PM'd us for something like this... keep it our of the threads.


i do not wish to argue, but i may point out that infact, your complaint should have been submitted in the form of a PM in the first place. openly accusing someone, a moderator, no less, of trolling your projects respective threads is disturbingly not dissimilar to calling someone out. it can, in other words, be seen as a provacative gesture.

the fact, as i have stated, that by posting in you thread with the content that was therein, is in no way different from the content of posts within other projects threads of a similar nature.

the fact that you see fault in this course of action means you should have adressed your concern directly via a PM and not through such an open and possibly provacative medium. i also, then, strongly reccomend that if you have any further disagreements with anything I, or orange have stated on this current, or future issues, you phrase your opinion respectfully and in the form of a private message to orange or myself.

we need no further derail this thread with inane bickering on this matter.

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/BulletMagnet reaches into his forum-troll bag of tricks and plays the "subvert topic" card.
/BulletMagnet sets new topic to "FA - 4th Dimension 1.9".



yeah, this looks pretty cool OP (as always). i shall have a few games when i get home.

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Last edited by BulletMagnet on 10 Aug, 2008, edited 1 time in total.

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