Forged Alliance Forever Forged Alliance Forever Forums 2016-10-22T17:22:33+02:00 /feed.php?f=41&t=13084 2016-10-22T17:22:33+02:00 2016-10-22T17:22:33+02:00 /viewtopic.php?t=13084&p=137625#p137625 <![CDATA[Re: Balthazar's Mod Requestathon]]> http://reactoridle.com/

since we can only have one map in a game, we could just use a big 40x40 or 80x80 start out with only 5x5 or smaller playable and make it expand since that is a thing that works here.

Statistics: Posted by Cuddles — 22 Oct 2016, 17:22


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2016-10-22T17:07:41+02:00 2016-10-22T17:07:41+02:00 /viewtopic.php?t=13084&p=137623#p137623 <![CDATA[Re: Balthazar's Mod Requestathon]]>
Also, Saxxon, I was crazy enough to make that other guys firebeetle launching Scathis during this thing, so Othuy launcher isn't a fair stretch.

Statistics: Posted by Balthazar — 22 Oct 2016, 17:07


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2016-10-18T07:56:39+02:00 2016-10-18T07:56:39+02:00 /viewtopic.php?t=13084&p=137391#p137391 <![CDATA[Re: Balthazar's Mod Requestathon]]>
As you recall I had made a request/recommendation on your Seraphim Experimental Artillery unit to turn it into a Lightning Cannon - Uthouy hurler. Main thing as we had discussed was how to scale the Uthouy produced so as not to be extremely overpowered. It should be fairly inaccurate since the Uthouy themselves have a wide area of effect. It would function as a high level area denial weapon.

The idea of a Ferris Wheel chucking lightning balls every 20-30 seconds fits in with the other Seraphim tech, ie the Lightning Tank T3 AA

________________

Something you might also look at, that T3 repair boat you got to work, having something similar for the other factions. I know there was a naval mod that had a Regen Field Ship for the Seraphim, by the time I played with that mod that part didn't seem to work due to FAF changes.

Statistics: Posted by Saxxon — 18 Oct 2016, 07:56


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2016-10-01T15:43:32+02:00 2016-10-01T15:43:32+02:00 /viewtopic.php?t=13084&p=136504#p136504 <![CDATA[Re: Balthazar's Mod Requestathon]]>
SirTobi60 wrote:
Zsombi wrote:So, all T1 engy & T1 acu & acu drones could make the t1 factories, all T2 engy & T2 acu could make the t2 hq factories too, all T3 engy & T3 acu & sacu could make the t3 hq factories too. This way the user would be able to own a SupFactory only if it captures one or gets shared/gifted.


without blackops it was never possible to build higher tier factories. This is ofc not possible in FAF either by restricting the support factories.


you could just make a new tech tier something like highTech after t3 stick those units in there.

Statistics: Posted by Domino — 01 Oct 2016, 15:43


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2016-09-20T09:40:54+02:00 2016-09-20T09:40:54+02:00 /viewtopic.php?t=13084&p=135850#p135850 <![CDATA[Re: Balthazar's Mod Requestathon]]>
SirTobi60 wrote:
without blackops it was never possible to build higher tier factories. This is ofc not possible in FAF either by restricting the support factories.

I forgot. Since I found that I never went without it. But even without it, it just makes sense that factories can be built like that.

Statistics: Posted by Zsombi — 20 Sep 2016, 09:40


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2016-09-17T10:19:40+02:00 2016-09-17T10:19:40+02:00 /viewtopic.php?t=13084&p=135562#p135562 <![CDATA[Re: Balthazar's Mod Requestathon]]>
Zsombi wrote:
So, all T1 engy & T1 acu & acu drones could make the t1 factories, all T2 engy & T2 acu could make the t2 hq factories too, all T3 engy & T3 acu & sacu could make the t3 hq factories too. This way the user would be able to own a SupFactory only if it captures one or gets shared/gifted.


without blackops it was never possible to build higher tier factories. This is ofc not possible in FAF either by restricting the support factories.

Statistics: Posted by CookieNoob — 17 Sep 2016, 10:19


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2016-09-17T09:53:27+02:00 2016-09-17T09:53:27+02:00 /viewtopic.php?t=13084&p=135561#p135561 <![CDATA[Re: Balthazar's Mod Requestathon]]>
And for custom games you can just enable that restriction when hosting. So no need for a mod in this case

Statistics: Posted by speed2 — 17 Sep 2016, 09:53


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2016-09-17T09:38:50+02:00 2016-09-17T09:38:50+02:00 /viewtopic.php?t=13084&p=135560#p135560 <![CDATA[Re: Balthazar's Mod Requestathon]]> As far as I know personal ui mods are allowed /work in ladder too, however lobby-set restrictions exist only for custom matches.

Statistics: Posted by Zsombi — 17 Sep 2016, 09:38


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2016-09-15T19:43:42+02:00 2016-09-15T19:43:42+02:00 /viewtopic.php?t=13084&p=135446#p135446 <![CDATA[Re: Balthazar's Mod Requestathon]]> Statistics: Posted by Zock — 15 Sep 2016, 19:43


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2016-09-15T19:36:18+02:00 2016-09-15T19:36:18+02:00 /viewtopic.php?t=13084&p=135443#p135443 <![CDATA[Re: Balthazar's Mod Requestathon]]>
I request a mod that, if not for all partakers then at least for the mod user, restricts all support factories for all "currently-owned" builders, and allows (those/such) builders that can make a Support Factory to be able to make the corresponding HQs.
So, all T1 engy & T1 acu & acu drones could make the t1 factories, all T2 engy & T2 acu could make the t2 hq factories too, all T3 engy & T3 acu & sacu could make the t3 hq factories too. This way the user would be able to own a SupFactory only if it captures one or gets shared/gifted.

This hq-support factory was originally the engy mod, if I remember correctly. I tried it and hated it. Then it got permanently integrated into faf and I still hate it enough to not play with faf.

I know such a mod would be a handicap (in factory costs) for whoever uses it, like I would be all the time, but wouldn't care about it.

Statistics: Posted by Zsombi — 15 Sep 2016, 19:36


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2016-09-15T09:04:52+02:00 2016-09-15T09:04:52+02:00 /viewtopic.php?t=13084&p=135385#p135385 <![CDATA[Re: Balthazar's Mod Requestathon]]> Neat concept too, makes nuke damage not instant, instead it damages as the wave spreads out, more realistically.
Couldn't remember where I downloaded it from, so I just uploaded to my googley drive.
https://drive.google.com/open?id=0B9Zaq ... k5WZFJUR0E

Statistics: Posted by XenoInReno — 15 Sep 2016, 09:04


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2016-09-13T17:39:58+02:00 2016-09-13T17:39:58+02:00 /viewtopic.php?t=13084&p=135221#p135221 <![CDATA[Re: Balthazar's Mod Requestathon]]>
Balthazar wrote:
So, to take stock:
Exotic_Retard wrote:1. t2/3 artillery - add a barrage mode to it
Spoiler: show
t2 - 3-5 shots in clip -3-500mass per shot
an extra weapon with special shots - that load like a missile silo and can be fired rapidly if needed.

t3 sera - 3-5 shots in clip - 1000mass per shot

the interesting one is the sera t3 arty which launches a lightning storm, but it uses all its ammo in one shot. the more ammo used, the stronger/longer lasting it will be.
it should be stopped by shields though

So like, shotgun artillery mode? I might have a go at this one maybe. It's the kind of thing that seems like it might take longer than it's worth.
.


How i imagine this on codewise is:
- Create new projectile that is identické as t2 artilery shot but cost 500m e bt
- add silo on artilery where can build new artilery projectile
- Add new weapon slot on artilery that have manual launch as tml but its artilery projectile
- Setup reload time on new projektil on 0.5s (so can be fire very fast)
- Enjoy mass destruction of Triple salvo of 5 arty firing at once

What dont know how to do is corectly setup new weapon with manual launch

How i imagine T3 sera artilery projectile codewise:
- Add silo with max 5missile
- Create 5 new projectile, that will do 1dmg and realse ion storm on field, where each is stronger version of ion storm
- Add special code that will use stronger version of projectile depend on number in silo.
- Add special code that will nulifi silo after every use
- Have no clue how let it explode on shield border and not let Pass

Statistics: Posted by Ithilis_Quo — 13 Sep 2016, 17:39


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2016-09-12T19:23:28+02:00 2016-09-12T19:23:28+02:00 /viewtopic.php?t=13084&p=135154#p135154 <![CDATA[Re: Balthazar's Mod Requestathon]]>
Zock wrote:
make a new OC system for the next patch (details on request - maybe a bit more work than 2 hours)

Improve formation move, so units don’t walk back to meet with late units before going forward, increase the speed of units in formation move (i believe current factor is 0.8 of normal speed to allow units to go around corners in formation, maybe 0.9 or 0.95 will be good enough - or its possible to only slow down the formation if units are falling behind, but keep the full speed once all units are in the formation)

Improve hotbuild to allow a third bind on normal keys (qwerty) if no factory/builder is selected. E.g. currently W gives a factory if an engy is selected, and an engy if a factory is selected. Make it select something (ACU for example) when its pressed while nothing is selected.

Make zooming height when double pressing control groups adjustable (like its possible for the zooming height for the zoom-pop hotkey)

Minimap should be on top of other UI elements

Improve transport loading process for big armies

transfer half built missiles when a silo is given to ally
So one thing at a time, what's this OC system?

keyser wrote:
when you queue up an attack order after a drop order with beetle, they do a "jump" or "teleportation" when they are drop toward the target. i would like to remove it.

for the other issue : https://github.com/FAForever/fa/issues/1105 and https://github.com/FAForever/fa/issues/1090
I will have a look, but I can't promise anything.

speed2 wrote:
Balthazar wrote:
speed2 wrote:I have a request, could you make me a mod where you will make a copy of Harbinger (Aeon T3 Bot), give it different unit ID, and then from the original harbinger remove reclaim and repair features?

So at the end
  • unit 'ual0303' will Harbinger without reclaim/repair
  • unit with the new ID will be original Harbinger with reclaim/repair


Done: https://github.com/The-Balthazar/Requestathon
HarbingerMKIII: Does that thing.
Thanks, now I hope you won't mind if I use this in coop mod?
You have my permission to do that thing.

Statistics: Posted by Balthazar — 12 Sep 2016, 19:23


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2016-09-11T20:29:20+02:00 2016-09-11T20:29:20+02:00 /viewtopic.php?t=13084&p=135057#p135057 <![CDATA[Re: Balthazar's Mod Requestathon]]>
Balthazar wrote:
speed2 wrote:I have a request, could you make me a mod where you will make a copy of Harbinger (Aeon T3 Bot), give it different unit ID, and then from the original harbinger remove reclaim and repair features?

So at the end
  • unit 'ual0303' will Harbinger without reclaim/repair
  • unit with the new ID will be original Harbinger with reclaim/repair


Done: https://github.com/The-Balthazar/Requestathon
HarbingerMKIII: Does that thing.

Thanks, now I hope you won't mind if I use this in coop mod?

Statistics: Posted by speed2 — 11 Sep 2016, 20:29


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2016-09-11T19:56:11+02:00 2016-09-11T19:56:11+02:00 /viewtopic.php?t=13084&p=135055#p135055 <![CDATA[Re: Balthazar's Mod Requestathon]]>
for the other issue : https://github.com/FAForever/fa/issues/1105 and https://github.com/FAForever/fa/issues/1090

Statistics: Posted by keyser — 11 Sep 2016, 19:56


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