Nomad Change log

General Discussions about The Nomads.

Moderators: Softly, pip, Brute51, CookieNoob, JJ173, Moritz

Re: New version (B37, January 2013)

Postby Brute51 » 23 Feb 2014, 22:13

Old first post for build 37:
====================================


A new version of Nomads is now available on FAF. Over the last weeks we've watched countless replays to find bugs and improve balance. With this update it's still not perfect but it's progress in the right direction. Also some new models were added, though some are without proper texture. One of the highlights in this version is the SCU factory and the way Nomads let's you build SCU's that are enhanced, right of the factory. We feel this makes SCU's more viable. A mini mod has been included that allows the SCU's of other factions be build in this fashion aswell. A second minimod included let's the Comet experimental transport transport 1 ship, like it does with experimentals. Lastly, a version of GAZ_UI and Hotbuild are included that should work with Nomads. We haven't tested these last two (GAZ and Hotbuild) fully so please let us know if not all features are present or compatible with Nomads.


Image

Image

Change log :


- New feature: SCU enhanced by the factory during their construction. You can get an SCU that is fully enhanced for combat right of the
factory.
- Modified GAZ_UI and core Nomad files so that they can work together. The version of GAZ_UI supplied with this build supports Nomads.
- Updated T2 transport model (still needs texture). The transport now gets smaller when it's not carrying anything, and gets larger when it
is transport units. Changed the thruster effects slightly aswell (their size mainly).
- Updated T3 rocket artillery model, reduced number of polygones and did some overal changes. It now fires 2 salvos of 4 rockets and it's
bigger (footprint is 3x3 iso 2x2).
- Replaced SCU factory placeholder (UEF QG) with a new model, the SCU factory (still needs texture). When the SCU is being constructed it
receives it's head at the end of the build process
- Enlarged the largest tarmac so it's still visible under very large buildings, such as the SCU factory
- Replaced placeholder T3 Mass Fab with a new model
- Updated the T3 SAM launcher model
- Updated the T2 cruiser model. It now has flashing lights and 4 sinking animations (no more floating wrecks!)
- Replaced the T3 sub model with another T3 sub model. Also increased the size a bit.
- Updated the Crawler model, added a transport attachment bone, so the Crawler is not in the Comet when it's being transported but under it.
- Updated the Bullfrog model, added the same transport attachment bone.
- Changed placeholder experimental artillery model with another placeholder model. The new model has 3 barrels and fires 3 projectiles in
stead of 1, for same damage output.
- Changed size of mobile T3 artillery projectile effects for larger AOE
- Reduced size of tactical missile trail
- New weapon Fx for the ACU and SCU
- Changed the lights script for on naval units to support submerging naval units.
- Removed a few unused units, for smaller NMD filesize
- Added some code to prevent errors in the log appearing when playing Nomads on FAF, which cloud the logging
- Added an attack reticule to the T3 bomber
- Increased T1 sub hitbox size by 10% to make it easier to hit by torpedoes (still not perfect, but better)
- The T3 heavy destroyer now rotates to face it's target properly
- Bug fix: 3603 and FAF balance ACUs now use DeathNuke damage type for their death nukes.
- Bug fix: T1 subs now don't fly in FAF
- Bug fix: fixed problem where a nuke didn't leave a reclaimable after sucking in wrecks, etc. The reclaimable is supposed to compensate for
not leaving wrecks nearby. Currently the suck in effect is disabled because of a serious bug.
- Bug fix: hover units killed remove their hover effects. No more sinking hover units with hover effects still playing.
- Bug fix: some structures were not placed in the center of the green square / build preview.
- Bug fix: T2 PD refered to itself as INB2202 instead of INB2201.
- Bug fix: corrected several unit names in unit blueprints.
- Bug fix: removed transport information from unit blueprints. This potentially made these naval units transportable.
- Bug fix: added sinking animations for the railgun boat. No more floating wreckages
- Bug fix: losing the sniper enhancement on the ACU or SCU while in sniper mode now properly returns to regular mode.
- Bug fix: removing the T2 engineering enhancement on the ACU now costs 'nothing', fixing a bug where you have to pay twice to get the
orbital bombardment enhancement after you have the T2 engineering enhancement.
- Bug fix: in FAF the Crawler and the Bullfrog now sink to the bottom of the water when killed on water.
- Bug fix: fixed the position of the concussion ring effect on the Crawler and Bullfrog when they die
- Bug fix: removed the purple range ring on the Crawler and Bullfrog, which was there for no appearant reason.

- New mod: GAZ_UI (Nomads version)
- New mod: HotBuild (Nomads version)
- New mod: Nomads T2 PD Piercing
- New mod: Pre-enhanced SCUs for other factions
- New mod: Transportable ships

Balance Changelog:
Balance change log (copied from balance forum):


Build 37, balance changelog only:
(see general discussion section for the general changelog)
Structures:

Air factory and Naval factory cost fixed: FAFhook used same id for the merged bp.

T2 artillery:
muzzle velocity = 40 (from 45)

t3 rocket artillery:
Health = 6000 HP
4000 mass (from 3500)
energy = 36000 (from 30000)
buildtime = 4000 (from 3000)
size = 3x3 (from 2x2) with other changes to make it work properly
Damage = 675 (from 625)
Energy consumption per second = 800 (from 500)
rate of fire = 0.07
4*2 missiles each = 675 = 2700 * 2 = 5400 damages total (instead of 6 * 625 = 3750 total)
378 DPS (from 337)

T2 mass fab:
footprint x and z = 1 (prevents preview display bug)

T3 SAM:
footprint x and z = 1 (prevents preview display bug)

ACU:
Borbital Bombardment : deals friendly damage
Radius = 4 (from 5)

SCU:
Base weapon damage = 350 (from 300)
Sniper mode adds +45 (from + 30) range
firing randomness while on the move in sniper mode = 0.7 (from 0.9)

NB: New SCU system that allows to build up custom upgraded SCU right from the Factory!

Land Units:

T1 Medium tank:
Speed = 3.5 (from 3.6)

Tank Destroyer:
Buildtime = 300 (from 320)
Speed = 2.5 (from 2.3)
Rate of fire = 0.11 (from 0.1)

EMP tank:
Vision radius = 26 (from 28)
Damage Radius = 1.3 (from 1.2)
Damage = 20
Rate of fire = 0.8 (from 1)
Stun durations = 2.4 / 1.2 / 0.6 (from 2.3 / 1.3 / 0.8)

Field Engineer:
TMD range = 25 (from 20)

MML:
Mass cost = 200 (from 160)
Energy cost = 1500 (from 800)
Buildtime = 1000 (from 800)
Firingrandomness = 0.9 (from 0.8)

T3 tank:
speed = 3.5 (from 4)

Beamer:
Health and Max Health = 30000 (from 28000)
Explosion on death damage = 4000 (from 2500)

Crawler:
remove misc overlay
Tac missiles damages = 800 (from 625)
Fusion missiles damage = 350 (from 300) for bombardment mode too
Fusion missiles range (in default mode) = 120 (from 110)
Anti Air weapon range = 64 (from 50)
Crush damage = 800 (from 500)
Death Weapon radius = 7 (from 6)

Bullfrog:
remove misc overlay
Anti air weapon range = 40 (from 35)
Crush Damage = 1000 (from 500)
Death Weapon radius = 7 (from 6)

Air units:

T1 Bomber:
Range = 32 (from 40)

Fighter / Bomber:
- Add this line to the air section: PredictAheadForBombDrop = 3,
- Bomb weapon damage = 100 (from 125)
muzzle salvo delay = 0.27 (from 0.1)
- Rocket anti ground weapon:
MaxRadius = 50 (from 45)
Muzzle velocity = 15 (from 35)

ASF:
Health = 2300 (from 2250)
Damage for both weapons = 72 (back to 432 DPS)

T3 Bomber:
Max air speed = 17 (from 18)
Elevation = 21 (from 20)
Range = 100 (from 90)

Comet:
Max Air speed = 12 (from 10)

Naval units:

Cruiser:
Stun Duration = 2.4 / 1.2 / 0.6 (from 2.3/1.3/0.8)
DamageRadius = 1.3 (from 1.2)

Destoyer:
Range = 80 (from 70)
Initial damage = 180 (from 150)
total DPS = 330 (from 300)

Railgun Boat:
TMD range = 55 (from 30)

Heavy Destroyer:
Range = 100 (from 90)

T3 Sub:
Missile Damage = 675 (from 625)
Missile rate of fire = 0.05 (from 0.08)
torpedoes = 6 doing 175 damages (from 4 doing 250 damages); rate of fire = 0.25 (from 0.3) ; muzzle velocity = 5 (from 10) ; muzzle salvo delay = 0.6 (from 0.4)

Aircraft Carrier:
AA weapons : projectile velocity = 65 (from 45)
projectile per on fire = 4 (from 1)
TMD rate of fire = 1 (from 0.5)
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Re: Change log

Postby Ithilis_Quo » 25 Feb 2014, 14:22

Nomads T2 mobile flak donest fire correctly, it has no splash dmg, and T1 is then better like T2.
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Re: Change log

Postby pip » 25 Feb 2014, 14:33

It has less AOE (3 instead of 4), but shoots 3 projectiles instead of 1 or 2, so it's overall as efficient as the others (if not more effective).
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Re: Change log

Postby Ithilis_Quo » 26 Feb 2014, 20:48

I dont know how exaktly dmg it take, but it is better make T1 like flak, against T2 its nearly ussles, when it dont hit plane directly then it dont give any dmg. And when it hit directly then it take 1/3 dmg, or how many missiles hit, but in most of situation it is on edge of range = 1 missile.
I love nomads, but this is big hole in air defense
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Re: Change log

Postby Brute51 » 26 Feb 2014, 21:59

It would help if you have a replay or a video so that we can see the problem. As far as we know it's just as good or bad as any other factions flak unit so if you have a replay where it doesn't work as good then that would be really helpful.
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Re: Change log

Postby Brute51 » 08 Mar 2014, 17:57

New version is now online. Its a small update, primarily to fix problems between Nomads and Gaz_UI and hotbuild. See first post for details.
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Re: Change log

Postby da_monstr » 08 Mar 2014, 20:39

Lobby icons (logos) for Nomads, Seraphim and random faction are too large to fit normally into the faction display window.
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Re: Change log

Postby Brute51 » 30 Mar 2014, 20:01

New version online, build 47. Changelog in first post.
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Re: Change log

Postby pip » 25 Jun 2015, 20:43

New version online build 57.

Build 57 changelog:

Main features :
- UI that was broken after latest FAF update is fixed.
- Nomad background in game lobby
- Plenty of new sounds
- New ACU walk animation
- Other minor fixes

Balance changelog:
- T2 mobile AA : muzzle velocity = 28 (from 22), damage = 50 (from 32), rate of fire = 1.111 from 1.667, DPS = 166 (from 160)
- Heavy Destroyer : sonar range = 30 (from 20) ; AA range reduced to 30 (from 50), damage = 100 (from 50), rate of fire = 2.5 (from 3.333), AOE = 3 (from 2), muzzle velocity = 28 (from 35)
- T3 mobile artillery : cost = 960 mass (from 950), health = 1600 (from 1800), speed = 2.3 (from 2.2), deploy animation speed = 1.6 (from 1.5), turret turn speed = 35 (from 30), damage = 600 (from 620), DPS = 80 (from 82.66).
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