Forged Alliance Forever Forums
Moderator: Morax
Petricpwnz wrote:No words, this is amazing great job
Edit: Found some stuff to fix: If you have full share (and/or unit cap share ?) this mod shows that game is unranked, but these conditions don't affect if the game is ranked or not. Also you have "Game quality" bar there which tells that "game quality based on network connection between players". Do you actually get data on network somehow? Because what people normally call "game quality" in lobby is just how balanced the teams are, so not sure if you mean that game quality or a completely different thing.
Ah and final thing i just noticed, "no tactical nuke missiles" in the restriction should be "no strategic nuke missiles"
Edit 2: Was watching a replay when suddenly "RULE_#somenumber Player #name has build an experimental!" was worried that it works in game too, not only in replay, but from a short test it seems as though it's all ok. Interesting feature though, necessary for some certain casters
Aulex wrote:Another thing, IDK if possible to fix is that the mass income includes reclaim income, IMO it would be nice to separate the two.
HUSAR_PL wrote:Perhaps, I should propose this change to someone working on the next FAF patch or make this change myself. Does anyone know who should I contact to contribute to source code?
Exotic_Retard wrote:also: your mod doesn't work with: "coloured allies in score!"
Exotic_Retard wrote:sure! talk to sheeo about it, visit the github page: https://github.com/FAForever
and also join slack: https://faforever.slack.com looking at your mod im sure you will find something great to contribute...
Anihilnine wrote:Nice work once again...
These are the figures I used... I don't remember which ones you need but probable the first and last.
...
brain:GetArmyStat("Economy_Reclaimed_Mass", 0.0).Value
brain:GetArmyStat("Economy_income_reclaimed_Mass", 0.0).Value
...
I did all this sim side and not sure if it works ui side.
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