Balthazar's Mod Requestathon

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Re: Balthazar's Mod Requestathon

Postby keyser » 08 Sep 2016, 01:18

- a "salem walk on land toggle" so it doesn't mess up with their behavior on water.
- remove beetle from teleporting (is it already fix, but not push ?)
- allow torp acu to target unit at the range of the torp acu. (+ allow reclaim and torpedo attack to be on the same unit)
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Re: Balthazar's Mod Requestathon

Postby Balthazar » 10 Sep 2016, 02:56

Blackrobe wrote:Finally joined the party hey Balth ;)

Hmm....wonders what he could first time request. Ok, how about this: buildable hero ACU's with custom textures. (buildable via Quantum Gate) :D
Indeed.

I was going to take plural to mean two for the sake of not taking too long on this one, and then give you the generic UEF heroes Geoff and Bob with basic reskins, but I had an idea for an interesting thing that I really got into, and it took waaay longer than it had any right to. So instead, there is now a mod that adds a single hero SACU in that same requestathon github repo. (link here)

Armored Champion Units: Adds a single UEF unique, one-time-build only, SACU. His name is Perseus. He has a microwave laser he claimed off the Hades (from BrewLAN) (Aside: I really wish I had a unit named Medusa now). I was going to make it so he took more damage from behind due to him having a power pack on his back for the laser, but then I realised it's nearly 2AM, and the flavour logic wouldn't work with just comparing the orientation to the damage vector, since the 'weak spot' is attached to the part that can swivel independent of the base and I would need to check which direction it's aiming instead. But mostly because it's nearly 2AM.
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Re: Balthazar's Mod Requestathon

Postby biass » 10 Sep 2016, 05:03

Balthazar wrote:
biass wrote:Make the scathis launch fire beetles.
Terrible person!
Have your crazy OP artillery: https://github.com/The-Balthazar/Requestathon

ScathingBeetles: The Scathis projectiles look like Fire Beetles, and said projectiles behave like the normal projectiles unless they hit terrain or a prop, in which case they spawn a Fire Beetle with 40-80% health and orders to attack the target location. It's sickeningly effective. It's like a more powerful version of my drop-pod artillery.


Hahaha, cannot wait to see when i get home xD
Map thread: https://bit.ly/2PBsa5H

Petricpwnz wrote:biass on his campaign to cleanse and remake every single map of FAF because he is an untolerating reincarnation of mapping hitler
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Re: Balthazar's Mod Requestathon

Postby Blackrobe » 10 Sep 2016, 09:39

Like that did you Balthazar. See, I always like to give you something that you can develop. Well I meant, however many ACU's per faction you could come up with or design. The creative part, meaning custom armoured reskin textures and weapons for you to conceive. Say for example, Aiko had I dunno....purple or something.....coloured armour interwoven in UEF blue. For other factions: Cybran Dostya, UEF Fletcher, Aeon Rhiza, etc; could be named with their own distinctive armour reskins and weapons. Geoff and Bob don't quite cut it I'm afraid :mrgreen: Still, I shall concede and appreciate an SACU.....for now ;)

Yes yes, 2am, flavour logic and all that. I understand :?
Liked the custom "robe" icon. Made me laugh. Good one mate :D
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Re: Balthazar's Mod Requestathon

Postby Hawkei » 10 Sep 2016, 11:07

Make the scathis launch fire beetles.


Chastises the biass who wasted one of their three wishes when talking to the Mod Jeanie.
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Re: Balthazar's Mod Requestathon

Postby Balthazar » 11 Sep 2016, 18:34

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.

Exotic_Retard wrote:2. improve novaxes with jamming - "drops" fake units that dont move
Spoiler: show
add special jamming code to the novax that makes it drop radar signatures everywhere it goes, for maximum confusion!
to explain the signatures should not move like they do now. (or move but like real units would, with pathfinding and so on, arranging into formations, ect)
while we are at it might as well copy that feature onto all other units with jamming, since current jamming is a bit poor.
I have tried something similar to this in the past. It didn't turn out to well. It always ends up looking like it might work better making actual 'decoy drone' units, then give them some pre-scripted orders. Maybe set them to unselectable.

Spoiler: show
Exotic_Retard hadn't wrote:
I chose to interpret an invisible #3 as "Please make a mod that gives everything cloak." So I did. (Invisible War)


Exotic_Retard wrote:4. have a look at making super tall shit like the chicken visible to surface intel while underwater.
Spoiler: show
currently stuff thats on the water is in the seabed layer, which means we cant see it on radar, but it can shoot us if its weapons are above water!
it would be great if we had some way of telling if its above water or not and letting us see it somehow.
I have an idea for this, it'll be a bit of a hackjob, but I could probably have experimentals spawn with trackable ents attached to their weapons, so you can see and target them while those parts are above water.

Spoiler: show
Exotic_Retard wrote:5. Reduce damage to submerged units
submarines are cool and all, but its always a little strange how a weapon hitting the waters surface deals full damage to them all the time. it would be great if we could somehow reduce the aoe for underwater targets (so you dont hit subs deep underwater with a 1.5 aoe weapon) or to reduce the damage they take while underwater, or both!
Done


Exotic_Retard wrote:6. seraphim lightning tank meltdown feature
Spoiler: show
so the t3 maa for seraphim, the lightning tank (added during faf patches) is a nice little aa unit, but seraphim in general are a little lacking in interestingness, and since they command the power of lightning, it would be very awesome to have a "reactor meltdown" feature where the lightning tank overloads and releases a lightning storm!

the less hp it has left, the weaker the storm, and it would need to stay still for a second or two to create the storm, destroying itself in the process
As someone who doesn't actually use FAF, and can't currently get it working I can't even really look at this.

Exotic_Retard wrote:7. aeon unit and structure animations
Spoiler: show
as the observant players in supcom have noticed, the aeon have a bunch of unpacking units and structures. they are awesome!
the issue is that not all of them have this amazing feature, and i think that every unit and structure deserves some sort of pack/unpack animation!

if you havent seen the animations yet, just create a sandbox and spawn a hydro, its amaaaazing!

we can then add lots of cool things like increasing the hp of the unit while disabling its functions (i believe that the 4DC mod does something similar)
As cool as this is, I don't have the kind of time needed to do it for all the things. Although whenever I make Aeon units I do usually give them all their packup animations.

Spoiler: show
Blackrobe wrote:Ok, how about this: buildable hero ACU's with custom textures. (buildable via Quantum Gate) :D
Done, kinda.


Anihilnine wrote:I want a disposable use-once transport dropship that unloads instantly with no pause (thus doesnt get shut down) but kinda crash lands and deals a random amount of damage to the units.

However if you built it as a mod i wouldn't use it unless it got integrated. :)
That sounded easily doable until that last line. I'll still give it a go though.

Spoiler: show
biass wrote:Make the scathis launch fire beetles.
Done.


Ithilis_Quo wrote:make repair funcion cost only energy and no mass. But do it in way that will not be able abuse it to construct unfinshed building/units by repairing them (and avoid pay mass)
I had a look at this one, and I can't see a good way to do this. I'll have another look though; I might be able to find a bad way to do it. I'm thinking literally making individual units think they cost no mass after completion, then reversing that change when they die so wrecks are still worth.

Ithilis_Quo wrote:(and then that Baragge funcion ligtning tank, Aeon animation... ... I think that we should be freinds i can make realy good coctails and can Cook perfect pasta! And have about 4Page of new ideas where more as half im not able to write by myself)
I do like cocktails and pasta.

Aulex wrote:Allow mobile factories to build while moving
I think I remember reading from one of the devs back on the GPG forums that that was an engine issue. I have managed to get my Gantry to build a Ravager on a moving build arm though. So I might be able to rangle something.

keyser wrote:- a "salem walk on land toggle" so it doesn't mess up with their behavior on water.
- remove beetle from teleporting (is it already fix, but not push ?)
- allow torp acu to target unit at the range of the torp acu. (+ allow reclaim and torpedo attack to be on the same unit)
I have two ideas for the first. One might crash the game immediately, the other is bad for many reasons.
I am not actually sure what you are asking with the last 2.
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Re: Balthazar's Mod Requestathon

Postby speed2 » 11 Sep 2016, 18:45

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
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Re: Balthazar's Mod Requestathon

Postby Balthazar » 11 Sep 2016, 19:22

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.
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Re: Balthazar's Mod Requestathon

Postby Zock » 11 Sep 2016, 19:46

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
gg no re

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Re: Balthazar's Mod Requestathon

Postby keyser » 11 Sep 2016, 19:56

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
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