F.B.P. Future Battlefield Pack [Modproject]

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Re: New Unitmod released.

Postby vongratz » 23 Mar 2017, 21:35

Interesting to see things that remember early cybran concept aircraft / ships ingame !!!
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Re: New Unitmod released.

Postby CDRMV » 23 Mar 2017, 21:54

I'm happy to hear that.
I will create the two Spaceships and the Cybran Orbitalfighter, which was seen in the Supcom 1 Intro next week.
Additionally I have a Concept to integrate a Obital tech tree into the two mods.
There Will Be some new kinds of Units like Droppodsatelites, Orbitalfactories, Defenses, Bombardementships, Economiespacestations and more.

Best regards

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Re: New Unitmod released.

Postby CDRMV » 24 Mar 2017, 19:01

Hello everyone,
Small Information for you all.
For anyone of you, which has some Unit request for the Mod.
Please write it down here in this thread or on the Moddb Modpage Commentsection.
In will Check them out/Collect them and maybe there will be integrate into the Unitpack Addon. :)

Additionally:
The newest Modstatus updates will come next week. (I have Start to create the Cybran Starship Supcom 1 intro)
The reason is I'm not at Home over this comming Weekend.
Stay turned for Updates and News

Best regards

CDRMV
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Re: F.B.P. Future Battlefield Pack (New Unitpack Mod)

Postby CDRMV » 25 Mar 2017, 03:17

Hello everyone,
I don't want to spam this Thread with my Messages to much, but I have a Question for you all.
Has anyone experience (Work in Progress) or an Idea how to create/code Infantry Units for this Game?
The one Guy, which have it done mostly was Burnie for his Battlesector Earth Mod.
But he doesn't have it published yet. (Hope is not gone)
It is very sadly about the fact this cool Feature Will Not be integrate into the Game maybe.
I think many Modders for this Game would create thier own Infantry Units
Related to the Topics of thier Mods of cause.
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Re: F.B.P. Future Battlefield Pack (New Unitpack Mod)

Postby CDRMV » 27 Mar 2017, 09:42

Any e Unitrequest's, feedback's or possible bugreport's?
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Re: F.B.P. Future Battlefield Pack (New Unitpack Mod)

Postby nine2 » 27 Mar 2017, 10:39

mechmarine is very much like infantry
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Re: F.B.P. Future Battlefield Pack (New Unitpack Mod)

Postby CDRMV » 27 Mar 2017, 11:19

Okay that is an good argument for this. :)
You are right.
It was an Idea.
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Re: F.B.P. Future Battlefield Pack (New Unitpack Mod)

Postby ROBOTECH2140 » 27 Mar 2017, 13:37

Hi CDRMV,

Thanks very much for your help. The Unit bp file fixed the moving texture problem right up :)

I'm working on an experimental unit mod, and I used the UEF Fat Boy as a starting point. Since then I've made a new 3D model in blender and exported this to Supreme Commander successfully.

I textured the model in Blender, and UV unwrapped and saved the baked image as a PNG file.

Now when I open the PNG file in Gimp and try to export it as a DDS file, the textures are really dark and they don't line up to the 3D model properly like they do in Blender. Do you think I am exporting the DDS file from Gimp incorrectly? :(

Thanks agains for your help :)
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Re: F.B.P. Future Battlefield Pack (New Unitpack Mod)

Postby Franck83 » 27 Mar 2017, 13:44

Hi,

I gave it a try on FA steam version.

Nice to see good ideas. The water generator is a good one. The artillery shield too. I love the tech 1 sniper bot too. Multi storage is a good idea too. Wall turrets are fun.

I'm not a balance guru, but as a general guideline, you have to test the units in the battleground to fix the balance and ask some questions :
- is my unit owerpowered or underpowered by comparaison with classic ones ?
- is my unit enough different from classic one that i can find it a specific use ?
- did my units fits the whole gameplay and do not break the faction uniqueness (some faction exclusive features are cool too :)) ?

Maybe be theses example are startpoints for fixing some balance issues :
Mass reactor : much overpowered. Maybe try mass production +0.5 / Energy cons -80
Water Powerplant : overpowered. Maybe try mass cost to 1350 metal production. Water constraints need to make it pricer than classic one.
MA80 Johnson : costs the same than UEF Heavy tank then but is not as strong. If you want to differentiate it from classic one, why not shortering its range by 15 % from UEF heavy tank and at the same time giving him 1800 HP.
SVM20 Walker is much underpowered.
TECH 2 Shooter : good dps, but 75hp ! Why not pushing its HP to 450.
The drone station : The drone are overpowered . do we need to kill the drones when the station is destroyed (currently that not the case) ?
Aeon Orion heavy assault tank : the projectile seems to give him an damage area bonus, but that not the case. Maybe change the projectile.
UEF Siege assault bot : → well balanced.
UEF Artillery Shield → Overpowered. Maybe increase its mass cost to 6500 mass. Can lead to turtle games.

Thx again for your work !
Alliance of Heroes Mod is out ! Try it ! It's in the Mod Vault !
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Re: F.B.P. Future Battlefield Pack (New Unitpack Mod)

Postby CDRMV » 27 Mar 2017, 15:48

Hi Franck83,

Okay thank you for the positive response.
To the bugs I will look into it and fix them.

For the Massreactor:
The main Idea was to give the Player a another way to get a stablised Massrate.
You know how annoying it can be to capure and build Massextractors on the map and defend it.
The Massreactor have two advantes for the Players and the AI.
Firstly you have an Masscreation Building which can build everywhere on the map without the Masssources.
Second The Massreactors are a helpfull way for the Player and the AI to get a sable Mass economy for the first Phases on a battle.
That means you can deal with other important things like to build a good base defense or an army.
Maybe I will decrease the Masscreation rate alittle bit If you want, but that was the mean Idea of it.

The disdvantages for the Massreactor are:
There are not Upgradable (Maybe later)
And there is a risk for a reactor explosion (Little area around the reactor)

Aeon Orion Tank:
Do you mean with damage Bonus for example a Damageradius or the Type?
He uses the same Projectile, like the Aeon Tech 2 Oblivion Defense.

About the Drones:
Here are two solutions to deal with them.
Make sure you use many Tech 3 Interceptors to wipe out the drones.
Or destroy the main Dronestation. (I have tested it that works perfecly all Drones will be destroyed.)

All in All thank you for your help. :)

Stay turned for news (I will publish an article soon with two big annoucements for the Mod ;))

Best regards

CDRMV
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