Alliance of Heroes Mod

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Re: Alliance of Heroes Mod

Postby Franck83 » 13 Jan 2019, 14:57

V.128-129 :

Big balance changes to make Alliance of Heroes more tactical :

- Weapon and power capacitor from heroes now need energy to regen ! So a power snipe can incapacitate your heroes DPS and powers !
- Heroes are much stronger at higher level which gives veterancy more value.
- Defense rating gives more dodge when the unit is targeted by several opponents. Only 25% of each unit attack rating is stacked when a group targets one unit (instead of 100% before).
- Weapon powers efficiency are dynamic and depending on puissance ability.
- Cold beam dps is increased and relies on SACU type.

I know that it will change the way Alliance of Heroes is played, but it will be a good thing that finally all relies on vanilla resources type (mass and energy).
Alliance of Heroes Mod is out ! Try it ! It's in the Mod Vault !
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Re: Alliance of Heroes Mod

Postby iTzCascadexX » 05 Feb 2019, 12:58

Hey Franck.

I'm currently experiencing some issues with the mod vault (I'll be making a post (somewhere) later on about said problems) and a large portion of mods aren't showing up. Do you have an external link somewhere to download an updated version? (Currently running on v114 and I'm seeing lots of updates)

Regards.
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Re: Alliance of Heroes Mod

Postby Franck83 » 07 Feb 2019, 10:57

Hi iTzCascadexX,

I added a download link in the first page.

Have fun playing the mod.

Regards.
Alliance of Heroes Mod is out ! Try it ! It's in the Mod Vault !
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Re: Alliance of Heroes Mod

Postby iTzCascadexX » 08 Feb 2019, 14:23

Hi Franck,

Thanks for the quick post!

I've noticed a slight issue which is preventing a game from starting while running this mod. According to the stack trace, there's a problem at lightarmor.lua(25). I'll paste what I can from this error log below:

Code: Select all
*snip*\documents\my games\gas powered games\supreme commander forged alliance\mods\alliance_of_heroes\modules\skills\lightarmor.lua" failed: ...er forged alliance\mods\alliance_of_heroes\modules\skills\lightarmor.lua(25): `end' expected (to close `function' at line 23) near `endd'

warning: ... alliance\mods\alliance_of_heroes\modules\skills.lua(17): access to nonexistent global variable "IsAvailable"


As a coder (though not in LUA) myself, this looks like a mistake I'd make. ;)

Not sure if the second warning is related to the first.

Regards.
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Re: Alliance of Heroes Mod

Postby Franck83 » 08 Feb 2019, 22:48

Hi iTzCascadexX,

I do not have any issue. You should not have any warning.

Maybe it's from another mod. Try using only alliance of heroes mod.

Don't forget to erase the rar archive from the mod rep too.
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Re: Alliance of Heroes Mod

Postby iTzCascadexX » 09 Feb 2019, 00:18

Hi Franck.

Uninstalling and reinstalling the mod via the Vault worked. I know I said the vault was having issues, but between then and now, I switched to Downlord's client (late to the party) and downloaded it via there. I suspect my original manual update probably broke something.

All good now! Great mod. :)
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Re: Alliance of Heroes Mod

Postby Diamond » 17 Feb 2019, 01:15

The Major Problem with this mod is it literally slows down the game to where it feels like -5 simspeed. No shame to Franck because Franck is amazing <3. But is there any plans or evensomething we can do to the game to help speed this shit up. And Yes i know lower unit cap and etc, but like a in-general better fix XD
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Re: Alliance of Heroes Mod

Postby Franck83 » 18 Feb 2019, 17:13

Hi Diamond,

There are some ways to improve performance.
On the CPU side, i think i can earn 30-40% of the CPU usage but it needs a complete code review from my side. This kind of optimization is a check a line per line (and the mod is near 20k line of code).
On the GPU side, i need to rewrite the FX on heroes. I know that bard ones, and the guardian transformation are GPU intensive.
If we want to go further, i will need to remove some of secondary mod features to make it smoother.
The matter is that some people love theses features.

For example the imperials troops feature uses quite much of the CPU ressources because AI can create heroes. If you put 8 AI on a game, it uses 8 more CPU ressources than 1.
Another example is the heroes league. All Heroes even AI ones compete in game for the best ranks. The more number of AI, the more CPU power it uses.

The Alliance of Heroes mod is designed to work in a DOTA / League of legends/starcraft2 units number scale. 250 units / 4 players would be a good start point.
But most players play against several AI with 1000+ units.

So, If we want to increase performance on the CPU side on big units scale, we need to reduce features.
For example, height is taken care in alliance of heroes. So if you fire from hills, you can fire further. This adds deepness in heroes fights.
Another example, is range. Range reduces accuracy. So you need to increase your attack rating to increase accuracy at longer ranges. This adds deepness in heroes fights too.
There are a huge amount of other game mechanics (dynamic dodge, coordinated attack rating...), i'm sure most players don't think it even exists.

What i need to do is taking a look at all features and make some compromise to keep major features and remove secondary ones. This is on my to do list.

On a practical side, at his time, you can try these tricks :
- use quality of performance mod (it reduces the fx loop and time, so it will reduce the GPU usage of FX)
- Reduce the shadow fidelity to low in graphics settings.
- play vs human players or limit the number of AI.
- Use a 250 unit scale.
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Re: Alliance of Heroes Mod

Postby Uveso » 19 Feb 2019, 00:44

Franck83 wrote:- Use a 250 unit scale.


An AI needs at least 500 or 750 units.
I guess i have to optimize my AI for such a low Unit limit.

Franck... i hate you for that ! 8-)

And nice to see that your mod becomes a featured mod! :mrgreen:

Really good work !!!
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Re: Alliance of Heroes Mod

Postby Franck83 » 19 Feb 2019, 02:18

Yeah, it's my fault :?. I'm mostly focused on adding features. Maybe it's time to stop the creative work for the optimization stage.

But i was sure that the uveso would be able to work with 250 units :) So that was a very structured dev planned several years ago :D
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