Alliance of Heroes Mod

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Re: Alliance of Heroes Mod

Postby Uveso » 19 Feb 2019, 04:06

The next version of my AI will work better with 250 units :)
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Re: Alliance of Heroes Mod

Postby Franck83 » 24 Feb 2019, 20:44

Alliance of Heroes v135.

- Big performance increase (perftest benchmark - 1080p. Medium settings)

Image

- Imperial troops feature removed.
- Heroes Hall of fame feature removed.
- Lands units tech only applied to heroes units and ACU (instant apply at each upgrade).

The mod needs a balance update now (soon).

Because of the big changes of this version, please give me feedback on all bugs found.
Last edited by Franck83 on 27 Feb 2019, 17:56, edited 1 time in total.
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Re: Alliance of Heroes Mod

Postby Franck83 » 26 Feb 2019, 01:30

Alliance of Heroes PRE-ALPHA 136
- UI crash fix at start.
- Cold Beam Balance
- Energy cost of powers increased.
- Performance optimizations.
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Re: Alliance of Heroes Mod

Postby Orao_22 » 28 Feb 2019, 18:39

Well, this looks quite awesome, I'll give it a try!
My favourite thing is that I wouldn't call it a mod; a mod is the same game looking differently, like a person dressing up as someone else.
But what you've done is a completely different level, it's as if you could not just change the clothes on your body, but change the body that your skeleton "wears"! Sorry for the gruesome comparison, but that's supposed to be a compliment, you've pretty much reinvented a different game on the base of Supreme Commander and it's something that deserves to be praised.
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Re: Alliance of Heroes Mod

Postby Franck83 » 01 Mar 2019, 10:55

Ty Orao, this is just connecting ideas from other games. And it's a proof of concept about the incredible flexibility that is allowed in modding supcom. I hope that would give some motivation for some people of the community to invest part of their game time in modding.
Alliance of Heroes Mod is out ! Try it ! It's in the Mod Vault !
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Re: Alliance of Heroes Mod

Postby DDDX » 08 Mar 2019, 11:20

"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."

- how difficult would it be to implement those features in SupCom-FA, as standard game mechanics?
Imagine the added tactics, the difference in maps played-and map design...
Check out my 2 maps: "Survival_Mayhem&BO_3d_v1" "Survival_Mayhem&BO_3d_RPG"
as well as my mod: "Survival Mayhem&BO balance"
-- let me know of any bugs or issues regarding those 3.
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Re: Alliance of Heroes Mod

Postby Franck83 » 09 Mar 2019, 18:15

- how difficult would it be to implement those features in SupCom-FA, as standard game mechanics?
Imagine the added tactics, the difference in maps played-and map design...

Any unit start aiming even if the target isn't in range. So all you need to do is comparing units height difference. Then you can buff range. Because of the CPU cost, i keep this feature only on heroes units.

About accuracy, the mod engine calculates the distance between the target and the instigator. The further the less accurate. It is linked to the defense rating and Attack rating. By increasing attack rating, you are increasing your accuracy. And the defender can increase its defensive rating. When the engine calculates a miss, the projectile simply go thru the target. The CPU cost here is reasonable. But you can keep this mechanic only on heroes units.

So high defensive units can dodge up to 85% of the projectiles. Added to the 75% damage absorption armor, you can have a very tanky hero. A 25k ACU with 85% dodge and 75% armor can equal with a 300k health ACU.
Then, for a more realistic effect, when several instigators are firing the same unit, parts of their attack rating sum themselves. So you always have a counter strategy.

Of course, these mechanics can lead to very tactical heroes fight. On my ACU project, i will only keep these mechanics on ACU. SO it will much more apm friendly.
Alliance of Heroes Mod is out ! Try it ! It's in the Mod Vault !
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Re: Alliance of Heroes Mod

Postby Azure_Spectrum » 12 Mar 2019, 16:44

Hi again Franck! I am enjoying this mod but I run into a bit of a problem. On version 1.36, I've noticed that the global upgrades do not apply anymore. Is there some bug I do not know of?
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Re: Alliance of Heroes Mod

Postby Franck83 » 12 Mar 2019, 18:50

It applies only to heroes units now. Each time you upgrade the tech tree, your heroes are updated. The ACU is linked to the tech 3 upgrades.

It's a performance optimization. Because of the CPU cost of the previous system. There were near 60 techs that need to be applied to each unit creation.
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Re: Alliance of Heroes Mod

Postby Franck83 » 13 Mar 2019, 02:58

V 137 :
- Some tech tree bug fixes and balance.
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