Equilibrium

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Re: Equilibrium

Postby rada660 » 30 Jun 2018, 00:21

keyser wrote:mod vault on python client is fucked lately
i think you can try download it on the java client


well, I'm using the client from this link https://www.faforever.com/client... How am I supposed to know where is every type of client download?

Could I just get links, please?
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Re: Equilibrium

Postby Exotic_Retard » 30 Jun 2018, 00:29

this is a featured mod, as such, its found in the find games tab just below FAF beta:

Image
this version is always the most up to date version.
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Re: Equilibrium

Postby keyser » 30 Jun 2018, 16:22

rada660 wrote:
keyser wrote:mod vault on python client is fucked lately
i think you can try download it on the java client


well, I'm using the client from this link https://www.faforever.com/client... How am I supposed to know where is every type of client download?

Could I just get links, please?


beta client is the java one.
but yeah i forgot equilibrium is a feature mod now
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Re: Equilibrium

Postby Exotic_Retard » 11 Jul 2018, 14:07

Theres an eq tourney coming up, and to make sure everything is just so, we are releasing a new patch for eq! this one contains mostly bugfixes and performance improvements than anything.



Notable Changes:
-made the yolo fire a little more consistently than before
-made cybran laser pick targets a little better in edge cases
-fixed an error which caused auto overcharge to sometimes not work
-fixed sera destroyers having trouble hitting sonar buildings
-fixed an infinite mass exploit with the novax, when you ctrlk it, the wreckage of the satellite and centre combined is not more than it cost to build in the first place.
-buffed the uef sacu intel upgrade, so it now includes radar and sonar and not just omni
-buffed the cybran ed5 shield so its no longer the most expensive t3 shield with the worst stats. really.
-improved the tooltips showing the dps calculations, so they are even more correct than before.

you can play Equilibrium v57 right now as the featured mod in the play tab, just below FAF beta. enjoy!

you can see the changelog for the whole mod here: http://equilibrium.x10host.com/changelog/

also, some people were asking if EQ is ranked. it is. to play unranked games with it you need to set a building restriction, use a scriped map or enable cheats.

as always feedback, complaints and questions are welcome. If you find anything broken do tell and it can be fixed before the tourney on saturday!
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Re: Equilibrium

Postby Yakmann » 11 Jul 2018, 23:16

I think the buildtime for the Seraphim T3 stationary Shield might have a zero to much in the changelog.
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Re: Equilibrium

Postby Exotic_Retard » 03 Aug 2018, 13:10

patch time again!

this is just a quick release, since theres a patch coming up and eq needs to stay nice and compatible.


anyway, notable changes:
-harms have been reworked so they are better countered by subs and stuff, more dps and less hp for them now.
-Sera sacus were a bit disadvantaged with no ras so they have a little bit of extra income in their engineering suite instead. not as good as the other factions but better than nothing.
-mech marines have their dps decreased. i was asking people if they were op for a few months but eventually someone actually built them xD well whatever, fixed finally!
-eye of rhianne no longer needs energy storage to work! the cost to switch location is less than 4k e now so noobs dont get tripped up with that surprise anymore.
-overcharge has been improved to no end! now if you have multiple SACUS overcharge things at the exact same time, they dont take up more energy than you have. instead the energy is spent in order until you dont have enough, at which point they do minimum damage. (this is better than the upcoming faf implementation since that splits it evenly between OCs which means that its likely that all the ocs fired at once deal insufficient damage to kill something and are therefore wasted. EQ ensures that the maximum number has the damage it needs to destroy an offending percy or titan!)

the patch EQ v58 is released already

you can play it right now through the featured mod version, simply look for "equilibrium" on the side of the find games tab!

and heres the complete changelog if you want to delve a little deeper: http://equilibrium.x10host.com/changelog/
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Re: Equilibrium

Postby Exotic_Retard » 23 Sep 2018, 18:34

well since everyones having fun with ui changes these days i figured i might as well get in on some of that fun.

so, here is how target priority switching is going to work in eq:
every unit gets a regular set of target priorities, just like normal
every unit can be toggled to switch to a snipe set of target priorities, which are active on top of their original priorities:
Image

you can switch between normal and snipe by simply simply rightclicking on the attack order:
Image
Image
and when you have some units with them on and off, there is a helpful quesionmark there to let you know. toggling it from there will set them all to snipe, and then you can have fun immediately:
Image

so some may be wondering how this is different to the normal game, well here are the important bits:
1. much more powerful priority setting command, able to set any set of priorities in any order, as opposed to adding just one value on top of the defaults
2. more efficient code performance, so the game lags a tiny bit less whenever you have (anything at all) selected
3. indicator showing you that there are mixed priorities as opposed to only whatever the first selected unit has
4. very easy to extend with ui mods! want a custom set of priorities? you can! and you can specify them to any degree! simply look up how the syntax works in the mod, which is using familiar categories, and then do whatever operations you would do to them normally, such as add, subtract, intersect. it allows you infinite granularity of setting your priorities, just dont make the list too long xD
5. the priorities are made to be toggled really quick so you dont need to remember what one you choose in the heat of battle, just rightclick the attack order and enemy acus explode. its likely the closest we can get to a win button!

lastly some notes: Image
1.clearly im just following the instructions of the balance team here ¯\_(ツ)_/¯
2.the uhhh version thats in coming in the fa patch is going to be supported too but its kinda obsolete, if you extend this with some ui mod or other.
3.this is going to end up in a pr into the fa repo at some point, but no promises on whether it suddenly gets denied for some reason or other.

well thats just one of the things, there are other cool bits in the works, coming to a balance mod near you!
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