Forged Alliance Forever Forged Alliance Forever Forums 2015-11-08T17:37:30+02:00 /feed.php?f=41&t=10993 2015-11-08T17:37:30+02:00 2015-11-08T17:37:30+02:00 /viewtopic.php?t=10993&p=113735#p113735 <![CDATA[Re: Veterancy Overhaul - VetMod]]> Statistics: Posted by XenoInReno — 08 Nov 2015, 17:37


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2015-11-07T11:39:29+02:00 2015-11-07T11:39:29+02:00 /viewtopic.php?t=10993&p=113677#p113677 <![CDATA[Re: Veterancy Overhaul - VetMod]]>
XenoInReno wrote:
Is this compatible with BlackOps?


Probably no. But you need to try it. Already im integrate it to equilibrium, and when only setup both mods then it colide and didnt work. So need manual put vetmod into eq. And I guess it would be same with every more complex mod

Statistics: Posted by Ithilis_Quo — 07 Nov 2015, 11:39


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2015-11-07T00:38:30+02:00 2015-11-07T00:38:30+02:00 /viewtopic.php?t=10993&p=113666#p113666 <![CDATA[Re: Veterancy Overhaul - VetMod]]> Statistics: Posted by XenoInReno — 07 Nov 2015, 00:38


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2015-11-05T11:41:44+02:00 2015-11-05T11:41:44+02:00 /viewtopic.php?t=10993&p=113602#p113602 <![CDATA[Re: Veterancy Overhaul - VetMod]]>
- frigate dont get any bonus from veterancy, no more hp no regen.
gamelog say this:

Spoiler: show
Code:
WARNING: Error running OnKilled script in Entity ual0208 at 58362608: ...gramdata\faforever\gamedata\lua.nx2\lua\sim\unit.lua(4050): attempt to perform arithmetic on field `?' (a table value)
         stack traceback:
            ...gramdata\faforever\gamedata\lua.nx2\lua\sim\unit.lua(4050): in function `NewCreateVeterancyBuff'
            ...gramdata\faforever\gamedata\lua.nx2\lua\sim\unit.lua(4010): in function `BuffVeterancy'
            ...gramdata\faforever\gamedata\lua.nx2\lua\sim\unit.lua(4004): in function `CalculateVeterancyLevel'
            ...gramdata\faforever\gamedata\lua.nx2\lua\sim\unit.lua(3983): in function `OnKilledUnit'
            ...gramdata\faforever\gamedata\lua.nx2\lua\sim\unit.lua(3974): in function `VeterancyDispersal'
            ...gramdata\faforever\gamedata\lua.nx2\lua\sim\unit.lua(3953): in function `OnKilled'
            ...data\faforever\gamedata\lua.nx2\lua\defaultunits.lua(1395): in function <...data\faforever\gamedata\lua.nx2\lua\defaultunits.lua:1353>
            [C]: in function `Kill'
            ...gramdata\faforever\gamedata\lua.nx2\lua\sim\unit.lua(1066): in function `DoTakeDamage'
            ...gramdata\faforever\gamedata\lua.nx2\lua\sim\unit.lua(3947): in function `DoTakeDamage'
            ...gramdata\faforever\gamedata\lua.nx2\lua\sim\unit.lua(1046): in function <...gramdata\faforever\gamedata\lua.nx2\lua\sim\unit.lua:1038>
            [C]: in function `DamageArea'
            ...ta\faforever\gamedata\lua.nx2\lua\sim\projectile.lua(44): in function `DoDamage'
            ...ta\faforever\gamedata\lua.nx2\lua\sim\projectile.lua(317): in function <...ta\faforever\gamedata\lua.nx2\lua\sim\projectile.lua:304>


- cruiser same, t1 submarine, destroyer too, probably its for all navy label
- torpedo launcher work fine
- monkey lord, gc, czar dont get nothing from veterancy probably its same for all exp label same problem as with navy. And same problem as was with raiders.

otherwise it looks nice

Statistics: Posted by Ithilis_Quo — 05 Nov 2015, 11:41


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2015-11-05T03:03:40+02:00 2015-11-05T03:03:40+02:00 /viewtopic.php?t=10993&p=113594#p113594 <![CDATA[Re: Veterancy Overhaul - VetMod]]> Statistics: Posted by IceDreamer — 05 Nov 2015, 03:03


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2015-11-05T01:23:09+02:00 2015-11-05T01:23:09+02:00 /viewtopic.php?t=10993&p=113590#p113590 <![CDATA[Re: Veterancy Overhaul - VetMod]]>

Statistics: Posted by IceDreamer — 05 Nov 2015, 01:23


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2015-11-05T00:14:52+02:00 2015-11-05T00:14:52+02:00 /viewtopic.php?t=10993&p=113585#p113585 <![CDATA[Re: Veterancy Overhaul - VetMod]]> Statistics: Posted by IceDreamer — 05 Nov 2015, 00:14


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2015-10-27T19:34:02+02:00 2015-10-27T19:34:02+02:00 /viewtopic.php?t=10993&p=113162#p113162 <![CDATA[Re: Veterancy Overhaul - VetMod]]>
example:
obsidian 1500hp+1250shield = 2750hp x1,2 = 3300 -1250shield => 1500hp+550vet hp + 1250shield
instead of:
obsidian 1500hp+1250shield = 2750hp x1,2 = 1500x1,2 +1250 = 3050 => 1500+300vet + 1250shield

Statistics: Posted by Ithilis_Quo — 27 Oct 2015, 19:34


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2015-10-27T17:49:27+02:00 2015-10-27T17:49:27+02:00 /viewtopic.php?t=10993&p=113155#p113155 <![CDATA[Re: Veterancy Overhaul - VetMod]]> Statistics: Posted by IceDreamer — 27 Oct 2015, 17:49


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2015-10-27T17:18:31+02:00 2015-10-27T17:18:31+02:00 /viewtopic.php?t=10993&p=113151#p113151 <![CDATA[Re: Veterancy Overhaul - VetMod]]> Statistics: Posted by RoLa — 27 Oct 2015, 17:18


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2015-10-27T14:29:05+02:00 2015-10-27T14:29:05+02:00 /viewtopic.php?t=10993&p=113132#p113132 <![CDATA[Re: Veterancy Overhaul - VetMod]]> Statistics: Posted by IceDreamer — 27 Oct 2015, 14:29


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2015-11-04T16:35:03+02:00 2015-10-27T12:28:13+02:00 /viewtopic.php?t=10993&p=113117#p113117 <![CDATA[Re: Veterancy Overhaul - VetMod]]>
- units are balanced on mass cost hp and dps. But veterancy affect only mass and hp and ignore dps (still its much better as when afect only tech)
- some units cost solid porcion of mass but dont have hp, then suffer hard from vet regen (sniper, artilery)
- more hp units it more stronger as less hp units, it make bigger differences as already exist.
- not all units are for same role, and dont will have same profit from same system of leveling regen.

So i was whole night thinking about it, how to solve it. How to invent better system, and come go with this:

- units divide on two base category:
Tanks and riders

Tanks are units with are for def and continual pushing, are more likely to live longer as riders, dont need special atm, leveling slower and are more likely have more hp as riders. (its t1 tank, t2 non hover, T3 harbs/perci, AA, T1/3 artilery, mml, Bombers, gunships, structure, ships, experimental, SACU)
Riders are units witch are good for riding, request hight atm, have big speed more dps, less mass cost -> leveling faster, and probably also die faster. (its labs, t2 hover, range bots, t3 titan/loyal, snipers, AA fighters, submarines, monkey lord, ACU)

Where tanks regen rise exponencional, on riders rise logaritmical.
On level 3 (midle) would have tank and rider on same tech same regen, but higer have more tank, lower have more rider.

Tank will live longer, and have more hp as riders, so will use later bigger regeenration better as rider, that will probably not live long enought to get more as 3 start, so before he get 3* he would have more. And after some calulation i got on this numbers:


T1 tank: +1+2+3+4+5 = 15
T1 rider +2+2+2+2+2 = 10
T2 tank +2+4+6+8+10 = 30
T2 rider +4+4+4+4+4 = 20
T3 tank +3+6+9+12+15 = 45
T3 rider +6+6+6+6+6 = 30

because T2 units are divided for 2-3 category i make also number for this sub tech category:
Spoiler: show
T2 300m tank +2,25+4,5+6,75+9+11,25 = 33,75
T2 300m rider +4,5+4,5+4,5+4,5+4,5 = 22,5
T2 360m tank +2,5+5+7,5+10+12,5 = 37,5
T2 360m rider +5+5+5+5+5 = 25

Because navy cost much more and have more hp have differen ratio of same system:
T1 ship +2+4+6+8+10 = 30
T1 sub +4+4+4+4+4 = 20
T2 ship +4+8+12+16+20 = 60 -----> my bad math
T2 sub +6+6+6+6+6 = 30
T3 ship +12+24+36+48+60 = 180
T3 sub +12+12+12+12+12 = 60

This is similar on experimental:
T4 tank +12+24+36+48+60 = 180
T4 monkey +24+24+24+24+24 = 120
(T4 need 3x less porcion of own mass to next lvl)

And also on command unit:
ACU +5+5+5+5+5 = 25 /+10
SAC +4+8+12+16+20 = 60

Statistics: Posted by Ithilis_Quo — 27 Oct 2015, 12:28


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2015-10-27T01:02:10+02:00 2015-10-27T01:02:10+02:00 /viewtopic.php?t=10993&p=113087#p113087 <![CDATA[Re: Veterancy Overhaul - VetMod]]>
Cool idea. It's certainly possible, but the maths of looking at the multipliers has me thinking I should move away from using multipliers for regen. The numbers simply don't seem to work. Even with splitting out the very heavy units, the lighter units just don't get enough regen. I dunno what to do about it. At this point, thankfully, the actual mechanisms appear solid.

Statistics: Posted by IceDreamer — 27 Oct 2015, 01:02


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2015-10-27T00:50:45+02:00 2015-10-27T00:50:45+02:00 /viewtopic.php?t=10993&p=113086#p113086 <![CDATA[Re: Veterancy Overhaul - VetMod]]> thanks for update!

regen problem looks be now done, what is fantastic. Also bug with upgrate regeneration, is done.

I found only one mirror bug, of course with sera field regeneration. ->> When units have vet regen, out of sera regen field, and then come to regen aura field, regeneration on that unit rise because aura(on *****yenzee from 36->39hp/s) but when go out of sera regen field this more regen dont go down, it stay for 39hp/s. Not sure how to solve it, but need check sera regen how it aplicate new buff and how this buff decline, you probably would know what to do with it.

Was testing new regeneration leveling, at first it looks too hight (pillar with 40hp/s, summit with 300hp/s) and etc, but probably its ok. 5* units are extremly rare and its not so easy to get when units share veterancy, so people will maybe finaly love own veterans :)

and while testing get one (faction diversity) crazy idea.
When was checking your code its probably not hard apply :D
Spoiler: show
I got idea make veterancy and regeneration differen by faction, where for example:
UEF - normal regen ratio, 20% more new hp
sera - more regeneration ratio but 15% more new hp (from 20%)
Cybran - +20%hp and 30sec regen boos that heal 20/25/30/35/40%hp but 0 regeneration
Aeon - normal regen ratio, 0 new max hp, but 10% less rof (dont apply on artilery building)



maybe its too crazy, and it only first braintstorm shit that go on my head, but this code looks like great place for easy apply some real diversity

Statistics: Posted by Ithilis_Quo — 27 Oct 2015, 00:50


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2015-10-25T22:52:21+02:00 2015-10-25T22:52:21+02:00 /viewtopic.php?t=10993&p=112966#p112966 <![CDATA[Re: Veterancy Overhaul - VetMod]]> Statistics: Posted by IceDreamer — 25 Oct 2015, 22:52


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