Forged Alliance Forever Forged Alliance Forever Forums 2015-11-23T15:08:23+02:00 /feed.php?f=41&t=10999 2015-11-23T15:08:23+02:00 2015-11-23T15:08:23+02:00 /viewtopic.php?t=10999&p=114575#p114575 <![CDATA[Re: Is there such a mod? (mass & power income same for every]]>
BRNKoINSANITY wrote:
Eco is like 65% of SupCom..... if you want to play with no eco then just enable the "Resources don't matter" option.


NOBODY ASKED YOU

Statistics: Posted by KD7BCH — 23 Nov 2015, 15:08


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2015-11-21T20:42:45+02:00 2015-11-21T20:42:45+02:00 /viewtopic.php?t=10999&p=114512#p114512 <![CDATA[Re: Is there such a mod? DONE: SLOWPACE]]>
my goal would be increasing mass income over time to simulate and early axpansion to, lets say, 4 mexes in the beginning, two to five in the minute about 5, then simulate via increasing the income again the upgraded mexes, and then later the (virtual) upgrade to the third mex tech.

this would make the player independent from the mass points, that also would give 1 point instead of 2, and would also help to build bases that are in itself independent.
of course this is not the concept the game aims at and this way the need to expansion is taken away, but this way the player can get a hand free for other things.
also, if still in need of mass or energy, this can and has to be built, but there where the players wants it to be.


because i have not the time to find out how to increase mass income while time progresses, this cheap mod that is my first attempt to hamper with blueprints is a workaround.

Statistics: Posted by rxnnxs — 21 Nov 2015, 20:42


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2015-11-21T01:33:29+02:00 2015-11-21T01:33:29+02:00 /viewtopic.php?t=10999&p=114468#p114468 <![CDATA[Re: Is there such a mod? DONE: SLOWPACE]]> sure thing is an early bomber will be now an early army that attacks or early 10 bombers....
but then the pace degrades and the need of mass kicks in.
i just tested it a couple of times against the AI.
works good for "beginners" like me.

i have to admit, i am not a beginner, but i like it to play it this way.

Statistics: Posted by rxnnxs — 21 Nov 2015, 01:33


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2015-11-20T22:32:53+02:00 2015-11-20T22:32:53+02:00 /viewtopic.php?t=10999&p=114458#p114458 <![CDATA[Re: Is there such a mod? (mass & power income same for every]]> The mod is called
Slowpace
slowpace.png

I just did some testing and came to a simple mod that i am testing right now.
I upload it now and look if this is really working (with the upload).
I do not know how to change the income of the ACU over time, because i can not change this via the blueprints.

all i did in code i will post below into the code section.
what the mod does:
the ACU has 8 mass income and a raised energy and mass storage.
the game begins with full storages.
the mexes income is 50%.
all other mas generators are the same as usual.
this will make it more appalling to build up bases with mass and energy facilities.
map expansion is not that interesting anymore but will give for sure enough advantage..
also, the RAS system stacks on top of that what the ACU already generates, making this a even a more powerful upgrade than it already is.

please tell me what you think of it. and keep in mind that this mod will change slowly in time :-)


Code:
name = "slowPace"
version = 1
copyright = "no"
icon = "/mods/slowpace/def.png"
description = "Mass from Mexes is halfed, ACU generates 8 mass from the start and has a greater E&M storage"
author = "rxnnxs"
url = "http://forums.faforever.com/forums/viewtopic.php?f=41&t=10999&p=114458#p114458"
uid = "7CC33EE4-80D5-11E5-9B89-D6771D5D46B0"

exclusive = false
ui_only = false


and

Code:
-- Blueprints.lua (hooked)
--
-- Author      : Ivan Rumsey
-- Description : edited by rxnnxs for better pace in game (hopefully)
--
-- Copyright © 2007 Gas Powered Games - All rights reserved

do
    local overridden = ModBlueprints

    function ModBlueprints(blueprints)
       overridden(blueprints)
           
        for id,bp in blueprints.Unit do
            if  bp.Description
            and table.find(bp.Categories, 'COMMAND') then
               bp.Economy.ProductionPerSecondMass = 8
               --bp.Economy.ProductionPerSecondEnergy = 200*bp.Economy.ProductionPerSecondEnergy
               bp.Economy.StorageMass = 1200
               bp.Economy.StorageEnergy = 10000
            end
            if  bp.Description
            and table.find(bp.Categories, 'MASSEXTRACTION') then
               bp.Economy.ProductionPerSecondMass = 0.5*bp.Economy.ProductionPerSecondMass
            end
        end
    end

end

Statistics: Posted by rxnnxs — 20 Nov 2015, 22:32


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2015-11-20T00:46:35+02:00 2015-11-20T00:46:35+02:00 /viewtopic.php?t=10999&p=114407#p114407 <![CDATA[Re: Is there such a mod? (mass & power income same for every]]> it gives you unlimited eco, not a steady income
so you end up spamming buildpower a shitton then rushing stuff. quikly descends into asf/ exp spam, and start with 200 t1 factories all building engies

Statistics: Posted by Exotic_Retard — 20 Nov 2015, 00:46


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2015-11-20T00:18:24+02:00 2015-11-20T00:18:24+02:00 /viewtopic.php?t=10999&p=114398#p114398 <![CDATA[Re: Is there such a mod? (mass & power income same for every]]> Statistics: Posted by BRNKoINSANITY — 20 Nov 2015, 00:18


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2015-11-19T23:36:56+02:00 2015-11-19T23:36:56+02:00 /viewtopic.php?t=10999&p=114392#p114392 <![CDATA[Re: Is there such a mod? (mass & power income same for every]]> Statistics: Posted by The Mak — 19 Nov 2015, 23:36


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2015-11-19T16:01:00+02:00 2015-11-19T16:01:00+02:00 /viewtopic.php?t=10999&p=114352#p114352 <![CDATA[Re: Is there such a mod? (mass & power income same for every]]>
Then consult the '2x resources' mod to see how it globally changes income. You will do something similar but your scale factor will adjust according to game time.

Sounds like you might also want to remove pgens, mexes, fans, ras and scus (which come with small mass income) and only have the acu income.

Its all doable... Its just a matter of finding precedents that do something similar

On phone .. Don't have exact info

Statistics: Posted by nine2 — 19 Nov 2015, 16:01


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2015-11-17T23:19:58+02:00 2015-11-17T23:19:58+02:00 /viewtopic.php?t=10999&p=114221#p114221 <![CDATA[Re: Is there such a mod? (mass & power income same for every]]> please, can anyone tell me how i change the rate of power and energy production of the ACUs?

long version:
i've looked into some mods and it is really easy, when to know what to do :-)
so the mini mod "nothing but time" does som echanges to the mass and energy income.
i just want to put this for mexes and pgens to a tiny rate and make a steady but with time increasing income of mass and energy.

i just have to know how to access the blueprints and how to do a destructive hooking of just the one function.
maybe it is even easier than that and i have to just change the stats of the ACUs.
the other mini mod, delivered by GPG, i would only change in the opposite direction.
can someone give me a hint how to change the BP in a mod?
i guess it is in Supreme Commander Forged Alliance\gamedata\units\units\UEL0001 <-- and the three other ACU BPs.
but how do i change just those lines and overload them with the mod-data?

Statistics: Posted by rxnnxs — 17 Nov 2015, 23:19


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2015-11-20T22:35:57+02:00 2015-10-22T22:48:56+02:00 /viewtopic.php?t=10999&p=112750#p112750 <![CDATA[Is there such a mod? DONE: SLOWPACE]]>
i think this would be a good thing for beginners to begin with so they can concentrate on building everything non eco.

it would also be very nice to compare strategies against each other by having the same conditions in the term of mass and power income.

i have done some search but i never stumbled about such a mod.
it would be nice if such a thing exists.

Statistics: Posted by rxnnxs — 22 Oct 2015, 22:48


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