Forged Alliance Forever Forged Alliance Forever Forums 2016-09-03T16:23:23+02:00 /feed.php?f=41&t=13017 2016-09-03T16:23:23+02:00 2016-09-03T16:23:23+02:00 /viewtopic.php?t=13017&p=134497#p134497 <![CDATA[Re: Adjacency question]]> http://viking.gurut.org/Mods/

But I think it's pretty much mirroring the obliteringwave vault.

Thank you for the link, krapougnak!

Statistics: Posted by Tanksy — 03 Sep 2016, 16:23


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2016-09-03T12:31:39+02:00 2016-09-03T12:31:39+02:00 /viewtopic.php?t=13017&p=134486#p134486 <![CDATA[Re: Adjacency question]]>
Here is my code for it. Ignore the mass and energy buff in it as they aren't apart of the buildrate code.

Code:
do
    local OldBuffAffectUnit = BuffAffectUnit
   
    function BuffAffectUnit(unit, buffName, instigator, afterRemove)
       
        local buffDef = Buffs[buffName]
       
        local buffAffects = buffDef.Affects
       
        if buffDef.OnBuffAffect and not afterRemove then
            buffDef:OnBuffAffect(unit, instigator)
        end
       
        for atype, vals in buffAffects do
       
           if atype == 'EnergyProductionBuf' then
               local val = BuffCalculate(unit, buffName, 'EnergyProductionBuf', unit:GetBlueprint().Economy.ProductionPerSecondEnergy or 0)
               unit.EnergyProdMod = val
               unit:UpdateProductionValues()

           elseif atype == 'MassProductionBuf' then
              local val = BuffCalculate(unit, buffName, 'MassProductionBuf', unit:GetBlueprint().Economy.ProductionPerSecondMass or 0)
               unit.MassProdMod = val
               unit:UpdateProductionValues()
           
           
           #### ADJACENCY BELOW ####
           elseif atype == 'BuildRate2' then
              local Buildval = unit:GetBlueprint().Economy.BuildRate
               local val = BuffCalculate(unit, buffName, 'BuildRate2',  0)
               unit:SetBuildRate( Buildval+val )
               #LOG('*BUFF: BuildRate2 = ' ..  val)
            end     
        end 
        OldBuffAffectUnit(unit, buffName, instigator, afterRemove)
    end
end

Statistics: Posted by RavenCurow — 03 Sep 2016, 12:31


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2016-09-03T12:02:12+02:00 2016-09-03T12:02:12+02:00 /viewtopic.php?t=13017&p=134484#p134484 <![CDATA[Re: Adjacency question]]>
http://gpgnet.obliteratingwave.co.uk/Va ... dual-Mods/

Statistics: Posted by RavenCurow — 03 Sep 2016, 12:02


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2016-09-03T09:56:33+02:00 2016-09-03T09:56:33+02:00 /viewtopic.php?t=13017&p=134475#p134475 <![CDATA[Re: Adjacency question]]> Statistics: Posted by Krapougnak — 03 Sep 2016, 09:56


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2016-09-02T18:42:51+02:00 2016-09-02T18:42:51+02:00 /viewtopic.php?t=13017&p=134425#p134425 <![CDATA[Re: Adjacency question]]> Statistics: Posted by Tanksy — 02 Sep 2016, 18:42


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2016-09-02T16:17:44+02:00 2016-09-02T16:17:44+02:00 /viewtopic.php?t=13017&p=134407#p134407 <![CDATA[Re: Adjacency question]]> Statistics: Posted by Krapougnak — 02 Sep 2016, 16:17


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2016-09-02T16:06:16+02:00 2016-09-02T16:06:16+02:00 /viewtopic.php?t=13017&p=134403#p134403 <![CDATA[Re: Adjacency question]]>
I've been trying to build up an archive of old SupCom mods/maps and websites/forums that aren't active or available -- been looking for gilbot's for ages! Now I just need to find Furyofthestars, for the Mod Load Order mod and his Improved Veterancy stuff.

Statistics: Posted by Tanksy — 02 Sep 2016, 16:06


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2016-09-02T15:36:17+02:00 2016-09-02T15:36:17+02:00 /viewtopic.php?t=13017&p=134396#p134396 <![CDATA[Re: Adjacency question]]> back in the ancient times, there was a mod very similar to what you are suggesting, with pipes for sharing adjacency bonuses, and making base building much more about those

it was certainly an interesting mod, and probably you could learn a lot from looking at the code in it

edit: i got a hold of it for you, enjoy: http://puu.sh/qXn8W/53bad96a9f.zip

Statistics: Posted by Exotic_Retard — 02 Sep 2016, 15:36


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2016-09-02T15:34:19+02:00 2016-09-02T15:34:19+02:00 /viewtopic.php?t=13017&p=134393#p134393 <![CDATA[Re: Adjacency question]]> This! -- Unfortunately I can't find a download of it anywhere, even in the viking archive.

Statistics: Posted by Tanksy — 02 Sep 2016, 15:34


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2016-09-02T14:54:12+02:00 2016-09-02T14:54:12+02:00 /viewtopic.php?t=13017&p=134380#p134380 <![CDATA[Re: Adjacency question]]>
Tanksy wrote:
The sad news is this was already a fully fleshed out mod (Adjacent Adjacency and Network Lines) that was on the GPG forums. I have the thread archived but sadly none of the downloads are available any more (Due to everything being hosted on Filefront -- RIP). Basically the mod added several new adjacency bonuses, the ability to have diagonal bonuses, and adjacency bonuses being transferred over cables you could build.

Wouldn't counting the buffs a building is receiving be just as simple as using your eyes to count what you've built connected to it?
Perhaps you can add a variable to the adjacency scripts that counts how many buffs its given out.


Are you talking about the Gilbot X mod pack ?

Statistics: Posted by Krapougnak — 02 Sep 2016, 14:54


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2016-09-02T14:22:45+02:00 2016-09-02T14:22:45+02:00 /viewtopic.php?t=13017&p=134375#p134375 <![CDATA[Re: Adjacency question]]> Statistics: Posted by RavenCurow — 02 Sep 2016, 14:22


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2016-09-02T09:57:53+02:00 2016-09-02T09:57:53+02:00 /viewtopic.php?t=13017&p=134329#p134329 <![CDATA[Re: Adjacency question]]>
Wouldn't counting the buffs a building is receiving be just as simple as using your eyes to count what you've built connected to it?
Perhaps you can add a variable to the adjacency scripts that counts how many buffs its given out.

Statistics: Posted by Tanksy — 02 Sep 2016, 09:57


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2016-09-02T03:38:02+02:00 2016-09-02T03:38:02+02:00 /viewtopic.php?t=13017&p=134309#p134309 <![CDATA[Re: Adjacency question]]> Statistics: Posted by RavenCurow — 02 Sep 2016, 03:38


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2016-08-29T23:13:34+02:00 2016-08-29T23:13:34+02:00 /viewtopic.php?t=13017&p=133824#p133824 <![CDATA[Re: Adjacency question]]> Statistics: Posted by RavenCurow — 29 Aug 2016, 23:13


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2016-08-29T17:56:48+02:00 2016-08-29T17:56:48+02:00 /viewtopic.php?t=13017&p=133809#p133809 <![CDATA[Re: Adjacency question]]>
Hawkei wrote:
You may not have noticed, but I was actually being sarcastic. WTF is the whole idea behind extending the adjacency concept to buildings which aren't adjacent? You may as well just remove the whole concept of adjacency. Because it just doesn't mean anything.

This is a really complex idea, which provides no improvement to gameplay. So I vote no.


adjacent buildings have "wires" between them, that is what gives adjustency buff

why not just build those wires by yourself if you want to have adjustency bonuses on buildings that are not adjucent.

makes perfect sence to me. ( except for that part that origial building has only 4 sides, but if you extent it adjustency then you can add whatever many connections and go unassisted t3 air/nuke/omni if you connect enought t1 pgens to t3 fac, or connect one pgen multiple times)

Statistics: Posted by ZLO_RD — 29 Aug 2016, 17:56


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