Forged Alliance Forever Forged Alliance Forever Forums 2018-03-11T03:07:22+02:00 /feed.php?f=41&t=15980 2018-03-11T03:07:22+02:00 2018-03-11T03:07:22+02:00 /viewtopic.php?t=15980&p=161670#p161670 <![CDATA[Re: Pre-August 2016 balance mod EDI announcement]]>
Searching for "Overcharge" will give you some more hints about what was changed.

https://github.com/FAForever/fa/search?q=overcharge&type=Commits&utf8=%E2%9C%93
(~25 commits related to overcharge)

Statistics: Posted by Uveso — 11 Mar 2018, 03:07


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2018-03-11T02:26:18+02:00 2018-03-11T02:26:18+02:00 /viewtopic.php?t=15980&p=161667#p161667 <![CDATA[Re: Pre-August 2016 balance mod EDI announcement]]>
You are right about the TML MML thing. I have managed to fix the Aoen MML back to 1 HP.

I had a look through github but didn't see anything about the cruiser toggle or auto OC.
One thing I can say about "FAF beta - issue with queueing OC #2393" though is that queueing OC worked fine before auto OC was introduced....

I found something about auto OC but I don't see a defaultweapons.lua file in lua/sim directory in gamedata so I am still not sure how this was changed...
https://github.com/FAForever/fa/pull/92 ... ce4b13f7d4

Statistics: Posted by Evildrew — 11 Mar 2018, 02:26


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2018-03-10T09:06:07+02:00 2018-03-10T09:06:07+02:00 /viewtopic.php?t=15980&p=161640#p161640 <![CDATA[Re: Pre-August 2016 balance mod EDI announcement]]> being referenced in the unit blueprint of the launcher.

The AEON TML Missile still is not even in the faf repo so we didn't change it at all.
I assume you are referring to the AEON MML Missile which did receive a health buff in faf.

2) no clue about the toggle but i guess you can look through the commits on github and see how it got removed and just revert whatever was done

3) same with oc - look through the github commits and just revert the toggle for auto oc if you want it removed

4) vet will probably get reverted in faf anyway so no need to break your head over it

Statistics: Posted by PhilipJFry — 10 Mar 2018, 09:06


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2018-03-10T03:35:28+02:00 2018-03-10T03:35:28+02:00 /viewtopic.php?t=15980&p=161639#p161639 <![CDATA[Re: Pre-August 2016 balance mod EDI announcement]]>
Evildrew wrote:
hopefully this weekend, if I get a rainy reply from the heaven that melts above us about these issues I cannot manage to revert :)

Statistics: Posted by Heaven — 10 Mar 2018, 03:35


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2018-03-08T11:35:32+02:00 2018-03-08T11:35:32+02:00 /viewtopic.php?t=15980&p=161586#p161586 <![CDATA[Re: Pre-August 2016 balance mod EDI announcement]]> i can argue this whole post and the attitude behind it, but ill accept your treaty (are we at a war or something? thats edgy), good luck with your mod, i don't need a reference :P

Statistics: Posted by biass — 08 Mar 2018, 11:35


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2018-03-08T11:25:00+02:00 2018-03-08T11:25:00+02:00 /viewtopic.php?t=15980&p=161585#p161585 <![CDATA[Re: Pre-August 2016 balance mod EDI announcement]]>
I nicely put the name of every unit next to the code that you used to make the folders. You can thank me for being so kind to look at every unit code to figure out what it exactly was. I actually could have done that myself, when I saw how it was done in equilibrium, but since I lost interest as my abilities reached their limit to undo the changes done, I didn't get that far.

But don't worry, I will be so gracious and put a reference to your invaluable work done when I publish it. I will even go so far and offer you a peace treaty if you so desire.
But instead of discuss who made what, I am more interested in solving the issues I highlighted in my post.

Thank you.

Statistics: Posted by Evildrew — 08 Mar 2018, 11:25


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2018-03-08T08:44:35+02:00 2018-03-08T08:44:35+02:00 /viewtopic.php?t=15980&p=161580#p161580 <![CDATA[Re: Pre-August 2016 balance mod EDI announcement]]>
i'm all for differing balance ideas however, so good luck with that one :D

Statistics: Posted by biass — 08 Mar 2018, 08:44


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2018-03-08T01:42:32+02:00 2018-03-08T01:42:32+02:00 /viewtopic.php?t=15980&p=161567#p161567 <![CDATA[Pre-August 2016 balance mod EDI announcement]]>
I have decided to reenter the mod battle field since the damages done to the game since August 2016 and will need some help in once more reverting FAF back to its former greatness. No, even more, I will attempt to make it shine even brighter by adding some changes that I believe will make the game more enjoyable by stepping away from the nonsensical debate about what is balanced and what not depending on what strategy a competent players used successfully to beat another player, who cannot accept defeat and calls such a strategy simply OP because his standard sim city build order couldn't deal with it.
Instead I want to go down the route of making game-play enhancements (improvements) focusing mainly on units that are underused due to their weaknesses (i.e. Wagners in navy battles, T1 hover-bombing, etc). As such I am reviving the Pre-August 2016 balance mod under the new name Pre-August 2016 balance mod EDI. EDI stands for Evildrew Improvements (couldn't find anything with a T to go in there....) I have taken the BH EDIT mod structure and reverted some changes Blackheart made when he edited my original mod (i.e. beetle transport slots) and left others. Unfortunately, many changes that were made to the current game I cannot figure out how they were made, as evil geniuses with vastly superior IT knowledge have conspired to destroy the game I came to love when I started playing in mysterious ways I cannot unravel :)
Magically however some good changes were made that I will adopt over into the Pre-August 2016 balance mod EDI.

I have so far managed to improve today:

1) Make T1 hover bombing, i.e. vertical/close drop impossible (main cause for my revival of the mod as the solution came to me in my dream and it works, lol)
2) Impede ground firing submersed units (i.e. ground-firing subs with battleships doesn't damage them when they are under water)
3) Other navy reworking focusing on: Sonar ranges, Wagner, energy drain on mobile shields (all hooked up with impeding ground-firing submersed units) still ongoing but looking good so far.


Issue I will help with:

Changes made by balance team without me knowing where to find (if it still exists) the code used to revert the changes.:
1) Aoen TML launcher; Missiles used to have 1 HP instead of 2 - How do I undo this? Where is it marked how many HP a tml has?
2) I could never figure out how to undo auto toggle on Cybran cruisers and t1 maa. It is also not reverted in BHEDIT unfortunately - How do I do this?
3) Auto Overcharge is still enabled, it needs to go away to make beetle snipe possible again - How do I do this?
4) Veterancy used to show as a skull, now it shows as a bar, like the very imbalanced mass based veterancy system - How do I fix this?

I will keep updating this thread as it develops and when new ideas or other things come to mind. Details will follow post release, hopefully this weekend, if I get a rainy reply from the heaven that melts above us about these issues I cannot manage to revert :)

Back to work and MAKING FAF GREAT AGAIN! Help me my friends ;)

Statistics: Posted by Evildrew — 08 Mar 2018, 01:42


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