Forged Alliance Forever Forged Alliance Forever Forums 2019-01-28T19:34:59+02:00 /feed.php?f=41&t=17136 2019-01-28T19:34:59+02:00 2019-01-28T19:34:59+02:00 /viewtopic.php?t=17136&p=171435#p171435 <![CDATA[Re: conKORD's imbalance pack]]> Statistics: Posted by vongratz — 28 Jan 2019, 19:34


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2019-01-27T21:37:57+02:00 2019-01-27T21:37:57+02:00 /viewtopic.php?t=17136&p=171423#p171423 <![CDATA[Re: conKORD's imbalance pack]]> Statistics: Posted by Evildrew — 27 Jan 2019, 21:37


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2019-01-27T20:32:32+02:00 2019-01-27T20:32:32+02:00 /viewtopic.php?t=17136&p=171421#p171421 <![CDATA[Re: conKORD's imbalance pack]]> We have the same problem with PD's or some other units with beam weapon.

It's all c-engine stuff.

[Edit] Btw, Ticks can only be set as integer (1, 2, 3) not as floating point number (1.1 , 1.2, 1.3)

Statistics: Posted by Uveso — 27 Jan 2019, 20:32


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2019-01-27T18:49:52+02:00 2019-01-27T18:49:52+02:00 /viewtopic.php?t=17136&p=171419#p171419 <![CDATA[Re: conKORD's imbalance pack]]>
If we can measure distance and modify damage, can we also modify by how many ticks a weapon leads a target instead of the default 1, maybe 1.1, 1.5, 2 ticks ahead or is that hardcoded and cannot be changed?

Statistics: Posted by Evildrew — 27 Jan 2019, 18:49


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2019-01-27T18:23:46+02:00 2019-01-27T18:23:46+02:00 /viewtopic.php?t=17136&p=171417#p171417 <![CDATA[Re: conKORD's imbalance pack]]>
Here is the code for calculating the range/damage:
Code:
\Mods\conKORD imbalance pack\hook\lua\sim\CollisionBeam.lua


There are also some helper values set inside blueprint.lua line 88+
Code:
\Mods\conKORD imbalance pack\hook\lua\system\Blueprints.lua

Statistics: Posted by Uveso — 27 Jan 2019, 18:23


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2019-01-27T18:03:27+02:00 2019-01-27T18:03:27+02:00 /viewtopic.php?t=17136&p=171416#p171416 <![CDATA[Re: conKORD's imbalance pack]]> Statistics: Posted by Evildrew — 27 Jan 2019, 18:03


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2019-01-27T17:24:49+02:00 2019-01-27T17:24:49+02:00 /viewtopic.php?t=17136&p=171413#p171413 <![CDATA[Re: conKORD's imbalance pack]]>

Statistics: Posted by DDDX — 27 Jan 2019, 17:24


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2019-01-26T22:33:35+02:00 2019-01-26T22:33:35+02:00 /viewtopic.php?t=17136&p=171394#p171394 <![CDATA[Re: conKORD's imbalance pack]]> I like the new nuke system :)

While testing, i got these errors:
Code:
WARNING: Can't open lua file "c:\[...]\mods\conkord imbalance pack\hook\units\acu.bp"
The file is present but empty!

Code:
WARNING: Cannot resolve full path for partial path "XSL0304_aunfold.sca"
WARNING: Cannot resolve full path for partial path "XSL0101_aunfold.sca"
WARNING: Cannot resolve full path for partial path "XSL0202_aunfold.sca"
Your function "ResolvePaths" is only searching in mod folders, but could find this file inside the original game folder!

Code:
WARNING: SCR_LuaDoFileConcat: Loading "c:\[...]\mods\conkord imbalance pack\hook\projectiles\aimantiantinuke01\aimantiantinuke01_script.lua" failed: ...nce pack\hook\projectiles\aimantiantinuke01\aimantiantinuke01_script.lua(36): `}' expected (to close `{' at line 28) near `self'
Please check your AIMAntiAntiNuke01 class definition. (outcommented code and a leftover "end,")

Code:
WARNING: Error running OnImpact script in Entity /projectiles/aifquantumwarhead01/aifquantumwarhead01_proj.bp at 233bb180: attempt to use as string a nil value
         stack traceback:
            [C]: in function `CreateProjectile'
            ...ata\faforever\repo\fa\lua\sim\defaultprojectiles.lua(138): in function `OnImpact'
            ...s\aifquantumwarhead01\aifquantumwarhead01_script.lua(64): in function <...s\aifquantumwarhead01\aifquantumwarhead01_script.lua:53>
function OnImpact failed, because self:CreateProjectile() is missing (string)"self.effectEntityPath". (no clue where the problem is :) )

Statistics: Posted by Uveso — 26 Jan 2019, 22:33


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2019-01-26T19:50:31+02:00 2019-01-26T19:50:31+02:00 /viewtopic.php?t=17136&p=171392#p171392 <![CDATA[Re: conKORD's imbalance pack]]>
conKORD wrote:
Hello.
New beam system.
Damage now depends on the distance.
Beam weapons now have awesome damage in close range and very poor damage at distance more then 0.5 of max range. Range of all beam weapon multiplied by 1.5.
*UEF sattelite, CZAR and Cybran ACU has no any changes.


Great idea ;)

Statistics: Posted by Cass2015 — 26 Jan 2019, 19:50


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2019-01-26T13:17:50+02:00 2019-01-26T13:17:50+02:00 /viewtopic.php?t=17136&p=171377#p171377 <![CDATA[conKORD's imbalance pack]]> This is FAF adaptation of my mod previously released in GPGnet.

Videos:
object

Download it in FAF vault.

Old thread (GPG is dead, so this is web archive - here should be link, but "Your post looks too spamy for a new user, please remove off-site URLs.")

General improvements:

Repair rebalance:
Problem:
If you have heavy damaged unit - you'll need to spend full cost of this unit to repair it. So it's worth to just build another one. Or, in worst case, Ctrl+K damaged unit and reclaim its mass to build new on spending only energy.
Solution:
Repair cost 10% of mass and 200% of energy.

New beam system.
Damage now depends on the distance.
Beam weapons now have awesome damage in close range and very poor damage at distance more then 0.5 of max range. Range of all beam weapon multiplied by 1.5.
*UEF sattelite, CZAR and Cybran ACU has no any changes.

Improved Nukes.
Idea: all nukes must have ballistic trajectory and some features to protect from antinukes (flares, antinuke redirection, awesome speed etc.). Nukes, launched from stationary silos should have 3 countermeasure charges. Submarine nukes only one, but should cost less.
Antinukes charges will cost lessr and antinukes will be able to attack air targets (t3 bombers and flying experimentals).

Nukes have ballistic trajectory.
Aeon nuke countermeasure -flares (like aeon TMD).
Cybran nuke countermeasure - antinuke redirection system (like missile redirection system on loyalist).
UEF nuke countermeasure - blinder. ECM system, that "blinds" antinuke's targeting systems.
Seraphim nuke countermeasure - microwarpdrive. Nuke can teleport to evade incoming missiles.
Seraphim T4 nuke - zero-point armor. Just armor, no more.
Antinukes - done.
Each charge costs 600 mass. Max capacity changed to 14. Antinukes have 2 fire mode (like Sky Slammer), one allows antinukes to attack air targets. One missile's damage - 5000. Range in "AntiAir" mode - 150.

SAM overkill control.
SAM spread missiles on launch to prevent overkill.

AntiAir rebalance
HP of all air units halved (gunships and transports have only 20% debuff because they are easy targets).
DPS of AA weapon halved.
Direct fire AA can shoot land targets (except Flaks).
Direct fire weapon that have enough muzzle velocity and turret pitch range will try to shoot air units.

Units that can shoot air now (they will miss most of the time, but they will try to protect themselves)
ACU, SCU
T1 Pdef
T2 UEF Pdef
T2 UEF tank, T2 Seraphim bot
T3 assault bots and Seraphim tank

AA that can shoot land targets now (with halved DPS common anti-land weapon is much more effective vs land units)
T1 Base AA
T1 Land AA
T3 Seraphim Base AA
Seraphim and Cybran carries, Seraphim cruiser, Seraphim T3 submarine
UEF and Seraphim T3 AA tanks

Balance changes:
For FAF I've removed all small balance fixes assuming that this work is done in FAF already.
Only one type of tweak is left - useless weapon has been buffed.
What is useless weapon? Weapon that shoot, but do almost no damage for its cost. Like AA on destroyes.
Specialized units still overperform such flexible units, but previously useless weapon can scratch armor of attackers now.

Buffed weapon:
AA on frigates, destroyers, battleships and on UEF battlecruiser.
AA on T3 gunships and T3 bombers.
AA on Megalith, Fatboy, Ythotha, Soul Ripper.
Torpedoes on UEF destroyer, Cybran T2 Wagner, Seraphim T3 tank, Monkeylord, Fatboy

Statistics: Posted by conKORD — 26 Jan 2019, 13:17


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