Hosting a modded co-op game

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Hosting a modded co-op game

Postby BastedTurkey » 29 Jan 2014, 13:04

I'd like to play FAF's co-op mode but my co-op partner hates FAF's multiplayer balancing enough to veto doing so unless the original single-player balance can be restored.

In case you're curious his gripes are mostly about shields taking astronomically large multiple values of construction cost to repair and dirt cheap strategic missiles. Frankly the former detail doesn't make sense to me either in any game mode, but I could live with much of the rest of the balancing changes I'm aware of. Particularly the AI improvements. Those are nice.

tl;dr: Is it possible to host a co-op game in some sort of vanilla mode, or running the original game files as a mod, or something else with the equivalent result?
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Re: Hosting a modded co-op game

Postby ZLO_RD » 29 Jan 2014, 13:31

i do not think it is possible, or it is just really hard unless you make a mod that changes balance back xD

no idea how some one can dislike faf balance changes
edit: wait, he does not like FA balance compared to SC? 0_0
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Re: Hosting a modded co-op game

Postby ColonelSheppard » 29 Jan 2014, 13:50

BastedTurkey wrote:I'd like to play FAF's co-op mode but my co-op partner hates FAF's multiplayer balancing enough to veto doing so unless the original single-player balance can be restored.

Tell your partner that he will not notice no difference between FAF and 35xwhatever balance in the campaign.
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Re: Hosting a modded co-op game

Postby BastedTurkey » 29 Jan 2014, 14:18

ZLO_RD wrote:i do not think it is possible, or it is just really hard unless you make a mod that changes balance back xD

no idea how some one can dislike faf balance changes
edit: wait, he does not like FA balance compared to SC? 0_0


The vanilla SC campaign balance is distinct from the FA campaign balance, which is also distinct from the FA multiplayer balance, on which FAF's considerable changes are based.

Maybe if you're a competitive player you can e.g. live with shield generators being only a very temporary, disposable resource once constructed, but he's a turtler. As am I somewhat for that matter, although I do try to jazz it up a bit. Y'know, do some sensible build orders, rushing and whatnot.

He would preferably like the FA campaign balance restored, although I think he could live with the FA multiplayer balance, seeing as we've done a fair few comp-stomp skirmishes wherein I have not heard him complaining much of the balance changes compared to single player. Even with the roughly 80% efficiency loss of T3 mass fabs among other things.

ColonelSheppard wrote:Tell your partner that he will not notice no difference between FAF and 35xwhatever balance in the campaign.


Excuse me, but did you read the post? I mentioned some of his specific complaints, and although I didn't specifically mention playing any of the content we did indeed complete the first mission and stop there.

Additionally, we noticed that the AI became almost permanently resource gimped by some damaged shield generators to which it was forced to devote the vast majority of its resources for repairs. The AI not knowing how to work the rebalanced gameplay puts somewhat of a damper on the difficulty level.
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Re: Hosting a modded co-op game

Postby ColonelSheppard » 29 Jan 2014, 14:27

BastedTurkey wrote:Excuse me, but did you read the post? I mentioned some of his specific complaints, and although I didn't specifically mention playing any of the content we did indeed complete the first mission and stop there.

well, then i have some unfortunate news for you: Unless you can code mod support for Coop yourself there is no reliable way to do it
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Re: Hosting a modded co-op game

Postby BastedTurkey » 29 Jan 2014, 20:45

I worried it might be as difficult as that. Suppose I might go gather some info on what that might involve in future, but I'm dead in the water for now.

Thanks friend, much appreciated.
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Re: Hosting a modded co-op game

Postby ColonelSheppard » 29 Jan 2014, 20:46

BastedTurkey wrote:I worried it might be as difficult as that. Suppose I might go gather some info on what that might involve in future, but I'm dead in the water for now.

Thanks friend, much appreciated.

The problem also is that there isn't much information about WHY it doesnt work.
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Re: Hosting a modded co-op game

Postby Hawkei » 31 Jan 2014, 07:48

The AI in the campaign will not fire nukes at you.... Problem solved.
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Re: Hosting a modded co-op game

Postby Ze_PilOt » 31 Jan 2014, 12:43

ColonelSheppard wrote:
BastedTurkey wrote:I worried it might be as difficult as that. Suppose I might go gather some info on what that might involve in future, but I'm dead in the water for now.

Thanks friend, much appreciated.

The problem also is that there isn't much information about WHY it doesnt work.


Probably a stupid bug but nobody ever bothered to report it properly.
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Re: Hosting a modded co-op game

Postby Ze_PilOt » 02 Feb 2014, 15:30

Someone finally reported properly, it should not desync anymore.
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