Quantum Resource Generators V17 for all game versions

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Quantum Resource Generators V17 for all game versions

Postby Uveso » 13 Sep 2016, 07:36

This is Quantum Resource Generators version 17 for all Supreme Commander game versions. Tested with (vanilla)1.5.3599, (steam)1.6.6, (FAF)1.5.3652+, Nomads
This mod supports Nomads.

Quantum Resource Generators <for all gameversions> v17
http://faforever.uveso.de/QuantumResourceGenerators(AllGameVersions)-V17.zip
DownloadSize: 65 KB, Unpacked: 128 KB


Author: Uveso


How to install:

UnZip the archive.

Copy the "QuantumResourceGenerators" folder from the Zip archive to:
"C:\...User...\My Games\Gas Powered games\Supreme Commander Forged Alliance\Mods\"

The right Filepath to the file "mod_info.lua" should be then:
"C:\...User...\My Games\Gas Powered games\Supreme Commander Forged Alliance\Mods\QuantumResourceGenerators\mod_info.lua"

Start the game, and activate inside the modmanger "Quantum Resource Generators".



This Mod adds the following 5 buildings:

UEF Buildings:
UEF - EXPERIMENTAL - LAND : Tarapur - (Experimental Resource Generator)

CYBRAN Buildings:
CYBRAN - EXPERIMENTAL - LAND : Madras - (Experimental Resource Generator)

AEON Buildings:
AEON - EXPERIMENTAL - LAND : Narora - (Experimental Resource Generator)

SERAPHIM Buildings:
SERAPHIM - EXPERIMENTAL - LAND : Uyayaliya - (Experimental Resource Generator)

NOMADS Buildings:
NOMADS - EXPERIMENTAL - LAND : Sarge - (Experimental Resource Generator)


Info:
Quantum Resource Generators cost 50% more then a normal paragon and produces 50% less.
They have shields, and power/mass creation can be switched on/off.

The mod also adds BuilderGroups for normal and sorian AI.
AI will be able to build up to 3 Resource Generators.


Update 16.Jun.2019 (v17)
-Fixed unitnames to match the latest nomads version.

Update 20.Jan.2019 (v16)
- Unit UEB1404 Optimized function call :IsDead() to .Dead
- Unit URB1404 Optimized function call :IsDead() to .Dead
- Unit UAB1404 Optimized function call :IsDead() to .Dead
- Unit XSB1404 Optimized function call :IsDead() to .Dead

Update 28.Dec.2017 (v15)
-Fixed version check for steam games.
-Fixed Build-Priority to build the first generator earlier.
-Added 2nd builder with lower Build-Priority for generator no. 2+3

Update 19.Jun.2017 (v14)
- Renamed ShaderName from 'NomadUnit' to 'NomadsUnit'

Update 26.Apr.2017 (v13)
- Added Resource Generator for Nomads
- Removed texture and model files from all units. They will now loaded directly from gamedirectory. (Mod size reduced from 2.8 MB to 128 KB)
Last edited by Uveso on 16 Jun 2019, 19:35, edited 11 times in total.
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Re: Quantum Resource Generators V1.2 for all game versions

Postby RavenCurow » 13 Sep 2016, 08:48

I believe I may have used a model from this mod in my Civilians mod. I'm not sure as I do have the previous version, but Ive compiled a lot of my mods together for better compatibility. I think it's the Aeon Generator. Does yours have the big floating ball with the spinning sliders? If so Ill add a mention for you in my readme or Ill remove it if needed.
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Re: Quantum Resource Generators V1.2 for all game versions

Postby Uveso » 13 Sep 2016, 10:48

Those units are from the original game. Tech 2 masscreator's. I only modified the rotator animation.
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Re: Quantum Resource Generators V1.2 for all game versions

Postby RavenCurow » 13 Sep 2016, 11:55

Oh okay. Well the rotator animation was really cool.
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Re: Quantum Resource Generators V1.2 for all game versions

Postby XenoInReno » 15 Sep 2016, 09:37

Could you make it so that the mod disables the paragon so it doesn't show up in the aeon's build menu?
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Re: Quantum Resource Generators V1.2 for all game versions

Postby Uveso » 15 Sep 2016, 16:10

Hello XenoInReno,

even if Aeon has 2 Resource Generators with this mod it makes sense.
The original paragon cost 50% less then the modded one. So Aeon has still an advantage over the other factions.

If you want to disable the original paragon, please do this inside the unit-manager.

Just click on the Paragon icon to disable it:
para.png
para.png (149.44 KiB) Viewed 7790 times
Last edited by Uveso on 16 Sep 2016, 03:15, edited 1 time in total.
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Re: Quantum Resource Generators V1.2 for all game versions

Postby XenoInReno » 15 Sep 2016, 22:08

Oh sweet, I didn't know I could disable a specific unit with the mod manager. Thanks!
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Re: Quantum Resource Generators V1.2 for all game versions

Postby Uveso » 16 Sep 2016, 03:15

Oh yes, since we have this awesome unitmanager from Hussar. (implemented with patch 3652)
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Re: Quantum Resource Generators V13 for all game versions

Postby Uveso » 26 Apr 2017, 22:54

Update 26.Apr.2017 (v13)
- Added Resource Generator for Nomads
- Removed texture and model files from all units. They will now loaded directly from gamedirectory. (Mod size reduced from 2.8 MB to 128 KB)
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Re: Quantum Resource Generators V14 for all game versions

Postby Uveso » 19 Jun 2017, 16:13

Update 19.Jun.2017 (v14)
- Renamed ShaderName from 'NomadUnit' to 'NomadsUnit'
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