Experimental Base Defenses w/ Enhancements

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Experimental Base Defenses w/ Enhancements

Postby DaShoup » 14 Nov 2017, 04:00

I haven't seen anything like this, but if it does exist, let me know.

The only units I have seen with the enhancements available are ACUs and sACUs, though I don't see any reason that they can't be made for other units as well. If the code only allows for ACUs to have the enhancements, then ignore the rest and let me know.

Being able to upgrade a shield's radius, health, shield health, and regen rate separately based on what the player needs would be an interesting aspect. Same goes for nuke defense's fire rate, range, and ammo capacity. Having a experimental point defense and anti air maybe as well. Just wanted to know if this was possible and how difficult the implementation would be. I have programmed in Java, but I haven't looked into lua or other mod's code much, so I just want to make sure I'm not going after the impossible.
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Re: Experimental Base Defenses w/ Enhancements

Postby Uveso » 14 Nov 2017, 05:02

Hello DaShoup,

Welcome to FAForever :)

There are no limits if you code it :)
ACU enhancements are called from lua code.
You can copy it to any unit and make your own enhancements.
Well, it's not easy but the code allows it.
(If you code this, you need to teach the AI how to use those new enhancements ^^)

Meanwhile you can play with some unitmods:

There are some unit mods that include experimental base defenses.
(Heavy or experimental T1,T2 and T3 defenses and more)

Total Mayhem
viewtopic.php?f=47&t=12248

Experimentals Wars
viewtopic.php?f=30&t=12291&p=125478#p125478

Nuclear Repulsor Shields
viewtopic.php?f=41&t=13083
(If you want really big shields that also can resist nuke missiles)

If you want more units, look here:
viewtopic.php?f=41&t=12416

And a full archive of SupCom mods (good, if you start to code):
http://viking.gurut.org/Mods/
Next link is almost a copy of the link above:
http://gpgnet.obliteratingwave.co.uk/Va ... dual-Mods/

Greetings, Uveso.
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