Total Mayhem 1.37 for all game versions

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Re: Total Mayhem 1.36 for all game versions

Postby Uveso » 07 Dec 2018, 07:01

@slinki:

"Adding" the forged alliance game is not enough, you need to enter your gamekey from your original game into steam.
Then you own a steam version of the game and you can download it as normal steam game.

Thats why the client says you don't own the game at the moment.


@masterchief1327:

i am sorry but i only maintain the mod (error fixing and patching for the latest game version)
So there will be no new units for this mod.

If you want orbital factories and spaceships the use the orbital wars mod:
http://forums.faforever.com/viewtopic.php?f=41&t=12416
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Re: Total Mayhem 1.36 for all game versions

Postby masterchief1327 » 07 Dec 2018, 07:48

oh okay but also this new version is amazing i like how some of the experimentals look like mechwarriors
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Re: Total Mayhem 1.36 for all game versions

Postby Rewilon » 23 Dec 2018, 15:17

Hi there! :)

Are any updates planned, which will nerf the overpowered units like Perses to balance the game?
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Re: Total Mayhem 1.36 for all game versions

Postby Uveso » 23 Dec 2018, 18:56

Hello Rewilon,

well i reduced the cost of the perses for the next version but only because it was consuming to much eco while building with a single engineer.

Perses has low DPS for its cost.
Class: Experimental Tech4
Mass cost: 40,000
DPS: 1000

Compared to the Ex-Catalyst:
Class: Experimental Tech3
Mass cost 8,000
DPS: 1500

So you could build 5 Ex-Catalyst with 7500 DPS instead of one Perses with 1000 DPS.

But if you are interested in balancing Total Mayhem, then make a balancing plan and post it here.
We can discuss this and then you can change the unit-blueprints in your personal Total Mayhem folder and test the balanced units.

After this, you can copy the blueprint files into a .ZIP and i will implement your changes maybe to the next version.
(I write "maybe" just in case your changes are to dramatic. Have in mind that i try to maintain this mod in its original state.)

PS: Total mayhem is meant to be overpowered, so only balance between Total mayhem units please ;) (Or have a good reason otherwise)
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Re: Total Mayhem 1.36 for all game versions

Postby Ostrik » 09 Jan 2019, 05:41

I can't seem to get the sound to work?? I've looked around at this thread and tried copying the sound files into various folders, but nothing seems to work.

Thanks.
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Re: Total Mayhem 1.36 for all game versions

Postby Uveso » 09 Jan 2019, 06:26

Hello Ostrik,

like i wrote in the first post, if you play Supreme commander over the FAF client, then you should hear the sound.
Or copy the TM sound files to your game/sounds folder.

Would be nice if you could post your game.log file.
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Re: Total Mayhem 1.36 for all game versions

Postby JANXOL » 09 Feb 2019, 21:27

Regarding balance, there's one thing that is just glaringly imbalanced to me:
Aeon and UEF tech 2 Advanced Battleship (Refiner and Magnetite). They both cost 2900mass and 15k energy. For comparison, tech2 destroyers cost 2250 mass and 15k energy. Tech 3 Battleships cost 8000-9000mass and 54000-62000 energy. The Aeon tech 3 avanced battleship (Lupen) from this mod costs 14000 mass and 175000 energy. That is way too disproportionate, especially since Refiner (2900 mass) can beat Summit (9000mass) and Omen (8000mass) in a direct 1v1 combat with no micro (both just standing there and shooting each other).
Refiner and Magnetite need to be way more expensive and their damage output reduced (either damage reduction or hp reduction). Currently their existance just makes tech 3 not viable, since they can be spammed out of t2 naval yards.
I would suggest starting with the following: increase cost to about 6000mass (and proportionatelly energy) and reduce fire rate. (If Current fire rate is one shot/salvo per 5 secs, it should be at least one shot/salvo per 8 seconds.
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Re: Total Mayhem 1.36 for all game versions

Postby Uveso » 09 Feb 2019, 23:28

Hello JANXOL,

thank's for reporting this.

Yes you are right, both ships are experimental units and in no way balanced.

First of all i changed the way how those ships are build.
They are no longer available in naval factories.
They can now be build by tech2 engineers like every experimental unit.

And like you suggested i changed the economy numbers:

Magnetite: (~1400 dps)
M cost 2900 -> 7500
E cost 15000 -> 85000
Buildtime 00:42 -> 01:56

Refiner: (~900 dps)
M cost 2900 -> 4800
E cost 15000 -> 58000
Buildtime 05:15 -> 01:56

I didn't change the weapons or health at the moment.
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Re: Total Mayhem 1.36 for all game versions

Postby JANXOL » 10 Feb 2019, 00:33

That's good to hear. I'm regularly playing this with a friend, so we will definitely check out the balance. Is the updated version in the vault? Or when can we expect it?
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Re: Total Mayhem 1.36 for all game versions

Postby Uveso » 10 Feb 2019, 08:04

Hello JANXOL,

Total Mayhem is a big mod, so i don't update it often.
I don't wan't to waste space on our server HDD.

And i am working on a new way to build and control units.
Normaly the AI don't know how to build Tech1 experimentals or other TM units.

Since i made my own AI i know much more about how the AI is working,
and i am implementing real AI platoon builders and formers for special Total Mayhem units.

If you and your friend are not playing online, then i can make a pre patched TM version for you to test if you want.
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