Total Mayhem 1.37 for all game versions

Moderators: Uveso, burnie222

Re: Total Mayhem 1.31 for all game versions

Postby Uveso » 02 Jul 2017, 18:51

Hello Scoob,

thanks for your report and explaining how the units should work.

I will post a update today, maybe you can test it ?!?
User avatar
Uveso
Supreme Commander
 
Posts: 1788
Joined: 11 Dec 2015, 20:56
Location: Germany
Has liked: 70 times
Been liked: 291 times
FAF User Name: Uveso

Re: Total Mayhem 1.31 for all game versions

Postby Scoob » 02 Jul 2017, 19:51

Uveso wrote:Hello Scoob,

thanks for your report and explaining how the units should work.

I will post a update today, maybe you can test it ?!?


I'd be happy to test it, though my free time is somewhat sporadic currently!

Scoob.
Scoob
 
Posts: 5
Joined: 02 Jul 2017, 12:26
Has liked: 0 time
Been liked: 0 time

Re: Total Mayhem 1.32 for all game versions

Postby Uveso » 02 Jul 2017, 19:52

Update 02.Jul.2017 (v1.32)
-Changed sorian AI scripts for some units.
-Changed build order on several units to not build before the factory is upgraded
-Fixed DeathImpact weapon on several air units

Unit BRNT1BT (Totem MK1) now only buildable from tech1 factory
Unit BRNT1BTT2 (Totem MK2) now only buildable from tech2+3 factory
Unit BRNT2HT (Twister MK2) now only buildable from tech2 factory
Unit BRNT2HTT3 (Twister MK3) now only buildable from tech3 factory
Unit BRNT1HT (Predator MK1) now only buildable from tech1 factory
Unit BRNT1HTT2 (Predator MK2) now only buildable from tech2 factory
Unit BRNT1HTT3 (Predator MK3) now only buildable from tech3 factory
Unit BRNT1MT (Marmor MK1) now only buildable from tech1 factory
Unit BRNT1MTT2 (Marmor MK2) now only buildable from tech2 factory
Unit BRNT1MTT3 (Marmor MK3) now only buildable from tech3 factory
Unit BROT1MT (Lintea MK1) now only buildable from tech1 factory
Unit BROT1MTT2 (Lintea MK2) now only buildable from tech2 factory
Unit BROT1MTT3 (Lintea MK3) now only buildable from tech3 factory
Unit brot1bt (Fate MK1) now only buildable from tech1 factory
Unit brot1btt2 (Fate MK2) now only buildable from tech2+3 factory
Unit BRMT1BT (Reaper MK1) now only buildable from tech1 factory
Unit BRMT1BTT2 (Reaper MK2) now only buildable from tech2 factory
Unit BRMT1BTT3 (Reaper MK3) now only buildable from tech3 factory
Unit BRMT2ABT (Caminara MK2) now only buildable from tech2 factory
Unit BRMT2ABTT3 (Caminara MK3) now only buildable from tech3 factory
Unit BRMT2HT (Leeroy MK2) now only buildable from tech2 factory
Unit BRMT2HTT3 (Leeroy MK3) now only buildable from tech3 factory

Unit brmt3exbm (Experimental Battle Spiderbot) Fixed Display.Abilities.
Unit brnt3shbm2 (Prototype Ultraheavy Battlemech) Fixed Display.Abilities.
Unit brnt3shbm (Experimental Heavy Battlemech) Fixed Display.Abilities.
Unit brnt1advbot (Advanced Battle Bot) Fixed Display.Abilities.
Unit brnt3argus (Experimental Battlemech) Fixed Display.Abilities.
Unit brpt1expbot (Advanced Battle Bot) Fixed Display.Abilities.
Unit brmt3cloaker (Experimental Mobile Cloakfield Generator) Fixed Display.Abilities.
Unit brnt2exlm (Advanced Light Assault Mech) Fixed Display.Abilities.
Unit brnt2bm (Advanced Gatling Mech) Fixed Display.Abilities.
Unit brpt3shbm (Experimental Mega Bot) Fixed Display.Abilities.
Unit broat3pride (Prototype Flying Fortress) Fixed Display.Abilities.
Unit brnt3ow (Advanced Long-Range Missile Mech) Fixed Display.Abilities.
Unit brnt2exm2 (Advanced Tactical Missile Launcher) Fixed Display.Abilities.
Unit brot3hm (Siege Mech) Fixed Display.Abilities.
Unit brmt1beetle (Advanced Assault Bot) Fixed Display.Abilities.
Unit brpt2hvbot (Advanced Heavy Assault Bot) Fixed Display.Abilities.
Unit brmt1advbot (Advanced Battle Bot) Fixed Display.Abilities.
Unit brmt2beetle (Advanced Mobile Artillery) Fixed Display.Abilities.
Unit brmt2wildcat (Advanced Gatling Mech) Fixed Display.Abilities.
Unit brnt3blasp (Experimental Heavy Mech) Fixed Display.Abilities.
Unit brpt2exbot (Advanced Battle Bot) Fixed Display.Abilities.
Unit brpt1btbot (Advanced AA Battle Bot) Fixed Display.Abilities.
Unit brot3abb (Armored Battle Bot) Fixed Display.Abilities.

Unit brmat2fig1 (Stealth Fighter) Changed damage value in weapon (DeathImpact) from 25 to 100
Unit broat1exgs (Advanced Gunship) Changed damage value in weapon (DeathImpact) from 500 to 556
Unit broat1exgs (Advanced Gunship) Changed damageradius in weapon (DeathImpact) from 3 to 2
Unit brpat2figbo (Fighter) Changed damage value in weapon (DeathImpact) from 25 to 89
Unit brmat2gunship (Advanced Gunship) Changed damage value in weapon (DeathImpact) from 500 to 1222
Unit broat3asup (Stealth Fighter) Changed damage value in weapon (DeathImpact) from 200 to 91
Unit broat2exgs (Advanced AA Gunship) Changed damage value in weapon (DeathImpact) from 500 to 1244
Unit brnat1advfig (Advanced FighterBomber) Changed damage value in weapon (DeathImpact) from 50 to 67
Unit brmat1intc (Interceptor) Changed damage value in weapon (DeathImpact) from 25 to 23
Unit brmat3asup (Multi-Purpose Fighter) Changed damage value in weapon (DeathImpact) from 200 to 111
Unit broat3pride (Prototype Flying Fortress) Changed damage value in weapon (DeathImpact) from 15000 to 80000
Unit broat3pride (Prototype Flying Fortress) Changed damageradius in weapon (DeathImpact) from 15 to 13
Unit brpat1exgunship (Advanced Gunship) Changed damage value in weapon (DeathImpact) from 500 to 578
Unit brpat1exgunship (Advanced Gunship) Changed damageradius in weapon (DeathImpact) from 3 to
Unit brpat1advbomb (Advanced Bomber) Changed damage value in weapon (DeathImpact) from 25 to 89
Unit broat2fibo (Fighter/Bomber) Changed damage value in weapon (DeathImpact) from 25 to 111
Unit brmat2advbomber (Advanced Stealth Bomber) Changed damage value in weapon (DeathImpact) from 50 to 167
Unit brmat1exgs (Advanced Gunship) Changed damage value in weapon (DeathImpact) from 500 to 556
Unit brmat1exgs (Advanced Gunship) Changed damageradius in weapon (DeathImpact) from 3 to 2
Unit brnat2fighter (Fighter) Changed damage value in weapon (DeathImpact) from 50 to 111
Unit broat1intc (Interceptor) Changed damage value in weapon (DeathImpact) from 25 to 17
Unit brmat1advfig (Combat Fighter) Changed damage value in weapon (DeathImpact) from 25 to 16
Unit brnat1intc (Fighter) Changed damage value in weapon (DeathImpact) from 25 to 26
Unit brnat3airsup (Stealth Fighter) Changed damage value in weapon (DeathImpact) from 200 to 84
Unit broat1fig (Fighter) Changed damage value in weapon (DeathImpact) from 25 to 22
Unit brnat3bomber (Advanced Bomber) Changed damage value in weapon (DeathImpact) from 500 to 889
Unit brnat3bomber (Advanced Bomber) Changed damageradius in weapon (DeathImpact) from 1 to 2
Unit brnat1exgs (Advanced Gunship) Changed damage value in weapon (DeathImpact) from 500 to 556
Unit broat3bomber (Advanced Bomber) Changed damage value in weapon (DeathImpact) from 500 to 844
Unit broat3bomber (Advanced Bomber) Changed damageradius in weapon (DeathImpact) from 1 to 2
User avatar
Uveso
Supreme Commander
 
Posts: 1788
Joined: 11 Dec 2015, 20:56
Location: Germany
Has liked: 70 times
Been liked: 291 times
FAF User Name: Uveso

Re: Total Mayhem 1.32 for all game versions

Postby Scoob » 02 Jul 2017, 21:07

Hi again,

I've managed to do a little testing, some feedback specific to build lists... all UEF...

The Tanks in the Land Factory appear to be working as they did originally now. Excellent. However, there are some additional Total Mayhem items that work in a similar way...

In the T1 Engineers build queue, there are TWO Thug Point Defences, the MK2 and MK3, as well as two Mayor Gatling Point defences, again a MK2 and MK3. As with the tanks at the Land Factory, the higher-tier version of each of these is only unlocked at T2 Engineer level, but remains in the T1 Tab.

Further to the above, in the T2 Engineers T1 build tab, the MK2 versions of the above are removed and only the M3 remains. This is good. However, in the T2 Engineers T2 build tab, we see another similar situation, this time with two versions of the Tower Boss point defence. In this situation the basic Tower Boss is T2 only, whereas the Tower Boss MK2 would previously only unlock in the T2 tab for a T3 Engineer.

I hope I'm explaining things properly....I will continue to test.

Scoob.
Scoob
 
Posts: 5
Joined: 02 Jul 2017, 12:26
Has liked: 0 time
Been liked: 0 time

Re: Total Mayhem 1.33 for all game versions

Postby Uveso » 02 Jul 2017, 23:35

Hello Scoob,

your feedback is really appreciated. Thank's again.

Since i know where i have to search, it is easy to find and fix.
New modversion is up.

Greetings, Uveso.

Update 02.Jul.2017 (v1.33)
-Changed build order on several units to not build before the factory is upgraded
(Same with engineers and higher tiers)

Unit BROT1BTT2a (Hervour MK1) now only buildable from tech1 factory
Unit BROT1BTT3 (Hervour MK1) now only buildable from tech2+3 factory

Unit BRMT1PD (Coyote MK1) now only buildable from tech1 engineer
Unit BRMT1PDT2 (Coyote MK2) now only buildable from tech2+3 engineer
Unit BRNT1EXPD (Mayor MK1) now only buildable from tech1 engineer
Unit BRNT1EXPDT2 (Mayor MK2) now only buildable from tech2+3 engineer
Unit BRNT1HPD (Thug MK1) now only buildable from tech1 engineer
Unit BRNT1HPDT2 (Thug MK2) now only buildable from tech2+3 engineer
Unit BRNT2EPD (Tower Boss MK2) now only buildable from tech2 engineer
Unit BRNT2EPDT3 (Tower Boss MK3) now only buildable from tech3 engineer
Unit BRMT1EXPD (Pen MK1) now only buildable from tech1 engineer
Unit BRMT1EXPDT2 (Pen MK2) now only buildable from tech2+3 engineer
User avatar
Uveso
Supreme Commander
 
Posts: 1788
Joined: 11 Dec 2015, 20:56
Location: Germany
Has liked: 70 times
Been liked: 291 times
FAF User Name: Uveso

Re: Total Mayhem 1.33 for all game versions

Postby Scoob » 03 Jul 2017, 00:00

Glad I could help :)

Scoob.
Scoob
 
Posts: 5
Joined: 02 Jul 2017, 12:26
Has liked: 0 time
Been liked: 0 time

Re: Total Mayhem 1.33 for all game versions

Postby CSI » 05 Jul 2017, 16:54

Yo I was doing some balancing tweaks on TM 1.31 and recently nearly all the units are not animated properly and fire red lines, any idea what I did wrong ?
CSI
Avatar-of-War
 
Posts: 101
Joined: 09 Apr 2017, 18:59
Has liked: 18 times
Been liked: 5 times
FAF User Name: CSI

Re: Total Mayhem 1.33 for all game versions

Postby Uveso » 05 Jul 2017, 19:21

Hello CSI,

no animations and red lines appear if you have script errors inside a unit / Weapon

Open the debugwindow with [F9] or take a look into the gamelog.

Search for the first "warning", and try to fix it.
If it's a scripterror, you will see the filename and linenumber inside the warning text.

greetings, uveso.

PS: if you need more help, post your game.log on pastebin.com and i will take a look at it.
PPS: Remember, we are now on Modversion 1.33.
User avatar
Uveso
Supreme Commander
 
Posts: 1788
Joined: 11 Dec 2015, 20:56
Location: Germany
Has liked: 70 times
Been liked: 291 times
FAF User Name: Uveso

Re: Total Mayhem 1.33 for all game versions

Postby CSI » 06 Jul 2017, 17:29

Yeah actually it is because I changed the name from Total Mayhem to Lite Mayhem, I edited the mod_info.lua but I didn't notice all the paths :p

But for some reason I can't see both Lite Mayhem and Total Mayhem in the mod list in game, it might be the uuid but I have no idea what to do with it ^^
CSI
Avatar-of-War
 
Posts: 101
Joined: 09 Apr 2017, 18:59
Has liked: 18 times
Been liked: 5 times
FAF User Name: CSI

Re: Total Mayhem 1.33 for all game versions

Postby Uveso » 06 Jul 2017, 20:45

UID is a serial number.

You can't use 2 mods with the same UID.

Those numbers are random.

you can change a single digit or generate your own number:
http://www.somacon.com/p113.php
User avatar
Uveso
Supreme Commander
 
Posts: 1788
Joined: 11 Dec 2015, 20:56
Location: Germany
Has liked: 70 times
Been liked: 291 times
FAF User Name: Uveso

PreviousNext

Return to Total Mayhem

Who is online

Users browsing this forum: No registered users and 1 guest