Equilibrium

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Re: Equilibrium

Postby Ithilis_Quo » 02 Nov 2017, 21:27

Exotic_Retard wrote:whats also cool is that its a nice round number to celebrate the new patching mechanism - version 50


such a beautiful number! <3
"Fixed in Equilibrium" Washy
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Re: Equilibrium

Postby Exotic_Retard » 02 Dec 2017, 15:15

hello.

Version 51 has just been released, its playable already (thank you new patching system!)

This one is mostly to cover the fact that the new FAF patch breaks any and all mods that hook the cybran acu weapons, so we updated EQ to keep it working.
There were other miscellaneous bugs but the important one is fixed!

As always, here is the complete changelog: http://equilibrium.x10host.com/changelog/

Feedback, ect is welcome. If you find any issues do let us know!
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Re: Equilibrium

Postby Exotic_Retard » 27 Dec 2017, 16:46

This isnt a featured version release.

Upon request ive updated the non-featured version of Equilibrium_Beta to v58

You can now play it with other featured mods with this setup.

Bear in mind that the featured version is still preferrable as its a lot more robust to working with other mods, and some features in EQ require its featured status, and simply dont work without it. They arent too big but they are there.


there are also a couple of features in there that will be coming to the featured version soon!
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Re: Equilibrium

Postby Exotic_Retard » 25 Feb 2018, 17:53

alright, its time for a new patch, of course, and this time its very exciting stuff! (isnt it always?)

Image
If you know how loyalists normally redirect missiles, you might see the differences here already!
-Missiles are now redirected at a proper angle with a much nicer trajectory, so they rarely hit the ground now!
-Missiles are now shot down by TMD and blocked by shields, and not shot down by the loyalists TMD, like they should!
-Most importantly, you can now bounce missiles between two enemy loyalists forever!


Key changes:
-Labs rebalanced a little (yes, cybran stun got nerfed!)
-loyalist missile redirect overhauled, as seen in the screenshot
-further GC tractor claw improvements, so they will get stuck way less, or even never!
-ML laser tracking improvements, so now it can turn its turret towards the enemy and not get caught out so badly as often when facing away.
-further autorefuel improvements regarding queues, they will now not refuel if they have some complicated queue set up, and will return to patrol after they refuel.
-energy storage icon fixed so it doesnt look like a pgen icon when selected or moused over
-T3 static artillery got some improvements, making them more consistent, as well as a range increase to 800 for all factions.

you can view the changelog for the whole mod here: http://equilibrium.x10host.com/changelog/
the mod is live now as the featured version of EQ v53, as always feedback, comments, complaints, ect. welcome!

in other news, ive just finished 200 things from my EQ to do list! yay!
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Re: Equilibrium

Postby foodlfg » 30 Mar 2018, 12:58

http://equilibrium.x10host.com/changelog/ says:
"This Account Has Been Suspended"

oO
 
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Re: Equilibrium

Postby Exotic_Retard » 30 Mar 2018, 13:34

whoops. i need to log in once a month otherwise they turn things off, looks like i thought i logged in already before, well whatever fixed now.
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Re: Equilibrium

Postby Exotic_Retard » 01 May 2018, 20:29

Alright, new patch time!

as usual pretty interesting stuff going on here!

Image
1.Beetle useability has been reworked! They were kinda a pain to use, so they got a cool new feature to deal with that - auto detonation.
-The beetle detects nearby targets and prioritises them based on value. When in range of the most valuable thing, it explodes immediately. This way you dont need to ctrlk them manually, just move orders are enough. Set them to hold fire mode to turn this feature off.
-For example, running them into T1 spam to kill some T2 mexes means they will run past the spam and auto explode on the mexes!
-They explode on death and dont deal friendly fire, so you dont need to worry about having to ctrlk them manually, just get them to their targets.
-They wont explode while in transports, you need to drop them first. Shooting down a transport carrying beetles results in no explosions either.

2.When you select multiple kennels, normally in faf the select drones button disappears. In EQ it now selects drones. Amazing huh

3.Overcharge has been made a little bit nicer. EQ has variable OC, and theres some more complicated version of that coming to the main patch. EQ has been updated so its compatible with whatever will be released there. The faf version will take into account nearby units so when you OC a striker next to a brick it will deal enough to kill the brick. EQ does this too, but you get this now instead of later, and better too! Mobile shields are taken into account so if your projectile is within AOE range of any dome then the damage will go up as well. As usual its clever and doesnt waste any extra e, for example if you oc the shield while its turned off or if the OC is well inside the dome so it wont hit the shield. Overall a nice useability update to remove some potentially frustrating moments.

4.When you load your ACU into a transport and then cancel it gets stuck in a buggy state, and units can miss it and so on. Fixed in Equilibrium.

5.Most units miss completely while shooting at unfinished megaliths. Fixed.

6.Apparently some people look at the ingame tooltips for unit stats. Traditionally in FAF they were completely wrong. Now in EQ they are completely right. Isnt that nice.

7. There have also been other minor fixes, performance improvements and improved compatibility if FAF patches yet to be released, so EQ is already ready for all those upcoming changes.

This patch has been released as EQ v55 and can be played right now in its featured form. Just pick EQ from the featured mod list.
As always you can view the changelog for the whole mod here: http://equilibrium.x10host.com/changelog/

As usual comments, critisism, complaints and crying is more than welcome! If you do it fast enough we could release another patch just before the upcoming tourney to dry your tears!
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Re: Equilibrium

Postby Farmsletje » 01 May 2018, 20:55

EDI > all
FtXCommando wrote:
need to give him some time to blossom into an aids flower
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Re: Equilibrium

Postby Apofenas » 02 May 2018, 08:27

...Cought...
Без названия.jpg
Без названия.jpg (4.78 KiB) Viewed 4033 times
BalanceVictim wrote:I tried it out, and yes, the anti-torpedo is a useful tool now. Sadly, the rest of the unit is still extremely weak compared to any other frig
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Re: Equilibrium

Postby zeroAPM » 02 May 2018, 09:15

Spoiler: show
I still hold that it would look better with the rockets between the body and the cannons, in the "shoulder" areas
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