Forged Alliance Forever Forged Alliance Forever Forums 2012-02-29T16:07:38+02:00 /feed.php?f=2&t=658 2012-02-29T16:07:38+02:00 2012-02-29T16:07:38+02:00 /viewtopic.php?t=658&p=7637#p7637 <![CDATA[Re: Diamond Patch Mod]]>
Somebody asked can he download Diamond from GPGNet Vault and play it on FAF. Answer is yes. Mod is built the way that one version fits all platforms and no matter where u download it, its available on all platforms(GPGNEt , FAF, Steam FA). So if you download it from GPGNet Vault, its also selectable in FAF's mod manager.

Statistics: Posted by Vault54 — 29 Feb 2012, 16:07


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2012-02-24T15:31:53+02:00 2012-02-24T15:31:53+02:00 /viewtopic.php?t=658&p=7118#p7118 <![CDATA[Re: Diamond Patch Mod]]> Statistics: Posted by Bolle — 24 Feb 2012, 15:31


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2012-02-24T15:04:42+02:00 2012-02-24T15:04:42+02:00 /viewtopic.php?t=658&p=7114#p7114 <![CDATA[Re: Diamond Patch Mod]]> http://mirror2.obliteratingwave.co.uk/F ... ond_V5.rar

Statistics: Posted by Reddev32 — 24 Feb 2012, 15:04


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2012-02-23T10:00:24+02:00 2012-02-23T10:00:24+02:00 /viewtopic.php?t=658&p=7040#p7040 <![CDATA[Re: Diamond Patch Mod]]>
Funk: I cant remember all units since i dont have the notes of it anymore but..
acus and sacus
almost all T1 land units
T2 cant remember
T3 atleast t3 small bots (and gc and yotha for monkey laser fix)

Statistics: Posted by Vault54 — 23 Feb 2012, 10:00


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2012-02-21T03:13:05+02:00 2012-02-21T03:13:05+02:00 /viewtopic.php?t=658&p=6857#p6857 <![CDATA[Re: Diamond Patch Mod]]>
Vault54 wrote:
Fixed beamweapons not being able to hit strafing units


Which units did you change, exactly?

Statistics: Posted by FunkOff — 21 Feb 2012, 03:13


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2012-02-20T15:08:20+02:00 2012-02-20T15:08:20+02:00 /viewtopic.php?t=658&p=6810#p6810 <![CDATA[Re: Diamond Patch Mod]]>




t3 harms increased range from 80 to 100. It is now immune to all spash damage. lowered dps to 150dps


Does this mean we can make subs immune to splash damage?

Torpedos shouldnt do splash damage so it wont affect sub vs sub/anti-sub balance.


T2 gunships
lowered speed from 12 to 10
raised flying elevation from 10 to 16 so they cant fly under enemy t2 shields


speed nerf for gunships, can we have this for our faf gunships?


also :


uef t3 titan range range increased from 20 to 23


t1 bombers costs normalized


T2 static antiair flak weapon gets +25% muzzle velocity
Fixed T2 static antiair cant shoot straight up issue



do want.

Titans are rather crappy atm and T2 flaks can now realy punish idiots who choose to fly their Air over AA. And for the bombers: i dont like unscoutable early cheese that can loose you a game then and there. The "Land advantage" for your enemy only works on some 5x5 maps and you can safely expand after your second fab is running, if executed properly (meaning doing actual damage to your opponent).

Statistics: Posted by Pavese — 20 Feb 2012, 15:08


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2012-02-19T23:19:43+02:00 2012-02-19T23:19:43+02:00 /viewtopic.php?t=658&p=6781#p6781 <![CDATA[Re: Diamond Patch Mod]]> And I'm sure you have the modding skills to add some kind of upgrade to Sera battleship that costs 150 000 energy in order to be able to build nukes.

As for T3 arty, the opinion is rather that they are 25% too expensive in 3599 or 3603, so their base value, without any change, is already appropriate in your mod. It's rather the Scathis and the Mavor which need some love.

Besides these changes, the rest is rather good, well thought and coherent, and the technical quality of the bugfixes is better than FAF's.

Statistics: Posted by pip — 19 Feb 2012, 23:19


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2012-02-19T20:38:31+02:00 2012-02-19T20:38:31+02:00 /viewtopic.php?t=658&p=6773#p6773 <![CDATA[Re: Diamond Patch Mod]]>
Funk: In my tests i didnt notice any difference on dodging abilities since beamsweapons miss only little and always from the front side. With combination of SizeZ increase and CollisionOffsetZ i increased hitbox size only in front direction of the unit from chest level to arms max. Usually when unit dodges a projectile it misses from sides or back(no change) or from front more than an arm lenght.

pip: cybran arty was more expensive than uef and aeon t1 arty. Now they cost the same but cybran arty has still less dps than those. Cybran has 39dps(49 in Diamond) while uef has 60dps and aeon has 100dps. Thou cybran t1 arty has EMP but it was still too expensive and weak compared to other artys. Reason why both units gets dps increase is because mobile AA is usually built on higher ratios meaning transferred cost to it gets payed now more often.(bad english)

More expensive static t3 artillery is as u guessed because of new T4 system. I didnt want this mod turn into static arty wars and there would have been no reason to build t4 artys when you could have more dps/mass building t3 static artys and get them to shoot much earlier.

Sera T3 battleships increased energy cost is small compensation that u dont have to build extra nuke sub if you want build a nuke. At the same time other factions nuke subs energy costs are lowered from 800000(3603/FAF/steam value) to 200000. Most of the compensation is on nuke missile cost themselves as sera battleships nuke missile costs more than nuke subs nuke missile.

I hope these explanations helped and are understandable. Naturally Diamonds balance is based on my likings and can be viewed differently by others.

Statistics: Posted by Vault54 — 19 Feb 2012, 20:38


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2012-02-18T00:36:42+02:00 2012-02-18T00:36:42+02:00 /viewtopic.php?t=658&p=6672#p6672 <![CDATA[Re: Diamond Patch Mod]]>
Vault54 wrote:
Ze_Pilot: beamweapons fix is not done in lua files but adjusting CollisionOffsetZ and SizeZ on all units blueprints that have problems with beamweapons. I have done modding for now but of course if something useful is found from my mod it can be used.


Does this fix impact the ability of small units, say Light Assault Bots, to dodge the fire from other units, such as those using projectile weapons?

The reason I didn't do this fix before in FAF is because it is considered desirable that LABs can dodge bullets, and your fix may impede on that.

Statistics: Posted by FunkOff — 18 Feb 2012, 00:36


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2012-02-17T23:53:45+02:00 2012-02-17T23:53:45+02:00 /viewtopic.php?t=658&p=6663#p6663 <![CDATA[Re: Diamond Patch Mod]]>
pip wrote:
The main aspect of the mod is that only SCU can build Experimentals. This can be a good thing, but it also means the games will last longer on big maps. The good point is that it makes SCU and Quantum gate much more important than they currently are.


I really like the thought behind this change, but I think that big changes like this arent likely to be included in matchmaking anytime soon.

However, I do support this mod making it into the custom games section, where the community can evaluate it.

Statistics: Posted by TheStrategist — 17 Feb 2012, 23:53


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2012-02-17T23:51:05+02:00 2012-02-17T23:51:05+02:00 /viewtopic.php?t=658&p=6662#p6662 <![CDATA[Re: Diamond Patch Mod]]>
Vault, it's really generous of you to offer their incorporation into FAF. Kudos and thanks for what must have been a hell of a lot of hard work.

Statistics: Posted by Helcaraxe — 17 Feb 2012, 23:51


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2012-02-17T21:23:14+02:00 2012-02-17T21:23:14+02:00 /viewtopic.php?t=658&p=6651#p6651 <![CDATA[Re: Diamond Patch Mod]]>
The main aspect of the mod is that only SCU can build Experimentals. This can be a good thing, but it also means the games will last longer on big maps. The good point is that it makes SCU and Quantum gate much more important than they currently are.

A few things I just don't understand (or like) though.
- Medusa: you move additional mass cost from the medusa to the skyslammer and at the same time you buffed the medusa weapon by 25%. So it's cheaper and much more powerful. This is an extreme buff for cybran. Medusa becomes the best arty by far in numbers. If it's the best, like the fobo, it should cost much. It cannot be the cheapest and the best at the same time.

-T3 arty 25% higher cost. If you don't want people to use it, just remove it from your mod. I understand it's probably because T4 comes later, but then, no change was needed, t3 static arties are already expensive enough, no one builds them wether in 3599 or 3603.

- Seraphim T3 battleship with 200 000 energy cost is a very bad idea. You may build 1 battleship especially for the nuke, but not 5. You're completely screwed against the other faction because they can spam battleships way earlier than you and it means you won't build a lot of battleships, just spam t3 sub and t2 destroyers. Seraphim has few naval units, it doesn't need to be gimped further.
If you want to reflect the cost of a nuke launcher, put the higher energy cost or drain into the nuke itself, when the player actually starts using the battleship as a nuke launcher without assuming he will build a nuke with every battleship he builds.

- Novax change is marginal, at this stage, you already have an omnisensor.

- I fear 3599 ASF spam is still in your mod, despite the mass increase. Higher energy cost works fine in 3603.

Besides these things, it looks very interesting and very elegant. It deserves full testing.

Statistics: Posted by pip — 17 Feb 2012, 21:23


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2012-02-17T20:12:55+02:00 2012-02-17T20:12:55+02:00 /viewtopic.php?t=658&p=6641#p6641 <![CDATA[Re: Diamond Patch Mod]]>
You adjusted some hit box thing on EVERY unit so as to make the beam work on a corrected target size?

Dude... we could sure do with some of your skillz here.

Statistics: Posted by ToejamS — 17 Feb 2012, 20:12


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2012-02-17T17:16:18+02:00 2012-02-17T17:16:18+02:00 /viewtopic.php?t=658&p=6617#p6617 <![CDATA[Re: Diamond Patch Mod]]>
pip: Some of the changes are done to hold diamonds own gameplay together and would not fit to normal forged alliance gameplay as is. Many bugfixes of the latest release thou could be straighly brought to faf aswell and some of the older versions fixes are already in faf since i have given FunkOff the rights to use whatever fixes he feels necessary to be added in FAF

Ze_Pilot: beamweapons fix is not done in lua files but adjusting CollisionOffsetZ and SizeZ on all units blueprints that have problems with beamweapons. I have done modding for now but of course if something useful is found from my mod it can be used.

Statistics: Posted by Vault54 — 17 Feb 2012, 17:16


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2012-02-17T12:54:53+02:00 2012-02-17T12:54:53+02:00 /viewtopic.php?t=658&p=6602#p6602 <![CDATA[Re: Diamond Patch Mod]]> Vault : Do you will be interested to be part of the LUA contributors on FA ?

Statistics: Posted by Ze_PilOt — 17 Feb 2012, 12:54


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