Forged Alliance Forever Forged Alliance Forever Forums 2015-01-30T01:06:48+02:00 /feed.php?f=42&t=9265 2015-01-30T01:06:48+02:00 2015-01-30T01:06:48+02:00 /viewtopic.php?t=9265&p=92563#p92563 <![CDATA[Re: Mods that should be created]]>
Sheeo wrote:
This mod is pending integration with FAF:

http://forums.faforever.com/forums/viewtopic.php?f=45&t=8508

Does what you'd like.


Ah, thank you very much for this!

Resin_Smoker wrote:
Xenon wrote:Or is this just to discuss the OP's ideas?


I just love how you came to this thread and assumed allot, while knowing nothing.

Resin


I'm very sorry if I unwittingly hijacked your thread. I admit that I should've waited for a confirmation before posting my request (or just read the thread, I suppose), and for that I sincerely apologise. I'll just be on my way, now.

Again, my deepest apologies, I did not mean to offend.

Statistics: Posted by Xenon — 30 Jan 2015, 01:06


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2015-01-29T20:36:09+02:00 2015-01-29T20:36:09+02:00 /viewtopic.php?t=9265&p=92545#p92545 <![CDATA[Re: Mods that should be created]]>
Xenon wrote:
Or is this just to discuss the OP's ideas?


I just love how you came to this thread and assumed allot, while knowing nothing.

Resin

Statistics: Posted by Resin_Smoker — 29 Jan 2015, 20:36


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2015-01-29T19:04:09+02:00 2015-01-29T19:04:09+02:00 /viewtopic.php?t=9265&p=92537#p92537 <![CDATA[Re: Mods that should be created]]>
Xenon wrote:
Is this an open thread for anyone to suggest any mod they please? Or is this just to discuss the OP's ideas? Because a mod I would really love is one that allowed players on the same team to share all their resources and command of all units, with the game effectively treating them as a single "player".

Basically I want a mod that will allow me and a friend to specialise our play, so that one of us can focus purely on commanding units and fighting the enemy, while the other focuses on managing the economy, construction and production. We like team-play, but doing that in vanilla FA means effectively operating as two separate armies, and neither of us are particularly good at micromanaging every facet of the game at once. So instead of trying to find ways of removing micro, we'd rather just work together as a single military force and share the workload between us. Sort of like how real-world armies spread command and management responsibilities across multiple officers and administrators, rather than expecting it all to be handled by a single person.

Would a mod like this be possible? Or has something like it already been done?

(Also I'd quite like a mod that removes optical stealth and omni-sensors, but that's a different discussion)


This mod is pending integration with FAF:

http://forums.faforever.com/forums/viewtopic.php?f=45&t=8508

Does what you'd like.

Statistics: Posted by Sheeo — 29 Jan 2015, 19:04


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2015-01-29T19:02:34+02:00 2015-01-29T19:02:34+02:00 /viewtopic.php?t=9265&p=92536#p92536 <![CDATA[Re: Mods that should be created]]>
Basically I want a mod that will allow me and a friend to specialise our play, so that one of us can focus purely on commanding units and fighting the enemy, while the other focuses on managing the economy, construction and production. We like team-play, but doing that in vanilla FA means effectively operating as two separate armies, and neither of us are particularly good at micromanaging every facet of the game at once. So instead of trying to find ways of removing micro, we'd rather just work together as a single military force and share the workload between us. Sort of like how real-world armies spread command and management responsibilities across multiple officers and administrators, rather than expecting it all to be handled by a single person.

Would a mod like this be possible? Or has something like it already been done?

(Also I'd quite like a mod that removes optical stealth and omni-sensors, but that's a different discussion)

Statistics: Posted by Xenon — 29 Jan 2015, 19:02


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2015-01-29T08:15:56+02:00 2015-01-29T08:15:56+02:00 /viewtopic.php?t=9265&p=92493#p92493 <![CDATA[Re: Mods that should be created]]>
Resin

Statistics: Posted by Resin_Smoker — 29 Jan 2015, 08:15


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2015-01-29T07:25:44+02:00 2015-01-29T07:25:44+02:00 /viewtopic.php?t=9265&p=92490#p92490 <![CDATA[Re: Mods that should be created]]> viewtopic.php?f=32&t=1042

Statistics: Posted by Resin_Smoker — 29 Jan 2015, 07:25


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2015-01-29T07:24:53+02:00 2015-01-29T07:24:53+02:00 /viewtopic.php?t=9265&p=92489#p92489 <![CDATA[Re: Mods that should be created]]>
(mod vault duh)

Statistics: Posted by nine2 — 29 Jan 2015, 07:24


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2015-01-29T07:24:19+02:00 2015-01-29T07:24:19+02:00 /viewtopic.php?t=9265&p=92488#p92488 <![CDATA[Re: Mods that should be created]]>
partytime wrote:
"backness" = knockback


WOF isn't good in situations where a small amount of movement is required but instead is designed to toss a unit a great distance.

Statistics: Posted by Resin_Smoker — 29 Jan 2015, 07:24


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2015-01-29T07:22:59+02:00 2015-01-29T07:22:59+02:00 /viewtopic.php?t=9265&p=92487#p92487 <![CDATA[Re: Mods that should be created]]> Statistics: Posted by nine2 — 29 Jan 2015, 07:22


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2015-01-29T07:20:58+02:00 2015-01-29T07:20:58+02:00 /viewtopic.php?t=9265&p=92486#p92486 <![CDATA[Re: Mods that should be created]]> Statistics: Posted by nine2 — 29 Jan 2015, 07:20


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2015-01-29T07:22:39+02:00 2015-01-29T07:17:24+02:00 /viewtopic.php?t=9265&p=92485#p92485 <![CDATA[Re: Mods that should be created]]>
partytime wrote:
Why can't weight of fire apply to non-dead units too?
Would be so f'n cool to see a GC getting slowed down by percy fire, yet still pushing gradually forward
Overcharged experimentals getting pushed back a step.
ACU with new "peace" upgrade that radiates a wave of "backness" out from him (stops you from getting blocked by spam)
ACU gets melee punch ability, can just smack people.
Cybran t3 arty projectile gets backness wave effect

Would give the game a more physical feel ... like you are there pushing things around


Yes it's possible but... A vector can not directly be applied to a unit as FA's engine does not support it. (SC did) Instead a projectile helper has to be used to attach the unit to and then the new vector is applied. The vector is then inherited by the unit and then detached. Which layer the unit is detached to can cause issues as not all units are capable of functioning or being alive on said layer.

However doing any of this with a live unit is bound to cause a huge number of issues. Reason being is that the unit is taken out of play when attached to a helper projectile but still thinks it's active. Worse yet, what happens to the live unit that impacts water or ends up on a layer it's not intended for? It's for these reason that I'd suggest avoiding live launching and stick to either launching corpses or changing a projectiles mesh to appear as that unit.

Please have a deep look at WOF sometime and your see that 1/2 of unit.lua needed to be rewritten to accommodate even basic WOF functionality. Versions 0.5 / 0.6 were very basic, while 0.7 was significantly more advanced. (Brute51 worked on v0.7)

Resin

Statistics: Posted by Resin_Smoker — 29 Jan 2015, 07:17


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2015-01-29T07:08:44+02:00 2015-01-29T07:08:44+02:00 /viewtopic.php?t=9265&p=92484#p92484 <![CDATA[Re: Mods that should be created]]> Would be so f'n cool to see a GC getting slowed down by percy fire, yet still pushing gradually forward
Overcharged experimentals getting pushed back a step.
ACU with new "peace" upgrade that radiates a wave of "backness" out from him (stops you from getting blocked by spam)
ACU gets melee punch ability, can just smack people.
Cybran t3 arty projectile gets backness wave effect

Would give the game a more physical feel ... like you are there pushing things around

Statistics: Posted by nine2 — 29 Jan 2015, 07:08


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2015-01-24T11:50:21+02:00 2015-01-24T11:50:21+02:00 /viewtopic.php?t=9265&p=92056#p92056 <![CDATA[Re: Mods that should be created]]>
rxnnxs wrote:
sorry, i do not mean to rant. i am sorry.
i like the idea. i just look maybe too much at the negative aspects.

would it be possible that hills block this radar?
and this circles that are getting bigger at distance to collect data. it could be combined with the bumpiness of the blimp, jumping around inside the circle boundaries.

hopefully a modder will answer you here. me myself shuts up. i did not want to do any harm.
please, my above post, forget it. i need sometimes a way to let my wishes get out in the open, and therefore i raped your thread. ;-(



My apologies if I came off a little harsh.

Resin

Statistics: Posted by Resin_Smoker — 24 Jan 2015, 11:50


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2015-01-21T23:51:42+02:00 2015-01-21T23:51:42+02:00 /viewtopic.php?t=9265&p=91863#p91863 <![CDATA[Re: Mods that should be created]]> i like the idea. i just look maybe too much at the negative aspects.

would it be possible that hills block this radar?
and this circles that are getting bigger at distance to collect data. it could be combined with the bumpiness of the blimp, jumping around inside the circle boundaries.

hopefully a modder will answer you here. me myself shuts up. i did not want to do any harm.
please, my above post, forget it. i need sometimes a way to let my wishes get out in the open, and therefore i raped your thread. ;-(

Statistics: Posted by rxnnxs — 21 Jan 2015, 23:51


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2015-01-21T23:49:43+02:00 2015-01-21T23:49:43+02:00 /viewtopic.php?t=9265&p=91862#p91862 <![CDATA[Re: Mods that should be created]]> Statistics: Posted by Resin_Smoker — 21 Jan 2015, 23:49


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