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Human mod almost Complete (New Full faction)


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#41 andreas aspenberg

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Posted 26 July 2010 - 03:25 AM

i may have a few suggestions to research topics. what about research called laser something. the human faction need super weapons as well. what about a nuclear silo as 1 super weapon.

#42 Valdez

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Posted 26 July 2010 - 03:29 AM

-_-

I think stuff like that, the guys can come up with on their own.

You have to realise that the ones doing this mod are only making existing stuff playable, they are not going to be able to model new units or structures because they don't have that manpower. I'd say this modis already 90% done since nearly all the human stuff is already up and running.

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#43 CanadaMan7

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Posted 26 July 2010 - 12:32 PM

View PostValdez, on 26 July 2010 - 03:29 AM, said:

You have to realise that the ones doing this mod are only making existing stuff playable, they are not going to be able to model new units or structures because they don't have that manpower. I'd say this modis already 90% done since nearly all the human stuff is already up and running.

Yeah, the remaining 10% (building) is a massive hurdle though.

Edited by CanadaMan7, 26 July 2010 - 12:32 PM.


#44 Valdez

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Posted 26 July 2010 - 12:43 PM

vehicles = motor pool
infantry = barracks
aircraft = airfield

Done.

Anything else = you need to model buildings or kitbash existing ones at the very least. Not viable.

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#45 Noodlesocks

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Posted 28 July 2010 - 11:59 AM

I really hope you get this working. This would make me install the game again. Thing I liked least about the game was lack of human faction to play with :P
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#46 the_hunger

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Posted 11 August 2010 - 12:34 PM

I just wanted to encourage the completion of this mod.  UaW is one of those great games that flies under the radar due to a rocky launch (same happened to Demigod).  I hope that the author of the mod finishes this.

#47 andreas aspenberg

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Posted 11 August 2010 - 03:27 PM

i hope that the mod is finished, myself.

#48 CanadaMan7

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Posted 14 August 2010 - 03:36 PM

View Postandreas aspenberg, on 11 August 2010 - 03:27 PM, said:

i hope that the mod is finished, myself.

So do I  :rolleyes:

Well, I released the current version on moddb. I'm pretty busy with my other mod right now, and I start my freshmen year of college tomorrow. So, I definitely wont have as much time as before.

Anyways, either Con7Con or myself will continue providing updates for it. Hopefully, we can fix that damn transform ability and finally get working construction.

#49 andreas aspenberg

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Posted 14 August 2010 - 04:09 PM

i hope that the ability gets fixed. could you provide a link please.

#50 SpardaSon21

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Posted 16 September 2010 - 06:07 PM

I'm one of CanadaMan's acquaintances, as I playtest the Sins of the Prophets mod for Sins of a Solar Empire for him, and he and I chat on Xfire from time to time.  I downloaded his 0.6 version from ModDB, and I'm slowly but surely trying to make the humans something that wasn't thrown together in a hurry to get something made, and that includes giving them their own unique way of warfare, unlike the mobile, weak Novus, tank-spamming Masari, or walker-in-your-face Hierarchy.  I'll probably be having them be suck at short ranges with glass cannon vehicles and hordes of weak infantry (think Warhammer 40k's Imperial Guard for what I want to do about infantry), but devastating at a distance thanks to artillery and air support, assisted by cheap, weak Dragonfly UAV's for rapid scouting.  They'll know where you are, and will make you pay for being on Earth.

On that note, a modding question.  Is it possible to have GRENADE weapons scatter in a circular area instead of a straight line?  I'm trying to make the Dragoon into Steel Rain so a few of them can unload a ridiculous barrage of dumbfire rockets on an area and turn everything there into dust, including Hierarchy walkers.

#51 Valdez

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Posted 16 September 2010 - 11:01 PM

What do you mean by "scatter?"

If you're talking about multiple projectiles saturating an area you could look up the Apache's ability code or Mirabel's rocket code. Neither use GRENADE type weapons though.

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#52 Strategist

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Posted 16 September 2010 - 11:57 PM

View PostSpardaSon21, on 16 September 2010 - 06:07 PM, said:

On that note, a modding question.  Is it possible to have GRENADE weapons scatter in a circular area instead of a straight line?  I'm trying to make the Dragoon into Steel Rain so a few of them can unload a ridiculous barrage of dumbfire rockets on an area and turn everything there into dust, including Hierarchy walkers.

It has been a long while, but you should check the Grunt's scattergun. I think if I remember correctly its projectile-per-burst and maximum arch code can be modified to send projectiles in random directions besides the stable arch.
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#53 Valdez

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Posted 17 September 2010 - 01:20 AM

The grunt's gun is not a GRENADE firer.

It uses normal projectiles, firing simultaneous projectiles per shot, with a defined scatter value. Light mode Skylord does the same.

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#54 Strategist

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Posted 17 September 2010 - 10:38 AM

View PostValdez, on 17 September 2010 - 01:20 AM, said:

The grunt's gun is not a GRENADE firer.

It uses normal projectiles, firing simultaneous projectiles per shot, with a defined scatter value. Light mode Skylord does the same.



I know, but the code in question should work for any sort of projectile since it is just part of the firing data rather than the projectile itself.
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#55 Valdez

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Posted 17 September 2010 - 11:04 AM

I dunno... sounds like the guy wanted to make a modified Mirabarrage rather than a modified scattergun. It's funny I thought the Dragoon already did that...

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#56 SpardaSon21

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Posted 17 September 2010 - 02:09 PM

CanadaMan's Dragoon was a short-range weapon that fired swarm/corkscrew missiles a la FS1/2's Hornet and Tornado.  They all landed in the same area and fired at the same target.  Yes, that was a weapon, not an ability.  What I want the Dragoon to do is fire an arcing barrage of projectiles into a circular radius so it turns everything in the target area into debris.  Right now it is using an extremely modified version of its weapon using the GRENADE type so the rockets don't home on a target and instead are ballistic projectiles, like a MRLS system should be.  However, unlike a proper MRLS system which is indiscriminate, the projectiles scatter across a line, rather than a circular radius.  I've noticed that the barrage abilities on Mirabelle and the Apache use the tag "<Targeting_Type> LAND_ANY_LOCATION </Targeting_Type>", which most likely allows the projectiles to impact anywhere inside the designated radius.  Would that tag work on a regular weapon and not just abilities?

#57 Strategist

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Posted 17 September 2010 - 09:38 PM

As far as I know that is used for abilities that target the ground (like the Radiator Artillery or Mira Barrage), but as far as I know no unit has the ability to attack ground with it's main weapon (technically, any weapon can hit the ground if they miss their target or overkill it).

Now then, Empire at War had a modifier that threws off the accuracy for certain weapons:

<Targeting_Fire_Inaccuracy> [Type, say "Small"], 0.0 </Targeting_Fire_Inaccuracy>

Given that Universe at War uses the same engine, I would assume it should still be able to use this modifier. I've seen the modifier used in both the unit's profile and in projectile profiles, so it may need some playing with to get what you want.


If that doesn't work, you could also try borrowing the missile barrage code and transforming it into a special attack ability rather than an activated one (check the Grunt's melee knockback ability for the lines needed, then cut out references to the UI_activated_ability).
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#58 Valdez

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Posted 17 September 2010 - 10:41 PM

View PostSpardaSon21, on 17 September 2010 - 02:09 PM, said:

CanadaMan's Dragoon was a short-range weapon that fired swarm/corkscrew missiles a la FS1/2's Hornet and Tornado.  They all landed in the same area and fired at the same target.  Yes, that was a weapon, not an ability.  What I want the Dragoon to do is fire an arcing barrage of projectiles into a circular radius so it turns everything in the target area into debris.  Right now it is using an extremely modified version of its weapon using the GRENADE type so the rockets don't home on a target and instead are ballistic projectiles, like a MRLS system should be.  However, unlike a proper MRLS system which is indiscriminate, the projectiles scatter across a line, rather than a circular radius.  I've noticed that the barrage abilities on Mirabelle and the Apache use the tag "<Targeting_Type> LAND_ANY_LOCATION </Targeting_Type>", which most likely allows the projectiles to impact anywhere inside the designated radius.  Would that tag work on a regular weapon and not just abilities?

You could try and make it an attack ability like strategist said.


<Targeting_Type> LAND_ANY_LOCATION </Targeting_Type> is VERY LIKELY not going to work, because that is used for abilities that have a user-clicked target area.

Your best bet is probably still Targeting_Fire_Inaccuracy under the weapon behaviour. For instance, the Military Apache has its inaccuracy set to 15, and its machine gun does have quite a scatter when firing.

Interestingly I tried increasing the inaccuracy value for my Dervish, who does shoot ROCKET type projectiles
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They didn't scatter much though. Dunno why. I had the value set to 20. Maybe the rocket flight behaviour interferes with it.

Edited by Valdez, 17 September 2010 - 11:01 PM.

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#59 SpardaSon21

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Posted 18 September 2010 - 02:17 AM

Yep Valdez, the flight behavior does mess with it.  Rockets have this thing about not wanting to miss.  They'll even do attempt to turn 180 degrees in an attempt to come around for another go if they miss and don't impact something else.

Strategist, I am using that <Targeting_Fire_Inaccuracy> line, with the value set to 150, and like I said, the projectiles impact on a 150 unit long line that is oriented perpendicular to the direction of firing.  Considering I have no idea how to ability code, and since I find XML highly confusing, I hope I don't have to make it an ability.

Edited by SpardaSon21, 18 September 2010 - 02:19 AM.


#60 Valdez

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Posted 18 September 2010 - 02:40 AM

lol PG sure knows how to screw up stuff.

Everyone knows inaccuracy for weapons is measured as a radius of a circular region (based on cone of fire). Trust PG to dumb it down to a line...

Well... I guess you're out of options then :(

Edited by Valdez, 18 September 2010 - 02:42 AM.

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