[REL] [Server] Commander Regeneration 4.3.0 [116982]

Discussion in 'Released Mods' started by wondible, November 20, 2014.

  1. wondible

    wondible Post Master General

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    Commanders slowly regain health.

    Limitations

    Incompatible with other mods that override the commanders. Since many commanders specialize tools, we have to shadow them all.

    Uses Titans commander, which includes orbital vision.

    Implementation

    The commander has an auto-fire time-ammo tool (similar to ragnorok) The ammo thus fired has a tiny splash with a -60 multiplier (62.5 is 0.5% health)

    - https://github.com/justinlove/commander_regeneration
    - http://wondible.com/pa/commander_regeneration_v4.3.0.zip

    Changelog

    ## 4.3.0

    - Update for Custom58
    - Add new commanders since last version

    ## 4.2.0

    - Add new commanders circa 105067

    ## 4.1.0

    - Fix Titan's integration; while it doesn't really override the titans commander, mod priority meant we were overriding it anyway. The mod now always has orbital vision.
    - Picked up some missing new commanders in the process.

    ## 4.0.1

    - Restore muzzle flash (Thanks burntcustard)

    ## 4.0.0

    - Positive regen broken; on to technique #3: localized time-ammo auto-fire negative armor multiplier
    - Muzzle flash turned off because it was going continuously
    - Since many commanders specialize tools, we have to shadow them all
    - Commanders leave wreckage again

    WIP Thread, includes implementation notes on the crazy hacky version
    Last edited: June 17, 2023
    stuart98, galaxyisos, trialq and 2 others like this.
  2. zaphodx

    zaphodx Post Master General

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  3. Raevn

    Raevn Moderator Alumni

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    By far the hackiest way I've seen of implementing a mechanic yet.

    I love it :)
  4. wondible

    wondible Post Master General

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    It was the least hacky of the methods I've thought of. ;^)
  5. cola_colin

    cola_colin Moderator Alumni

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    It's a crazy fun hack, but what's so awesome about some commander regeneration? Never felt very important in FA to me.
  6. zaphodx

    zaphodx Post Master General

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    You don't think it would make the commander viable in combat?
  7. cola_colin

    cola_colin Moderator Alumni

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    I feel for that it would rather need a engineering power downgrade and a speed upgrade.
    Regeneration on top of it sure is helpful though.
  8. philoscience

    philoscience Post Master General

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    One way or another something needs to be done to bring back some level of commander commando. I understand that as it was, com rushes were too strong, but nerfing them into total oblivion was a bad idea that makes for boring gameplay and viewing.
  9. wondible

    wondible Post Master General

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    Commander Regeneration 1.0.1 - Update common.js to 75539
  10. wondible

    wondible Post Master General

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    Commander Regeneration 1.0.2 - Update common.js to 76456
  11. wondible

    wondible Post Master General

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    Commander Regeneration 1.0.3 - Update common.js to 78071
  12. wondible

    wondible Post Master General

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    Create-unit does not work in latest build. Delisted from PAMM, hopefully temporarily.
  13. wondible

    wondible Post Master General

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    Command Regeneration 2.0.0

    - Remove obsolete cheat triggers. Sandbox game option required.
    - Attempt to block sandbox related UI elements
    - Use PAMM for scene mod loading
    - Remove common.js shadow
  14. wondible

    wondible Post Master General

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    Commander Regeneration delisted until PAMM style server mods are working again.
  15. cola_colin

    cola_colin Moderator Alumni

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    I think they actually do work?
  16. wondible

    wondible Post Master General

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    Hrm. They weren't a few hours ago. I hope this isn't an intermittent error.
  17. wondible

    wondible Post Master General

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    Commander Regeneration 3.0.0

    - Replace all the crazy hacks with new `passive_health_regen` attribute
    - Sandbox mode no longer required
    - Caveat: No longer compatible with other commander mods
    - Commanders no longer leave wreckage (otherwise it sort of comes back to life)
  18. Swatti

    Swatti Member

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    Can this be made to work in single player / galactic war? Would prefer if it worked for both me and AI since AI forgets to repair.
  19. wondible

    wondible Post Master General

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    Should be. I caught @burntcustard streaming a GW mod in development where it was one of the cards.
    thetrophysystem likes this.
  20. Swatti

    Swatti Member

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    So its "in allready" or it can be made into a "tech you can find" ?

    I'd be happy if it were standard and default on for EVERY commander.

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