[Request] [Server] Gentleman's PA

Discussion in 'Mod Discussions' started by wpmarshall, May 22, 2016.

  1. wpmarshall

    wpmarshall Planetary Moderator

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    Base game unchanged with the following exceptions;
    • Commander reclaim prevented.
    • Push-class sorted out so that.... shoving units around is not a thing or such that bigger units must shove smaller units not the other way around.
    • Lobs - Do not come pre-filled with dox
    • Locust - increase size of hitbox to make them 'hittable' when they are shot at.
    More suggestions possibly to follow...
    Last edited: May 23, 2016
  2. stuart98

    stuart98 Post Master General

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    Push class is something that I'm not sure can be sorted out. Everything else is trivial.
  3. wpmarshall

    wpmarshall Planetary Moderator

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    Perhaps you may be able to help me out as I haven't done any modding before?
    elodea likes this.
  4. Ksgrip

    Ksgrip Active Member

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    Go to the files in Pa- units- commanders - base commander- the base_commander.json file, open it and dearch for the metal value and change it to whatever you find confortable.
    And fot the lobber, not sure about the name of the function, but in the ragnarok sure there is one in the weapon.json that says something about start_empty or something like that. Search for it and place it in the lob weapon.json and that should be all:))
    cptconundrum likes this.
  5. graushwein

    graushwein Member

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    Lob add
    'start_fully_charged': False,
    Ksgrip likes this.
  6. stuart98

    stuart98 Post Master General

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    Lower case f in false.
  7. cptconundrum

    cptconundrum Post Master General

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    I still think the solution to the Lob is to make it launch land mines with a large firing deviation instead of Dox.
  8. stuart98

    stuart98 Post Master General

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    Why not launch Booms?
  9. Ksgrip

    Ksgrip Active Member

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    That would be hyper cool. I want that really badly
  10. cptconundrum

    cptconundrum Post Master General

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    Because then you get back to the same issue you have with the Lob currently. Right now you have a defensive structure that is actually a factory, so it needs to be balanced as a factory. If the Lob is going to make mobile units, it needs to be a less attractive option than an actual factory or people won't make the factory, but it also needs to be a useful structure. By switching to mines, you have a structure that can lay a minefield during quiet time and act as artillery when things heat up.
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  11. stuart98

    stuart98 Post Master General

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    There's a difference between a defensive structure delivering dox into an attack force and a deffensive structure delivering booms into an attack force.
  12. cptconundrum

    cptconundrum Post Master General

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    But what does it add to the game by providing another way to build Booms that you can't already do right now? There is a clear place in the game for a structure that can launch mines. Combat fabs lay mines quickly, but they do it in neat, predictable rows and that have trouble doing it in areas where they might come under fire.
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  13. stuart98

    stuart98 Post Master General

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    A boom next to a hostile ant is worth ten fresh off the production lines. Unless those are one and the same, in which case congratulations destroying some ****.
  14. elodea

    elodea Post Master General

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    just wanted to point out that shooting boombots with artillery would be pretty op lol. #neverbuildpeltersagain
  15. elodea

    elodea Post Master General

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    1. Looks like reclaim can't be outright prevented. The reclaimable tag doesn't work for units, probably only for features like trees.
    2. push class can't be fixed by modding. It would be some change uber made within the engine when probably trying to optimise unit collisions
    3. Like others said, you can shadow the lob tool file "/pa_ex1/land/artillery_unit_launcher/artillery_unit_launcher_tool_weapon.json" and add
      Code:
      "start_fully_charged": false
    4. Unit hitbox issues tend to have something to do with the mesh_bounds property in the unit spec. Shadow the bot_nanoswarm.json file and increase the mesh bound properties. Be careful not to increase it too much though, it also governs formation spacing and how much they displace other units.
      Code:
      "mesh_bounds": [x,y,z]"
      We used 4,4,4 in legion and the swarm hive hitbox issues we had went away. If this fails you, you can directly reduce the unit's acceleration, brake, and turn speeds so that bullets are less likely to be dodged.
  16. wpmarshall

    wpmarshall Planetary Moderator

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    If I recall, combat fabbers used to be able to assist factories and that was disabled. Is a similar intervention not possible with reclaim?

    That, or the solution is to make the commander have lower metal value, on death increase it to normal so the wreckage is still worth salvaging. If that is even possible.
  17. elodea

    elodea Post Master General

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    That is disabled with
    Code:
    "can_only_assist_with_buildable_items": true
    which is not related to reclaiming

    You can check out https://forums.uberent.com/threads/rel-true-economy.71733/ for the lower metal value solution. If you want to tweak wreckage value, you can increase this multiplier. It accepts x>1 as well
    Code:
    "wreckage_health_frac": x
  18. wondible

    wondible Post Master General

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    Remember when orbital fabber reclaim was a thing? You can disable reclaiming of units on a build-arm basis with reclaim_types, although doing it globally would cut out a few legitimate strategies for base reorg and fabber self defense. Just doing combat fabs, perhaps.
  19. Ksgrip

    Ksgrip Active Member

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    Ooh marshall. I´ve seen what you ment with the lobs.
    ******* bullshit, really @mikeyh should consider pussing a fix for that thing.
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  20. psdpro

    psdpro Member

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    +1 Commander reclaim prevented.

    I accept it's a fair strategy within the base game, but I hate how micromanaging a comm reclaim takes you away from more exciting gameplay, and would much rather do without it.
    carn1x and Nicb1 like this.

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