[WIP] The Realm Community Balance Mod

Discussion in 'Work-In-Progress Mods' started by nanolathe, April 23, 2014.

  1. epicblaster117

    epicblaster117 Active Member

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    Yes as well as the double laser turret also that Easter egg lol.

    A quick request, a small nerf on commander explosions so it doesn't kill other commanders, currently if you know your going to lose the best way to kill someone is just suicide your commander killing the enemy commander as well. This is kinda annoying.
    Last edited: June 25, 2014
  2. nanolathe

    nanolathe Post Master General

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    Commander explosions are currently not quite working as intended. We're working on a fix.

    Mutually Assured Destruction will still be a thing though (we hope). The idea is that, if you see an enemy Commander you should leave. If you're in a winning position then you have the capability to kill the Commander without needing your own to be put in harms way.

    However, we will stop Com-Bombing the enemy base being a thing.
  3. cwarner7264

    cwarner7264 Moderator Alumni

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  4. mishtakashi

    mishtakashi Active Member

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    I havn't read the whole thread, sorry if this has already been reported: The orbital fabber has the solar array in it's build menu - upon attempting to build the solar array with the orbital fabber PA crashes.
    cwarner7264 likes this.
  5. liquius

    liquius Well-Known Member

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    I am guessing your using RCBM_3.0.0PreRel

    I would suggest getting the latest from the naval balance branch.
    https://github.com/cwarner7264/realm-rebalance/tree/Naval-Balance/src
    Last edited: June 27, 2014
    nanolathe and cwarner7264 like this.
  6. mishtakashi

    mishtakashi Active Member

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  7. YourLocalMadSci

    YourLocalMadSci Well-Known Member

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    Good news Everyone!

    I've finally managed to get the artemis missile model scaled and in-game. I'm not 100% sure, but this may be the first original, fully textured, modded unit to be put in the game. I apologise for the image quality, but here it is next to a radar-sat for scale.

    [​IMG]

    Unfortunately, there have been a lot of difficulties with getting it the correct size. As a result, it has a massive selection ring around it when selected. I don't know how to fix this yet, but I will investigate.
  8. zweistein000

    zweistein000 Post Master General

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    Watching this now.
  9. squishypon3

    squishypon3 Post Master General

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    Any chance you could give some insight into how you have gotten it through?
  10. YourLocalMadSci

    YourLocalMadSci Well-Known Member

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    3dsmax -> FBX -> papatran.exe -> .papa. The information to do it is on the forums, although don't ask me to go and find it all again. It's scattered throughout multiple threads.
  11. stuart98

    stuart98 Post Master General

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    Would you care to send us the .fbx for the Artemis to Squishy via PM so that we can examine it and see how it differs from the models we've tried to put in?
  12. YourLocalMadSci

    YourLocalMadSci Well-Known Member

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    BTW, anyone playing the up-to-date build should really play with the bomb bots. I have added in approximately 852.1% more silliness to them. It's awesome.
  13. stuart98

    stuart98 Post Master General

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    He changed the explosion effect and I think made them jump.

    This is just from looking at the code.
  14. nanolathe

    nanolathe Post Master General

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    Wow. Did you have to practice to become such a killjoy or does it come naturally?
    :confused:
  15. emraldis

    emraldis Post Master General

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    It seems to me that either fighters have too much HP, or AA does too little damage, since I was comm sniped by only 50 or so fighters, and there was nothing I could do, despite having multiple AA turets.
  16. nanolathe

    nanolathe Post Master General

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    How many AA units did you have?

    AA missile turrets are a deterrent, not a defence. If you want something to shut down a swarm of fighters I suggest Flak.
  17. emraldis

    emraldis Post Master General

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    Yes, but isn't that a bit extreme for against T1? I had at least 10 turrets, and 15 or so AA bots. I would have been doing better, but I was having some graphical glitches I was trying to fix...

    Even so, against 50 fighters, that's not that many...
    stuart98 likes this.
  18. stuart98

    stuart98 Post Master General

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    Fighters are without a doubt at least a little OP.
  19. nanolathe

    nanolathe Post Master General

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    Possibly. However, from replays that have been submitted to me I've not seen people reacting to air by building dedicated AA. It's like people are still stuck in the mindset of vanilla where massed fighters is a "defensive" tool... rather than it being an offensive one.

    However, we've started to tweak the fighter and reduced its damage by 25%. Please guys... try building Flak when you see someone going mass air.
    :confused:
    zweistein000 likes this.
  20. emraldis

    emraldis Post Master General

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    It's a bit annoying that I have to go T2 to counter a T1 unit... What's the T1 AA for then?
    elodea likes this.

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