[WIP] The Realm Community Balance Mod

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

  1. nanolathe

    nanolathe Post Master General

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    Say that when you have 60 of them staring you down with about 10 snipers picking apart your defensive line as they come.
  2. zweistein000

    zweistein000 Post Master General

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    Assuming that they actually arrive first and not last, I can see how they can be terrifying.
  3. nanolathe

    nanolathe Post Master General

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    The mysterious and arcane tree known as "anim" has revealed her secrets to me...
    it wasn't actually very hard.

    The A.R.M now has a fully functional and animated turretFront!

    ---

    Edit:
    And T2 power Generators are now cheaper, but volatile enough to chain-react.
    Last edited: July 2, 2014
    zweistein000 likes this.
  4. emraldis

    emraldis Post Master General

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    Can't wait for T2 metal to be cheaper as well, that's the one I have the most issue with being so expensive...
    >.<
  5. YourLocalMadSci

    YourLocalMadSci Well-Known Member

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    Interesting. I am actually quite happy with the cost of advanced mexs at the moment. I wasn't aware that we had said they were going to get cheaper. Does anyone else feel they are too expensive to ever be useful?
  6. stuart98

    stuart98 Post Master General

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    Is your "update to PTE" branch working? If so, what exactly did you change in it from the old build? I replaced "firing" with "fired" and added "anim_tree" to the end of the anim tree filenames, but no joy. Statera still crashes.
  7. emraldis

    emraldis Post Master General

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    I was talking to nano about it, and he said he may decrease the cost. Because honestly, I've never used more than 2 or 3 T2 metal extractors in a 30-40 minute game. They just take too long to build, when you need them, you can't build them fast enough. I'd much rather have them at half price with half output, especially with how flimsy they are...
  8. nanolathe

    nanolathe Post Master General

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    Nope. We're not working on it at the moment. It's there purely as a test.

    :p

    I haven't had the time to Talk to MadSci about it yet, so such a change is waiting on discussion.
  9. stuart98

    stuart98 Post Master General

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    I'll give you a pointer for part of the problem: raptor_base, raptor_nemicus, quad_base, and quad_osiris have had their model paths changed. Don't ask me why, don't ask me when, but Uber's just trolling us to death.

    Also the Gamma commander was added so you need to add that to your unitlist.json.
  10. nanolathe

    nanolathe Post Master General

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    I'm guessing there are a dozen more like that at least, hence our disinterest in moving on to the PTE. We've got plenty other things to do without updating to an experimental build that we can't be sure won't receive further changes before it's launched.
  11. stuart98

    stuart98 Post Master General

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    It was already pushed to stable. You're kind of in trouble.
  12. nanolathe

    nanolathe Post Master General

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    *sigh*​
  13. KNight

    KNight Post Master General

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    To be fair the new build might have some interesting timbits;

    At least I think it's new/interesting, I admit I don't have as good of a grasp of PA's code as I did SupCom's.

    Also I worked on the Thunderbolt tonight, I'm sure MadSci will be thrilled! ;p

    BTW MadSci have you had a chance to try those test unit files I uploaded?

    Mike
  14. nanolathe

    nanolathe Post Master General

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    But will they now turn their model to allow the maximum number of guns to fire? Limited fire arcs are a complete pain to leverage without the units understanding that they could just turn an inch and find a firing solution.
  15. liquius

    liquius Well-Known Member

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    It is now. Used this wonderful tool https://forums.uberent.com/threads/grunt-init-mod-templates.56862/

    Also got rid of all commanders other than base_commander, and I had to get rid of fighters and combat fabbers. For some reason they also caused it to crash.

    We should probably have a fully working version with everything in later today.
  16. nanolathe

    nanolathe Post Master General

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    Scripts are the best thing. Cheers Liquius!

    Anything that doesn't work when it's converted we'll just do by hand; as long as the Script has done all the "grunt" work, a few units is no big deal.
  17. zweistein000

    zweistein000 Post Master General

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    Does that have the latest updates to balance?
  18. liquius

    liquius Well-Known Member

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    So instead of merging it I updated the master build. Its the same as before apart from the fighters and combat fabbers needing to be redone.
  19. nanolathe

    nanolathe Post Master General

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    GitHub seems very unhappy with so many changes all at once. My local version is borked.
  20. KNight

    KNight Post Master General

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    I don't disagree, but progress is progress! ;p At least things are heading in a promising direction.

    Mike

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