[WIP] [Server] ModX

Discussion in 'Work-In-Progress Mods' started by zx0, June 1, 2014.

  1. zx0

    zx0 Well-Known Member

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    If more people tell me that they like bigger icons more I will make them default.

    Only orbital units that should attack land are SXX and Anchor.

    I don't want to make full documentation yet, but I could make some basic guide. I'll update the OP whe it's done.
    igncom1 and stuart98 like this.
  2. stuart98

    stuart98 Post Master General

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    I could work with you on putting out a full on guide to everything in the mod if you want.
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  3. Nicb1

    Nicb1 Post Master General

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    Quick question zx0. Does your basic orbital radar work on a per planet basis?

    We've been looking to do that in the orbital mod for ages, but never got it working.
    igncom1 likes this.
  4. zx0

    zx0 Well-Known Member

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    It has orbital layer radar vision of 600, so it doesn't cover an entire planet. You could just set it to bigger number like 10000.
    igncom1 likes this.
  5. zx0

    zx0 Well-Known Member

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    I have some ideas that I wanted implement before calling the mod finished and making full documentation, but I am not sure if I will have enough time/interest anymore. I would gladly have ModX merged with some other mod(s) into a faction mod and myself be working on smaller mods like Base Wars.
    igncom1 likes this.
  6. zx0

    zx0 Well-Known Member

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    Update 4.8 (18 feb 2015)

    Naval and other bugfixes.
    Added naval trails.
    Submarines can see mobile naval units, torpedo launcher and sonars on radar. Some naval units (scout, destroyer battleship, subs) can see subs on radar.

    Update 4.9 (26 feb 2015)

    Everything except weapons uses/produces/stores 5 time less energy.
    Naval fab build range increased slightly so it is easier to build land factories.
    Basic orbital radar mesh bounds and placement size fixed.
    Metal storage will now build in line.
    Umbrella ammo lifetime increased, so it can actually shoot orbital now.
    Unit cannon pods now spread.
    Other small fixes.

    Avaliable on PAMM.
    Last edited: February 26, 2015
    igncom1 likes this.
  7. zx0

    zx0 Well-Known Member

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    [​IMG]
    New unit from the next update.
    igncom1, doud, stuart98 and 1 other person like this.
  8. zx0

    zx0 Well-Known Member

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    [​IMG]
    New wall (modified PTE model).
  9. zx0

    zx0 Well-Known Member

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    [​IMG]
    Point defense tank (shots down small tactical missiles, ones fired by missile bomber, tactical missile bot and Stingray but not from TML and Kraken); mobile radar (Skitter is a "light attack vehicle" now); Ant for comparison.
    New units' name ideas are welcome.
    igncom1, Nicb1 and stuart98 like this.
  10. zx0

    zx0 Well-Known Member

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    Update 5.0 (13 mar 2015)

    Bug fixes:
    -Interplanetary fighter in-game as it was supposed to be for some time.
    -Teleporter cost reduced from 10000 to 5000 as it was supposed to be for some time.
    -Othes small fixes.
    New units added:
    -Point defense vehicle (shots down small tactical missiles).
    -Radar vehicle (replaced land scout, which is now light attack vehicle).
    -Advanced combat fabrication vehicle.
    -Megatank, can be build by advanced combat fabber.
    -Medium range artillery (uses scaled down old advanced artillery model), can be build by advanced combat fabber.
    -Orbital bombardment spaceship.
    Other stuff:
    -Wall is wider.
    -Plasma artillery now can be build by advanced combat fabber only.
    -Basic combat fabbers and advanced vehicle combat fabber don't auto repair.
    -Advanced bot combat fabber can auto-repair, but can build nothing.



    Avaliable on PAMM.
    igncom1, Nicb1, doud and 1 other person like this.
  11. zx0

    zx0 Well-Known Member

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    Original post history reached 10000 character limit so I move it here.
    Update 4.9 (26 feb 2015)

    Everything except weapons uses/produces/stores 5 time less energy.
    Naval fab build range increased slightly so it is easier to build land factories.
    Basic orbital radar mesh bounds and placement size fixed.
    Metal storage will now build in line.
    Umbrella ammo lifetime increased, so it can actually shoot orbital now.
    Unit cannon pods now spread.
    Other small fixes.


    Update 4.8 (18 feb 2015)

    Naval and other bugfixes.
    Added naval trails.
    Submarines can see mobile naval units, torpedo launcher and sonars on radar. Some naval units (scout, destroyer battleship, subs) can see subs on radar.


    Update 4.7 (15 feb 2015)

    Some changes around aircraft.
    Updated mod with latest vanilla change: submarines, interplanetary fighter, etc.
    Added new units: heavy tank and basic orbital radar.
    Added bigger icons mod version.

    [​IMG]
    New units compared to leveler.
    On PAMM.


    Update 4.6 (20 jan 2015)

    Shell weapons can now shoot submerged units.
    Raptor bot is now amphibious.
    Jig no longer has nuke explosion.
    Ion cannon has antipod missiles.
    Boom bot removed from unit cannon because it would cause server crash when pod with it is shot down (because boom bot has death projectile?).
    Annihilaser charge up changed from 300 to 30 seconds.
    New anti-air and artillery bots added.
    Other small changes and bugfixes.

    [​IMG]

    Avaliable on PAMM.


    Update 4.5 (9 jan 2015)

    Commander explosion and nuke won't kill commander so easily anymore.
    Air transport moved to t1(counting from 0) factory.
    Fixed some effects not being team colored.
    Buzzer strategic icon changed.
    Other small fixes.

    Avaliable on PAMM.


    Update 4.4 (3 jan 2015)

    Some bugs fixed, including: ion cannon firing land but not orbital, advanced fabber unable to build basic radar and torpedo launcher, AI unable to build some orbital units in some cases, other minor adjustments I probably don't recall.

    Plasma artillery now has new buildbar icon with barrel pointing up 45 degrees.

    Since orbital fighter was scaled down in previous updates it did not fit in launcher rocket anymore. So new orbital unit is added in this update for you to hunt down enemy's Astraeii.
    [​IMG]

    Download: https://mega.co.nz/#!t0wWUCKQ!NEw_RFH5b_FVCLK6NX8z2q55PWixpVOxSrz-KwdJg-4 . Or get on PAMM.


    Update 4.3 (25 dec 2014)
    Bug fixes.
    AI should now build tech 1 and 2 bot factories, basic fighter and all land mobile units.
    Glowing light on projectiles now sholdn't dissapear after couple seconds.
    Battleship wepons now don't consume energy to prevent game crash.
    Destroyer turrets yaw range is now 150 instead of 180.
    Combat factories name and description changed.
    Basic vehicle factory now has fab spray working.
    Avaliable on PAMM.

    Update 4.2 (25 dec 2014)
    Unit cannon is now buildable.
    Avaliable on PAMM.

    Update 4.1 (25 dec 2014)
    Hotfix for combat factory bounding box avaliable on PAMM.

    Update 4 (25 dec 2014)

    Tech 0 and combat factories, new orbital and naval units, etc.



    Download: https://mega.co.nz/#!M4ZVFC7B!Z3zPEBBcHX65z_-_b7mSk0ypubx7Gm2mIJpr5knwJoI
    Or get on PAMM.
    Update 3.3 (19 oct 2014)

    Compatible with version 73939.

    Updated textures for new units. Now have proper specular mask and construction wireframe.
    Given gun to adv combat fabber.

    https://mega.co.nz/#!cgJ0ASpL!KkvPa8v4XuhupCrilal5bb9qiSXeefqG3SvK8b0hPqE
    Also on PAMM.

    Update 3.2 (13 oct 2014)

    armor_tank weapon properties fix.
    Hopefully the last patch before update 4.

    https://mega.co.nz/#!1lJUkDCa!yp7lGO6GXu1jGVk3y--UVhHEYpRdsSdJq1q0XEzrfr4
    Also on PAMM.

    Update 3.1 (12 oct 2014)

    Compatible with version 73823.

    Slight air balance changes.

    Download: https://mega.co.nz/#!x9IUQTgY!xICIS9ErFUh5Yp4L9WiAuwmKaa0WxEXvQyrilgijNOs .
    Or get on PAMM.

    Update 3 (10 oct 2014)

    Compatible with version 73737/73823.

    Download: https://mega.co.nz/#!5opEkCJK!I9V_lJSxXOKrhxxlPPqKibvtIq_igpYyfpgOdLbrO4A. Or get on PAMM.

    So, basically mod add some new units (2 new + 1 old aircraft, 1 new vehicle, 2 old bots, 2 turrets replaced), changes specs of pretty much every other unit. Things die quicker, factories build faster, bot factories scaled down 2 times thanks to colin's tool/mod https://forums.uberent.com/threads/rel-rescalepa-converter-to-create-smaller-units.64462. Commander is OP, annihilaser nerfed, SXX shoots beam. New strategic and buildbar icons.

    Bots and vehicles have AA on both tech levels. Missile AA units destroy all air units with one hit but take 10 seconds to recharge each missile (they have many). Flak AA don't need to recharge, hits instantly but has lower range of fire. Weakest AA is machine gun vehicle.
    Bot factories are cheaper then others making them best for initial build/invasions.
    Transports got anti-missile point defense. Gunships got anti-land missile as special weapon. Radars no longer see orbital (except for deep space radar and radar satellites that is). Advanced orbital satellite has vision instead of radar.

    Some pics:
    Initial post (June 1, 2014):
    Less difference between basic/advanced with exceptions (power gen, nuke, naval...).
    3 new units (old models used): flame bot, anti-tank gun bot, another artillery tank (one is more useful against structures - deals more damage (excessive against mobile units), other has higher fire rate but less dps). Some other units changed purposes: inferno now fires like a shotgun (not my idea - someone else on the forum suggested a shotgun bot), grenadier is a t1 aa bot.
    Land armies get destroyed very fast atm but this may change in future releases.
    Update 1 (June 9, 2014):
    naval rebalance, other stuff
    nuke says it costs ~30k, in fact it costs 14700, anti nuke costs 10500


    Update 2 (August 10, 2014):

    Updated for build 70289.

    All units more or less changed, some new added and some old returned.

    Download:

    https://mega.co.nz/#!w8ZmTIrK!QiVlSVKbJT-eYIjkKM7x1_ubID_ZHlsOW2sc8FBZVx4

    Plans for the future: add "base" building and allow factory and defence construction only near it. Might just replace commander.
    stuart98 and igncom1 like this.
  12. Nicb1

    Nicb1 Post Master General

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    Oh damn those look nice. Excellent work as usual.

    EDIT:
    Liking the mega tank especially. Will have to test out the latest version soon.
    Last edited: March 14, 2015
    zx0 likes this.
  13. zx0

    zx0 Well-Known Member

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    Update 5.1 (19 mar 2015)

    Added basic orbital defense.
    Umbrella firing range: 240 -> 300.
    Deepspace radar covers entire planet with radar but does not have celestial radar. (For whatever reason having celestial radar or sight gives sight coverage of all orbital, so I removed it.)
    Nuke/commander explosion no longer damages orbital.
    Advanced artillery firing range: 500 -> 800.
    Plasma artillery firing range: 500 -> 600.
    [Combat fab buildable] artillery firing range: 350 -> 400.
    TML,Kraken firing range: 350 -> 400.
    Megatank nerfed, now transportable by Astraeus.
    Commander now transportable by Astraeus.
    Some AA changes.
    Frigate animtree fixed.
    Other small changes.

    Big strategic icons: important icons now bigger.

    Avaliable on PAMM.

    [​IMG]
    Basic orbital defense.
    Nicb1, stuart98 and doud like this.
  14. Nicb1

    Nicb1 Post Master General

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    Quick question. I haven't had the chance to test this myself so I just wanted to know if you have included full AI support in your mod.
  15. zx0

    zx0 Well-Known Member

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    No, AI doesn't build:
    1) point defense tanks, I'llse if I can set priorities properly
    2) combat factories, probably because they are less energy effective
    3) megatank (maybe it does, didn't test it thoroughly)
    igncom1 likes this.
  16. zx0

    zx0 Well-Known Member

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    [​IMG]
    New megabot compared to some Dox and Stompers.
  17. zx0

    zx0 Well-Known Member

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    Update 5.2 (8 apr 2015)

    Raptor bot no longer amphibious.
    Missile ship fire rate decresased two times to sync with animation. Health increased from 1000 to 2500.
    Missile sub health increased from 1000 to 1500.
    Destroyer health increased from 1000 to 1500.
    Frigate health increased from 750 to 1000.
    Experimental bot added. (Buildable with advanced vehicle combat fabber.)
    Experimental gunship added. (Buildable with advanced vehicle combat fabber.)
    Other small changes.

    Avaliable on PAMM.

    [​IMG]
    Experimental gunship in action.
    stuart98, doud, Nicb1 and 1 other person like this.
  18. doud

    doud Well-Known Member

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    Man, your mod is a pure skyrocket, it definitly takes PA on step beyhond from a design perspective.
    Thank you so much for improving the experience that much !!!!!
    zx0 likes this.
  19. killerkiwijuice

    killerkiwijuice Post Master General

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    Pretty amazing how zx0 did all of this by himself :D

    I definitely award this mod the title: "Most Effort"
    stuart98, proeleert, zx0 and 2 others like this.
  20. killerkiwijuice

    killerkiwijuice Post Master General

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    @jables this mod shows the kind of variety PA needs. zx0 has some real skill and experience, and made a mighty fine mod here with A LOT new units which, if introduced to vanilla PA, will probably give an enermous player spike with a continuous playerbase.

    I played this for the first time a few minutes ago, even custom air trails were added, even the Experimental Megatank was given it's own smoke trail.
    [​IMG]

    Just gotta say that units in this mod is kinda what vanilla PA should strive to add.

    There's even more orbital units.... he even adjusted the AI.....
    zx0, i'm impressed. Here's some constructive criticism though:

    I kinda think the unit icons are too much like Sup Com though, they are too complicated and kinda hurt my eyes.

    And the effects should be... different, with some alpha, pointlight and more colors, more particles less team color-ness; they just look a little bland and awkward imo.

    Also the thing with combat fabs is weird. I never knew that I needed to build 2 bot factories then the second advanced combat fab to build experimentals. There should either be:
    • One, specialized factory that builds experimentals
    • Remove the other adv combat fab ( there are 2) one of them does almost nothing.
    • Or both
    Last edited: April 11, 2015
    zx0 likes this.

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