[WIP] TA:PA or MicroPartyDeluxe.

Discussion in 'Work-In-Progress Mods' started by squishypon3, October 27, 2014.

  1. squishypon3

    squishypon3 Post Master General

    Messages:
    7,971
    Likes Received:
    4,357
    I've already started work on a little gameplay mod, the goal? TA in PA... No not a clone of @raevn :p

    The mod makes the PA economy as close as TA's, many of the metal counts I'm using are as close to TA as they can without being silly. Ta's lathes worked quite differently than they do in PA, for instance- If a commander was building a metal extractor he'd be building at around 10 metal a second if I remember correctly, but if he were working on a factory it'd be higher than 40m/s (not to mention the units and buildings also had a set energy cost) This makes the implementation of a proper economy a bit difficult, so whenever I run into problems with that I just try to find a happy medium.

    At the moment I've messed with the basic and advanced fabbers for bots and tanks, as well as the Comm. I've also worked on the scamper and ant. My next post will have some further detailed stats, and I'll probably release a very WIP version in a bit.

    For all those wondering, I actually don't plan to just drop this like a have with a few other projects, before I had a huge limiting factor for testing and modding... Internet; now that PA is 100% offline I can easily do internal tests as much as I like, and my computer can take a size 200 sandbox planet. ;)

    Totally WIP 0.3 Version, you've been warned:

    Attached Files:

    Last edited: November 7, 2014
    stuart98 and optimi like this.
  2. squishypon3

    squishypon3 Post Master General

    Messages:
    7,971
    Likes Received:
    4,357
    Changelog, v0.1: (Red means will probably be changed.)

    Basic Metal Extractor.

    -Cost reduced to 100 metal.
    -Health at 1000.
    -M/s reduced to 2 M/s from 7.
    -Energy Drain upped to 3 E/s from 0.

    Advanced Metal Extractor.

    -Cost changed to 1508 metal.
    -Health at 1505.
    -M/s reduced to 5 M/s from 32.
    -Energy Drain upped to 15 E/s from 0.

    Basic Power Generator.
    -Cost reduced to 150 metal.
    -Health at 3000.
    -E/s reduced to 20 E/s from 600. (Needs citation)

    Basic Bot Factory.

    -Cost at 600 metal.
    -Health at 6000.
    -M/s reduced to 8 M/s.
    -E/s reduced to 25 E/s.
    -250 Metal Storage added.
    -250 Energy Storage added.

    Advanced Bot Factory.
    -Cost changed to 1500.
    -Health at 30000.
    -M/s reduced to 30 M/s.
    -E/s reduced to 60 E/s.
    -500 Metal Storage added.
    -500 Energy Storage added.

    Basic Vehicle Factory.
    -Cost changed to 800 Metal.
    -Health at 6000.
    -M/s reduced to 12 M/s.
    -E/s reduced to 30 E/s.
    -300 Metal Storage added.
    -300 Energy Storage added.

    Advanced Vehicle Factory.
    -Cost changed to 1800 Metal.
    -Health at 30000.
    -M/s reduced to 35 M/s.
    -E/s reduced to 70 E/s.
    -600 Metal Storage added.
    -600 Energy Storage added.

    Basic Bot Fabricator.
    -Cost at 120 Metal.
    -Health at 340.
    -M/s at 10 M/s.
    -E/s reduced to 15 E/s.
    -25 Metal Storage added.
    -50 Energy Storage added.
    -Move speed at 10.
    -Brake/Acceleration at 360.
    -Turn speed at 360.

    Advanced Bot Fabricator.
    -Cost reduced to 280.
    -Health at 150.
    -M/s reduced to 15 M/s.
    -E/s reduced to 20 E/s.
    -35 Metal Storage Added.
    -70 Energy Storage Added.
    -Move speed at 8.
    -Brake/Acceleration at 360.
    -Turn Speed at 360.

    Basic Vehicle Fabricator.

    -Cost at 200 Metal.
    -Health at 50.
    -M/s reduced to 13 M/s.
    -E/s reduced to 25 E/s.
    -30 Metal Storage Added.
    -60 Energy Storage Added.
    -Move Speed at 12.
    -Brake/Acceleration at 5.
    -Turn Speed at 50.

    Advanced Vehicle Fabricator.

    -Cost at 450 metal.
    -Health at 150.
    -M/s reduced to 18 M/s.
    -E/s reduced to 30.
    -40 Metal Storage Added.
    -80 Energy Storage Added.
    -Move Speed at 12.
    -Brake/Acceleration at 120.
    -Turn Speed at 360.


    Scamper assault bot.
    -Cost reduced to 55.
    -Health at 3000.
    -Weapon Yaw rate 360.
    -Weapon Pitch rate 360.
    -Rate of fire at 2.
    -Damage at 25.
    -Splash radius 5.
    -Splash damage 5.
    -Move Speed at 11.
    -Brake/Acceleration reduced to 400.
    -Turn Speed reduced to 500.

    Ant light laser tank.

    -Cost at 140.
    -Health at 3900.
    -Weapon Yaw rate 80.
    -Weapon Pitch rate 50.
    -Rate of fire reduced to 0.5.
    -Damage at 230.
    -Splash radius 10.
    -Splash Damage 150.
    -Move Speed at 13.
    -Brake/Acceleration reduced to 30.
    -Turn Speed at 70.


    Basic Radar.
    -Metal cost reduced to 140 Metal.
    -Health 1500.
    -E/s used reduced to 30 E/s.

    Advanced Radar.
    -Metal cost reduced to 572 Metal.
    -Health at 3000.
    -E/s used reduced to 100 E/s.
    stuart98 and Jaedrik like this.
  3. squishypon3

    squishypon3 Post Master General

    Messages:
    7,971
    Likes Received:
    4,357
    Sorry for triple post, but that's as much as I could remember changing, and if you want any more stats of other units just ask...

    Also, any feedback on these numbers? @stuart98 ? ;)
    stuart98 likes this.
  4. squishypon3

    squishypon3 Post Master General

    Messages:
    7,971
    Likes Received:
    4,357
    I've done some more work, basic bot factory is complete, and so is most of the basic vehicles factory. All Fabricators and factory's resource usages are set correctly. The pelter and single laser defense tower are also both complete. (As far as I know, further testing- and we'll see. :p )

    I still need to do every advanced factory's roster, orbital, and many other buildings.
    stuart98 likes this.
  5. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    GIT THIS THING ON GITHUB DANG IT
    squishypon3 likes this.
  6. squishypon3

    squishypon3 Post Master General

    Messages:
    7,971
    Likes Received:
    4,357
    Okay, I had a pretty nice balance, but I'm deciding to scrap it and restart. Using all O:TA variables and balancing around them. Shouldn't be /too/ much more of a wait for a playable version!
  7. squishypon3

    squishypon3 Post Master General

    Messages:
    7,971
    Likes Received:
    4,357
  8. exterminans

    exterminans Post Master General

    Messages:
    1,881
    Likes Received:
    986
    Maybe I'm mistaken, but weren't laser towers your primary energy storage originally? Did factories actually have any energy storage?

    Also: Enable friendly fire for all units ;)
  9. squishypon3

    squishypon3 Post Master General

    Messages:
    7,971
    Likes Received:
    4,357
    Factories and fabricators have storage. 50 for basic fab in metal and energy, 100 for basic factory, 100 for advanced fab and 200 for advanced factory. Those numbers might be a bit off, and I know the air and naval might be different as well.

    Also, fabricators actually produce a bit of metal and energy, basic fabs produce 0.25 metal a second, advanced 0.50 IIRC, I can't remember the energy production though.

    Lastly, friendly fire is a sort of, the best I can do atm is aoe I believe. =P
  10. Clopse

    Clopse Post Master General

    Messages:
    2,535
    Likes Received:
    2,865
    I tought mex were cheaper in pa, 52 or something. Anyhows so you don't starve players of resources you could have metal makers too. That's how you would macro in TA
    squishypon3 likes this.
  11. squishypon3

    squishypon3 Post Master General

    Messages:
    7,971
    Likes Received:
    4,357
    They are, and I may lower it. Just so you know that changelog above is outdated to heck. :p

    At the moment the metal extractors are a bit expensive because they were building too fast... TA had a build time modifier as well as a metal and energy cost. PA units have no energy cost, and their metal cost dictates how long it takes to build.

    We'll see though. :p

    Edit: And I did plan on metal makers, at the moment I'm working on the basics. Mostly copying stats from TA, and tweaking them slightly to fix the balance. The maverick for instance (the gunslinger arm kbot) costs something like 456 metal. Yet one shots Peewees and has a decdecently fast fire rate. The way TA prevented it from being too OP was by giving it a very long build time.

    TA and partially Supcom essentially had a lot more ways to balance the game other than metal/energy cost and unit stats. They could have a cheap and powerful unit take a LONG time to build. PA sadly doesn't have that luxury.
    Last edited: November 5, 2014
  12. exterminans

    exterminans Post Master General

    Messages:
    1,881
    Likes Received:
    986
    Friendly fire won't actually work, I think, but you can make units block friendly shots which still comes pretty close, especially considering that units in PA will probably refuse to even fire when the flight path is blocked by a friendly target. Buildings in PA already have that behavior, I think.
  13. squishypon3

    squishypon3 Post Master General

    Messages:
    7,971
    Likes Received:
    4,357
    Can you? Mind telling me how? :p
  14. exterminans

    exterminans Post Master General

    Messages:
    1,881
    Likes Received:
    986
    Not sure, but I would try to add "type":"Structure", "collision_layers":"WL_AnyHorizontalGroundOrWaterSurface" and "ignore_collisions":false to base_*.json in the physics section, because these are the attributes which appear to differ between units and buildings. Might have some side other side effects, but you'll need to try.

    https://forums.uberent.com/threads/reference-unit-blueprints.47378/ is unfortunately completely outdated for the physic part of the blueprints.

    And if you want air units no longer to stack, remove "push_sideways":false,"allow_pushing":false from their physic sections, that makes them pushable.
    Last edited: November 5, 2014
  15. squishypon3

    squishypon3 Post Master General

    Messages:
    7,971
    Likes Received:
    4,357
    Man did I underestimate how much work this would be. :p

    I've done every unit type other than naval, which I'm just starting on. So far I've done the AA ship and the scout ship. My only problem is unlike most units in PA ships aren't always the sam . PA's ships might have more cannons which skews weapon balance, or not enough set up in a certain way, etc...

    I'm considering just trying to balance naval in a TA-like way. I'll be releasing a new version with all the changes in an hour and a half or so. Any changes you think I should make to naval/theory crafting would be appreciated. Also, I still haven't done the majority of other structures, like nukes, orbital stuff, and actually orbital units as well now that I think of it...
  16. squishypon3

    squishypon3 Post Master General

    Messages:
    7,971
    Likes Received:
    4,357
    Okay, still WIP version 0.3 is now up. Mainly what changes I said above. :p
  17. squishypon3

    squishypon3 Post Master General

    Messages:
    7,971
    Likes Received:
    4,357
    Random thing: I'll try to get to the point of changing the sound effect files, I just got an fsb extractor so I can extract all the sound files from the .FSB files PA uses. Afterwards I'll just start a new FSB project, name the files what PA would use, then save as a .FSB. This... Should work, it's a bit of a confusing process though. :S
  18. squishypon3

    squishypon3 Post Master General

    Messages:
    7,971
    Likes Received:
    4,357
    Was doing some test games with @tHeTrOpHySyStEm and air is quite scary... Or well- bombers are. Though to be fair I had little to no AA. *shrugs*
  19. thetrophysystem

    thetrophysystem Post Master General

    Messages:
    7,050
    Likes Received:
    2,874
    technically, more stuff could shoot at air too. Dedicated aa is better, but everything shooting air now that units are scarce, wouldn't hurt.

Share This Page