[WIP] The Realm Community Balance Mod

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

  1. zweistein000

    zweistein000 Post Master General

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    Right I made another release, this time it's a bit more radical:

    This release has many changes:

    • The AI can now use tactical nukes and Boom bots. It also scouts and is a lot meaner.
    • Tactical missile launcher self destruct fixed and added the ability to shoot orbital (like other tactical missiles)
    • Observation post (advanced radar) made costlier to reduce its viability as a default go to for blind countering stealth bombers.
    • Vehicle scout slightly reduced vision radius, fixed model
    • SXX is cheaper and does less damage.
    • Umbrella made weaker and cheaper. If you want proper anti-orbital, consider batteries or Tactical missile launcher. It is also buildable by by T2 combat fabber and commander now
    • Battleship reworked: Invisible flak turrets removed (this includes AMS), added a large radar that can also detect orbital (but small vision radius), made slightly more fragile and added a constant energy drain of 2000/ship.
    • Narwhal reworked. It now has weak flak instead of cannon and can shoot down tactical missiles. Radar removed.
    • Torpedo bomber moved to T2 where it belongs as a specialised unit.
    • Gunship buffed. It now has 50% more ammo capacity and 20% more recharge rate.
    • Advanced fabrication aircraft consistencised. It now fabricates at 6 for 700 energy and costs 400.
    • Jig now goes nuke. Just like vanilla.
    • Boom bot are now amphibious. You have been warned.
    • I forgot the most radical thing of all perhaps: Dox now have a greater vision radius than Skitters. Hopefully this makes both skitter less dangerous and makes bots A lot more useful.
    I am looking for feedback on these changes. Please leave it. If you are displeased with them the old releases are present on github and you can revert them if you want.
    ace63, stuart98 and optimi like this.
  2. zweistein000

    zweistein000 Post Master General

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    UPDATE:

    I have recently been in contact with the other developers of RCBM and not all of them agree with me continuing work on this project in their name. So in light of that and the fact that I will respect their wishes, I WILL BE REVERTING RCBMS LAST UPDATE. I am also dropping all work on RCBM (as has currently everyone else). Wether my changes will continue on as my own project or not now depends on the events that happen in the background.

    At this point I would like to thank everyone that has ever played RCBM and especially those that still do for your support. It has been a fun learning experience for me and hopefully a fun ride for you and with a little luck this is just a beginning of something new and if not, then there really is nothing I can do about it.
    stuart98 likes this.
  3. MrTBSC

    MrTBSC Post Master General

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    thread should be then have an "on hold" label or something ...
    damn shame ...
    zweistein000 and stuart98 like this.
  4. squishypon3

    squishypon3 Post Master General

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    It can have effects on separate muzzles, zx0 got it to work for my megabot. I'll go fetch the code snippet for you later. :)
  5. KNight

    KNight Post Master General

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    Code is useless to me so I wouldn't bother, but again, the point is that the engine doesn't seem to natively support what should really be a very basic function for the weapons and I don't view workarounds to be suitable replacements.

    Mike
  6. killerkiwijuice

    killerkiwijuice Post Master General

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    Can muzzles have different sound effects? I tried to copy the code format for muzzle effects, but it doesn't work with sound I think. Was wondering if you know how.
  7. squishypon3

    squishypon3 Post Master General

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    Its within the .json it's just a way of organizing it in a different way then we have been.
  8. squishypon3

    squishypon3 Post Master General

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    @KNight @stuart98

    Multiple muzzle flashes.

    Part One:

    "events": "fired0":{"audio_cue":"/SE/Weapons/sea/T2_battleship_fire","effect_spec":"/pa/effects/specs/tank_muzzle_flash.pfx socket_muzzle02 /pa/effects/specs/tank_muzzle_flash.pfx muzzle01 /pa/effects/specs/tank_muzzle_flash.pfx muzzle02","effect_scale":5.0},"fired1":{"audio_cue":"/SE/Weapons/sea/destroyer_fire","effect_spec":"/pa/effects/specs/tank_muzzle_flash.pfx muzzle03a /pa/effects/specs/tank_muzzle_flash.pfx muzzle03b /pa/effects/specs/tank_muzzle_flash.pfx muzzle03c","effect_scale":5.0},

    Part Two:

    {"spec_id":"/pa/units/land/megabot/megabot_tool_weapon_artillery.json","record_index":0,"fire_event":"fired0","aim_bone":"muzzle01a","muzzle_bone":["muzzle01a"]}, {"spec_id":"/pa/units/land/megabot/megabot_tool_weapon_shell.json","record_index":1,"fire_event":"fired1","aim_bone":"pitch02","muzzle_bone":["muzzle02a"]}

    Just so you know there are many more weapons after this, which is why it ends so suddenly.
  9. stuart98

    stuart98 Post Master General

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    Squishy Y U NO UNDERSTAND

    We're talking about one weapon that uses two muzzles. Every time it shoots from one muzzle it will produce a muzzle flash on both muzzles.
  10. squishypon3

    squishypon3 Post Master General

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    Yes I know exactly what you're saying, do that and it shouldn't.

    Edit: Basically all I'm saying I'd user fire events in that way and it should be fine.
  11. stuart98

    stuart98 Post Master General

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  12. stuart98

    stuart98 Post Master General

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    As a result of how the latest patch has broken assisting I've removed the mod from PAMM for now.
  13. infuscoletum

    infuscoletum Active Member

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    So, how far along is this mod in terms of the goal of making t2 more variety than just more power? I'll probably kill myself reading 30+pages later :eek:, but maybe someone can pity me? :D:D:D:D
  14. zweistein000

    zweistein000 Post Master General

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    It pretty much succeeded in that regard. But it is out of date currently and probably not (fully)compatible with the current version. It is also lacks the submarines and underwater layer.
  15. infuscoletum

    infuscoletum Active Member

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    Damn. Skimmed the last few pages. Looks like I picked a great time to play pa again :rolleyes: :( if I had any idea as to how to mod this game beyond some changing of font size (whose method is prolly way outdated) I'd totally fork this or something. Sad to see this die.
  16. cwarner7264

    cwarner7264 Moderator Alumni

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    I'd maintain this myself if I had the know-how. I might ask around within the Realm to see if there are any willing to take up the mantle.
    infuscoletum likes this.
  17. raymanic13

    raymanic13 New Member

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    Is this mod discontinued? A damn shame if it was, a really good mod in my opinion.

    If it isnt discontinued then I'd like to point out a serious issue. Reclaiming is broken aka nothing can reclaim. Its horrible, it makes the AI play like crap (cause they dont know how to attack destroyed structures) and makes combat fabbers bad at a scavenger role which they were good at before it broke.

    Still its a shame this mod isnt getting any more attenton.
  18. wpmarshall

    wpmarshall Planetary Moderator

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    I'm not entirely sure it's being worked on atm - the original creators left PA for their own reasons and I'm not sure what happened to the others who then continued working on the mod.
  19. stuart98

    stuart98 Post Master General

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    I'm a little bored ATM so I'll get this fixed so that it's no longer broken on the live build.

    This means fixing the anchor to not be derped up completely, restoring transport functionality, and restoring assist/reclaim functionality.
  20. stuart98

    stuart98 Post Master General

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    Hopefully functional version is now on PAMM. Didn't test so yell at me if it's still broken.
    zweistein000, ace63 and cwarner7264 like this.

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