Search found 77 matches
- Wed Aug 05, 2015 6:36 am
- Forum: Mods
- Topic: [MOD 0.12.1] Supreme Warfare - 1.0.5
- Replies: 139
- Views: 164490
Re: [MOD 0.12.1] Supreme Warfare - 1.0.4
This thing is pretty awesome. Since 0.12 added a rocket silo, I wonder if you could mod it to shoot rockets like the way your big bang artillery does. You just craft the nuke inside the silo and then throw a manual target at something you want to nuke. Is that even possible? Just a thought. The &qu...
- Mon Aug 03, 2015 12:11 pm
- Forum: Mods
- Topic: [MOD 0.12.1] Supreme Warfare - 1.0.5
- Replies: 139
- Views: 164490
Re: [MOD 0.12.1] Supreme Warfare - 1.0.4
I don't think I mentioned this already: I also had a problem when your arty is placed by robot, you didn't also handle the on_robot_build_entity. I modified my local version accordingly, to handle this event and to use entity.surface as I mentioned previously and it all worked okay for me after tha...
- Sun Aug 02, 2015 8:02 pm
- Forum: Mods
- Topic: [MOD 0.12.1] Supreme Warfare - 1.0.5
- Replies: 139
- Views: 164490
Re: [MOD 0.12.1] Supreme Warfare - 1.0.4
After playing quite some time with version 0.12 I decided to delay the new version of Supreme Warfare a bit.
A lot of the artillery values have to be changed. Supreme Warfare is currently not as balanced as I want it to be.
A lot of the artillery values have to be changed. Supreme Warfare is currently not as balanced as I want it to be.
- Sat Aug 01, 2015 8:47 am
- Forum: Mods
- Topic: [MOD 0.12.1] Supreme Warfare - 1.0.5
- Replies: 139
- Views: 164490
Re: [MOD 0.12.1] Supreme Warfare - 1.0.4
I'm glad that so many people are interested in Supreme Warfare
DOSorDIE and I are going to test the new version of Supreme Warfare tonight.
It will be available for download tomorrow if everything goes as planned
DOSorDIE and I are going to test the new version of Supreme Warfare tonight.
It will be available for download tomorrow if everything goes as planned
- Thu Jul 30, 2015 12:05 pm
- Forum: Mods
- Topic: [MOD 0.12.1] Supreme Warfare - 1.0.5
- Replies: 139
- Views: 164490
Re: [MOD 0.12.1] Supreme Warfare - 1.0.4
Just use game.surfaces ["nauvis"] all the time instead of game.player.surface Sadly it will mean your mod is incompatible with my upcoming The Underground mod :( Maybe the strong magnetic field down there messes with the aiming ;)! Also I can answer your questions about Lua surface if you...
- Thu Jul 30, 2015 7:23 am
- Forum: Mods
- Topic: [MOD 0.12.1] Supreme Warfare - 1.0.5
- Replies: 139
- Views: 164490
Re: [MOD 0.12.1] Supreme Warfare - 1.0.4
FYI I tried a few different ways of getting the "owning" player before I got it to work, what worked for me was: Adding the player that created the arty as a fourth element to your global arty table entries. Trying to access it via force of the entity didn't work for me, I don't know why ...
- Wed Jul 29, 2015 9:16 pm
- Forum: Mods
- Topic: [MOD 0.12.1] Supreme Warfare - 1.0.5
- Replies: 139
- Views: 164490
Re: [MOD 0.12.1] Supreme Warfare - 1.0.4
I forgot to use it with the new surface system :/billw wrote:This is broken in multiplayer, it uses game.player (instead of game.players[]).
I have fixed it for myself, I can upload the fixed version if you would like.
Nah don't, I'll release a new version this weekend
- Wed Jul 29, 2015 9:18 am
- Forum: Modding discussion
- Topic: Source management and Licensing for Mods
- Replies: 65
- Views: 37512
Re: Source management and Licensing for Mods
I have a local repository. The only reason why I don't use github for my mods is that I want to see how many people downloaded it! I want to know if people are interested in my mod and if it's worth developing it. Github doesn't show me how many people downloaded or cloned my mod. You can use the G...
- Wed Jul 29, 2015 9:13 am
- Forum: Mods
- Topic: [MOD 0.12.1] Supreme Warfare - 1.0.5
- Replies: 139
- Views: 164490
Re: [MOD 0.12.1] Supreme Warfare - 1.0.4
Hey ssilk if you think it would fit better into the Gameplay section then please move it.ssilk wrote:Ok moved to General Mods.
(I would move it to Gameplay instead. (?) )
- Sun Jul 26, 2015 6:47 pm
- Forum: Mods
- Topic: [MOD 0.12.1] Supreme Warfare - 1.0.5
- Replies: 139
- Views: 164490
Re: [MOD 0.12.1] Supreme Warfare - 1.0.4
Supreme Warfare Version 1.0.4 (Factorio 0.12.1 Version) is live! This version is only a port to factorio 0.12.x No new stuff was added. There are still a few bugs (explosion animation is delayed). I'll fix it with the next version of SupremeWarfare. Also up next: New stuff and balancing changes :D Y...
- Sun Jul 26, 2015 1:53 pm
- Forum: Modding discussion
- Topic: Source management and Licensing for Mods
- Replies: 65
- Views: 37512
Re: Source management and Licensing for Mods
I have a local repository. The only reason why I don't use github for my mods is that I want to see how many people downloaded it!
I want to know if people are interested in my mod and if it's worth developing it. Github doesn't show me how many people downloaded or cloned my mod.
I want to know if people are interested in my mod and if it's worth developing it. Github doesn't show me how many people downloaded or cloned my mod.
- Fri Jul 24, 2015 7:38 pm
- Forum: Mods
- Topic: [MOD 0.12.1] Supreme Warfare - 1.0.5
- Replies: 139
- Views: 164490
Re: [MOD 0.11.22] Supreme Warfare - 1.0.3
Sorry, I have been traveling from game conference to game conference the last couple of weeks
Just started a multiplayer game factorio 0.12 with DOSorDIE. So many new things
I'll keep you posted how the update progress is going
Just started a multiplayer game factorio 0.12 with DOSorDIE. So many new things
I'll keep you posted how the update progress is going
- Sun Jul 05, 2015 9:53 pm
- Forum: Texture Packs
- Topic: [Request] Artwork for Supreme Warfare
- Replies: 14
- Views: 31557
Re: [Request] Artwork for Supreme Warfare
as agreed fold/unfold-sheet Sheet place-sheet Sheet single action directions for now http://johnsmith.ktec.de/factorio/mods/support/supreme/rak2f_n0005.png http://johnsmith.ktec.de/factorio/mods/support/supreme/rak2f_o0005.png http://johnsmith.ktec.de/factorio/mods/support/supreme/rak2f_s0005.png h...
- Thu Jun 18, 2015 11:52 am
- Forum: Mods
- Topic: [MOD 0.12.1] Supreme Warfare - 1.0.5
- Replies: 139
- Views: 164490
Re: [MOD 0.11.22] Supreme Warfare - 1.0.3
Hey everyone! Just wanted to say that I'm still working on new things for SupremeWarfare. I've been very busy with other stuff, but I'm planning to release an update soon! Before the release of factorio 0.12! Thanks to all the supporters of my mod. I'm really happy that some of you wrote me a pm <3 ...
- Fri Jun 12, 2015 8:07 am
- Forum: Mods
- Topic: [MOD 0.13.x] Artillery Cannon - v1.2.0
- Replies: 47
- Views: 34603
Re: [MOD 0.11.x] Artillery Cannon - v1.0.1
By manual control, i meant ME being able to control the targeting through scripts. Supreme Warfare has scripted targeting controls to allow min range, but the graphics only allow 4 directions of rotation (Last I checked), he may be able to increase that to full smooth rotation, but no other animati...
- Wed Jun 10, 2015 9:36 pm
- Forum: Mods
- Topic: [MOD 0.12.1] Supreme Warfare - 1.0.5
- Replies: 139
- Views: 164490
Re: [MOD 0.11.22] Supreme Warfare - 1.0.3
Also after building the rapid fire turret and placing I noticed every single bot that had a repair pack decided it was hurt and wanted to fix it, maybe a bug? I fixed this by changing line 92 in control.lua from: newArty.health = 0 to: newArty.health = newArtyI.health This will not fix it for every...
- Mon Jun 08, 2015 10:47 pm
- Forum: Wiki Talk
- Topic: [Wiki] Mod Page
- Replies: 5
- Views: 15361
Re: [Wiki] Mod Page
The current problem is that a lot of good mods will never be seen because there are too many!DaveMcW wrote:I vote to delete the mod page and change all links to the mods forum.
I want to try and change this by listing them on the wiki
- Mon Jun 08, 2015 10:42 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Artillery Cannon - v1.2.0
- Replies: 47
- Views: 34603
Re: [MOD 0.11.x] Artillery Cannon - v1.0.1
I personally dont care if I can aim it on my own, as long as it dosent blow itself, or the things right around itself up. :D I used it for a while in its current state and its very nice, but as soon as it fired on my own walls and let the biters right through I had to uninstall it. +1 I personally ...
- Mon Jun 08, 2015 10:35 pm
- Forum: Mods
- Topic: [MOD 0.12.1] Supreme Warfare - 1.0.5
- Replies: 139
- Views: 164490
Re: [MOD 0.11.22] Supreme Warfare - 1.0.3
Thanks to everyone who gave me feedback. (also on reddit & co)
I appreciate it!
I'm going to change some stuff and keep you posted.
Together we will create the perfect warfare! SupremeWarfare
I appreciate it!
I'm going to change some stuff and keep you posted.
Together we will create the perfect warfare! SupremeWarfare
- Mon Jun 08, 2015 11:31 am
- Forum: Mods
- Topic: [MOD 0.12.1] Supreme Warfare - 1.0.5
- Replies: 139
- Views: 164490
Re: [MOD 0.11.22] Supreme Warfare - 1.0.3
Not seeing by opening any .lua files in wordpad that script anywhere, which one is it under? Also - the rapid fire takes that amount as well, so either set it to 100 or set two slots in recipe to take steel => it would only be able to be made in tier 3 assembler. You can open the "SupremeWarfa...