Wow that looks epic! Can't wait for the release. By the looks of it, all 4 of the artillery have proper graphics now, correct? If so, then I am spotlighting this right after you release that new version.SpeedyBrain wrote:Just a quick reminder
A new Version of Supreme Warfare will be released tomorrow
[MOD 0.12.1] Supreme Warfare - 1.0.5
- Xterminator
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Re: [MOD 0.11.22] Supreme Warfare - 1.0.2
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Re: [MOD 0.11.22] Supreme Warfare - 1.0.2
All of them have graphics, but only T1 and T2 have proper animations.Xterminator wrote:Wow that looks epic! Can't wait for the release. By the looks of it, all 4 of the artillery have proper graphics now, correct? If so, then I am spotlighting this right after you release that new version.
Feel free to do a spotlight on tomorrow's version.
The next update afterwards will probably be a bigger one. With a lot new toys and stuff to show
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Re: [MOD 0.11.22] Supreme Warfare - 1.0.2
Out now!
It's here... It's here... *excited*
Version 1.0.3 is here!
What's new?
New graphics, new animations, new effects, new mindblowing stuff!
Improved artillery targeting and scatter calculations
SupremeWarfare has an entry on the wiki: check it out for insider informations
I'm curious to hear how you like this mod.
If you feel something is missing or you want to report a bug, leave a comment.
If you're updating to version 1.0.3 keep in mind there is a little update bug, you'll find more informations in the download section!
Download
Re: [MOD 0.11.22] Supreme Warfare - 1.0.2
goood!!! i like it!
It would be nice to make the recipes based ammo on other mods (well, there used nickel from Bob fashion, quartz, tin, etc.) on the idea ready to help began to understand a little bit code))
It would be nice to make the recipes based ammo on other mods (well, there used nickel from Bob fashion, quartz, tin, etc.) on the idea ready to help began to understand a little bit code))
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Re: [MOD 0.11.22] Supreme Warfare - 1.0.3
I forgot to remove the debug stuff
I have re-uploaded version 1.0.3!
If you downloaded it before this post, sorry! Please re-download.
I have re-uploaded version 1.0.3!
If you downloaded it before this post, sorry! Please re-download.
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Re: [MOD 0.11.22] Supreme Warfare - 1.0.3
The Rapid Fire Artillery reminds me so much of Total Annihilation, and I loved that game ever so much. Going to enjoy using this!
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Re: [MOD 0.11.22] Supreme Warfare - 1.0.3
glad to hear you like itLittleMikey wrote:The Rapid Fire Artillery reminds me so much of Total Annihilation, and I loved that game ever so much. Going to enjoy using this!
Re: [MOD 0.11.22] Supreme Warfare - 1.0.3
How do you get the assemblers to accept more than 100 steel? the higher tier turrets take 200 and 100 is max they accept for production?
Re: [MOD 0.11.22] Supreme Warfare - 1.0.3
It won't work without changing stack size for steel or until 0.12 where this is fixed.Raizing32 wrote:How do you get the assemblers to accept more than 100 steel? the higher tier turrets take 200 and 100 is max they accept for production?
Re: [MOD 0.11.22] Supreme Warfare - 1.0.3
How do I change stack size?
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Re: [MOD 0.11.22] Supreme Warfare - 1.0.3
The lua script for that would beRaizing32 wrote:How do I change stack size?
Code: Select all
data.raw["item"]["steel-plate"].stack_size = 200
This is actually a bug. I forgot about itRaizing32 wrote:How do you get the assemblers to accept more than 100 steel? the higher tier turrets take 200 and 100 is max they accept for production?
I'm going to set the "BigBang" recipe to 100steel.
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.
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Re: [MOD 0.11.22] Supreme Warfare - 1.0.3
You can open the "SupremeWarfare_1.0.3/prototypes/base-override.lua" and addRaizing32 wrote: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.
Code: Select all
data.raw["item"]["steel-plate"].stack_size = 200
Would you prefere me changing the receipe or adding the bigger stack size?
Do you think that T4 Artillery costs too much Alien Artifacts? Because I kind of have this feeling
Re: [MOD 0.11.22] Supreme Warfare - 1.0.3
Honestly Big Bang means big and so i would suggest keeping it as it is, though splitting the 200 steel over two crafting operations like 100 for the base and then another 100 for the full size would sorta be even better as it would mean less "cheating"SpeedyBrain wrote:You can open the "SupremeWarfare_1.0.3/prototypes/base-override.lua" and addRaizing32 wrote: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.to it.Code: Select all
data.raw["item"]["steel-plate"].stack_size = 200
Would you prefere me changing the receipe or adding the bigger stack size?
Do you think that T4 Artillery costs too much Alien Artifacts? Because I kind of have this feeling
Logo
Noticed the told change in FFF #111 so il continue to use my signature ^_^Thanks for listening to our suggestions, devs !
I would jump of joy if we could specify which tiles spawned in a surfaces
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Re: [MOD 0.11.22] Supreme Warfare - 1.0.3
I agree with this. Both points. I don't think it takes too many artifacts, especially sense the mod adds the loot the biters drop. The hardest part for me was the batteries and fusion reactors.jorgenRe wrote:Honestly Big Bang means big and so i would suggest keeping it as it is, though splitting the 200 steel over two crafting operations like 100 for the base and then another 100 for the full size would sorta be even better as it would mean less "cheating"SpeedyBrain wrote:You can open the "SupremeWarfare_1.0.3/prototypes/base-override.lua" and addRaizing32 wrote: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.to it.Code: Select all
data.raw["item"]["steel-plate"].stack_size = 200
Would you prefere me changing the receipe or adding the bigger stack size?
Do you think that T4 Artillery costs too much Alien Artifacts? Because I kind of have this feeling
Also splitting the steel into two operations is a good idea. Or just make it cost 100 steel total. :p
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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
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?
Re: [MOD 0.11.22] Supreme Warfare - 1.0.3
Also when automating the rapid fire with the new script set to 200 stacksize, it builds one turret then the steel stop transferring with plenty left in chest at 3 steel. This can be reset by deleting and re placing fast inserter but only works for 1 more turret.
Re: [MOD 0.11.22] Supreme Warfare - 1.0.3
Just for information / as a reminder, with 0.12, building items that require more that one stack of a component with an assembling machine won't cause any more problems. So maybe you'll want to wait for .012 instead of changing the balance of the mod.
Koub - Please consider English is not my native language.
Re: [MOD 0.11.22] Supreme Warfare - 1.0.3
I fixed this by changing line 92 in control.lua from:Raizing32 wrote: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?
Code: Select all
newArty.health = 0
Code: Select all
newArty.health = newArtyI.health