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Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Posted: Thu Jul 30, 2015 12:44 pm
by jorgenRe
SpeedyBrain wrote:
jorgenRe wrote: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 wish to ;)!
Oh and BTW if you want to use the game.player.surface you have to find out who placed the artillery.
but as stated before just use the
game.surfaces ["nauvis"]
for simplicity!
Thanks for the tipps ;)

Why will my mod be incompatible with your new mod?
Because if you choose to go with the "game.surfaces ["nauvis"]"
Whatever it does will ONLY work in the normal surface =/
So if you place it down in my new surface weird stuff may happen(interdimensional artillery ^_^ or something...)
But yea dont you worry about that the mod i'm working on is ATM just very WIP so i'm still in the how am i going to be doing it due to how i have to "cheat" to get the world to look like i want it to be ^_^

Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Posted: Sat Aug 01, 2015 1:28 am
by billw
As per the 0.12 change notes on scripting:
New object LuaSurface, accessible from player/entity as read property surface.
I just tested this and it works.
e.g.

Code: Select all

arty.surface.find_enemy_units(arty.position, atr.maxrange)

Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Posted: Sat Aug 01, 2015 8:47 am
by SpeedyBrain
I'm glad that so many people are interested in Supreme Warfare :D
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 :D

Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Posted: Sat Aug 01, 2015 9:02 am
by jorgenRe
billw wrote:As per the 0.12 change notes on scripting:
New object LuaSurface, accessible from player/entity as read property surface.
I just tested this and it works.
e.g.

Code: Select all

arty.surface.find_enemy_units(arty.position, atr.maxrange)
Of course that's in genius :D
I'm not sure how I could miss the entity.surface and think it only was for players :lol:

Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Posted: Sun Aug 02, 2015 8:02 pm
by SpeedyBrain
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.

Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Posted: Sun Aug 02, 2015 9:22 pm
by billw
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 that. You never need the player directly once you start using the entity.surface, you can just use that along with entity.force to create projectiles etc.

Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Posted: Mon Aug 03, 2015 12:11 pm
by SpeedyBrain
billw wrote: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 that. You never need the player directly once you start using the entity.surface, you can just use that along with entity.force to create projectiles etc.
The current version of Supreme Warfare available for download is the same version as the one for 0.11.
I already improved some things for the 0.11 version, but I did not publish it because I was waiting for 0.12
The robot problem was one of the things I already reworked. :)

Thank you for your feedback. If you have a suggestion what else is missing in the mod, please let me know.

Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Posted: Wed Aug 05, 2015 4:02 am
by MantisShrimp
SpeedyBrain wrote:...
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.

Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Posted: Wed Aug 05, 2015 6:36 am
by SpeedyBrain
MantisShrimp wrote: 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 "rocket silo" uses manual targeting :) I'm not sure if I can change it so you can craft nukes inside the silo but I'll try it :D

Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Posted: Wed Aug 05, 2015 8:23 am
by jorgenRe
It should be possible seeing as you can detect if a rocket was launched and what payload it had using Lua code ;)!

Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Posted: Sat Aug 15, 2015 7:16 pm
by kasandraen
Hi

My multiplayer game just crashed when we used the Rocket Lanucher from this mod, The error was that "this map does not contain 1 player"

Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Posted: Sat Aug 15, 2015 10:23 pm
by jorgenRe
kasandraen wrote:Hi

My multiplayer game just crashed when we used the Rocket Lanucher from this mod, The error was that "this map does not contain 1 player"
And what line and filename did it say ;)?

Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Posted: Sat Aug 15, 2015 10:51 pm
by billw
You asked if I had suggestions what is missing from this mod: something that I can use against the super biters in Natural Evolution mod! Honestly I don't bother with this mod when using Natural Evo because the damage isn't high enough to kill bases any more, nor to kill the extremely tough biters. Any chance of some higher tier weaponry? Something with good aoe to hold walls against massive attacks of +1000hp biters!

Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Posted: Sun Aug 16, 2015 9:46 am
by kasandraen
jorgenRe wrote:
kasandraen wrote:Hi

My multiplayer game just crashed when we used the Rocket Lanucher from this mod, The error was that "this map does not contain 1 player"
And what line and filename did it say ;)?

"__SupremeWarfare __/control.Lua.89: Map dpesnt contain 1 player, this function cant be used"

:)

Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Posted: Sun Aug 16, 2015 12:08 pm
by jorgenRe
kasandraen wrote:
jorgenRe wrote:
kasandraen wrote:Hi

My multiplayer game just crashed when we used the Rocket Lanucher from this mod, The error was that "this map does not contain 1 player"
And what line and filename did it say ;)?

"__SupremeWarfare __/control.Lua.89: Map dpesnt contain 1 player, this function cant be used"

:)
Basically to fix it you should be using this to find out who it was that built the artillery;

Code: Select all

	local index = event.player_index
    builder = game.players[index]
then where it is game.player.surface. It has to be changed with builder.surface.
;)!
Edit
Latest on 1 post now :)!

Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Posted: Sun Aug 16, 2015 1:56 pm
by kasandraen
jorgenRe wrote:
kasandraen wrote:
jorgenRe wrote:
kasandraen wrote:Hi

My multiplayer game just crashed when we used the Rocket Lanucher from this mod, The error was that "this map does not contain 1 player"
And what line and filename did it say ;)?

"__SupremeWarfare __/control.Lua.89: Map dpesnt contain 1 player, this function cant be used"

:)
Basically to fix it you should be using this to find out who it was that built the artillery;

Code: Select all

	local index = event.player_index
    builder = game.players[index]
then where it is game.player.surface. It has to be changed with builder.surface.
;)!

Thanks you for so quick response and fix <3!

Edit: The file name (1,04) isnt the same as the info inside the file, causing a error on start, renaming the file to 1.05 fixes it :)

Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Posted: Sun Aug 16, 2015 3:33 pm
by jorgenRe
kasandraen wrote:
jorgenRe wrote:
kasandraen wrote:
jorgenRe wrote:
kasandraen wrote:Hi

My multiplayer game just crashed when we used the Rocket Lanucher from this mod, The error was that "this map does not contain 1 player"
And what line and filename did it say ;)?

"__SupremeWarfare __/control.Lua.89: Map dpesnt contain 1 player, this function cant be used"

:)
Basically to fix it you should be using this to find out who it was that built the artillery;

Code: Select all

	local index = event.player_index
    builder = game.players[index]
then where it is game.player.surface. It has to be changed with builder.surface.
;)!
oh ouch XD!
I forgot that Reuploading


Thanks you for so quick response and fix <3!

Edit: The file name (1,04) isnt the same as the info inside the file, causing a error on start, renaming the file to 1.05 fixes it :)

Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Posted: Sun Aug 16, 2015 5:58 pm
by SpeedyBrain
I'm going to upload a new version tomorrow with all the bugfixes and more ;)
billw wrote:You asked if I had suggestions what is missing from this mod: something that I can use against the super biters in Natural Evolution mod! Honestly I don't bother with this mod when using Natural Evo because the damage isn't high enough to kill bases any more, nor to kill the extremely tough biters. Any chance of some higher tier weaponry? Something with good aoe to hold walls against massive attacks of +1000hp biters!
I'll take a look at the mod and think of something :D

Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Posted: Sun Aug 16, 2015 6:24 pm
by billw
SpeedyBrain wrote:I'm going to upload a new version tomorrow with all the bugfixes and more ;)
billw wrote:You asked if I had suggestions what is missing from this mod: something that I can use against the super biters in Natural Evolution mod! Honestly I don't bother with this mod when using Natural Evo because the damage isn't high enough to kill bases any more, nor to kill the extremely tough biters. Any chance of some higher tier weaponry? Something with good aoe to hold walls against massive attacks of +1000hp biters!
I'll take a look at the mod and think of something :D
Don't do it on my account I made something for my self based on laser turrets with massive range and damage. They are stupidly expensive in materials, research and power usage (1 Mk3 sniper turret takes 19MW while firing).

Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Posted: Sun Aug 16, 2015 9:58 pm
by SpeedyBrain
billw wrote:
SpeedyBrain wrote:I'm going to upload a new version tomorrow with all the bugfixes and more ;)
billw wrote:You asked if I had suggestions what is missing from this mod: something that I can use against the super biters in Natural Evolution mod! Honestly I don't bother with this mod when using Natural Evo because the damage isn't high enough to kill bases any more, nor to kill the extremely tough biters. Any chance of some higher tier weaponry? Something with good aoe to hold walls against massive attacks of +1000hp biters!
I'll take a look at the mod and think of something :D
Don't do it on my account I made something for my self based on laser turrets with massive range and damage. They are stupidly expensive in materials, research and power usage (1 Mk3 sniper turret takes 19MW while firing).
If it's only the damage that's to low you can use a custom config of Supreme Warfare to increase the damage.

To use custom values:
  • Unzip SupremeWarfare
  • open /SupremeWarfare_1.0.4/conf/!custom.lua
  • Uncomment the artillery/projectile you want to change (remove the "--[[" and "]]")
  • change the values of the artillery/projectile
  • save
  • open /SupremeWarfare_1.0.4/config.lua and set line "SW.Custom = false" to "SW.Custom = true"
In your case you would want to change the projectiles to do more (splash) damage.
Feel free to share your config so I can add it to SupremeWarfare :D