[MOD 0.12.1] Supreme Warfare - 1.0.5

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jorgenRe
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Post 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 ^_^
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Noticed the told change in FFF #111 so il continue to use my signature ^_^
Thanks for listening to our suggestions, devs :D!
I would jump of joy if we could specify which tiles spawned in a surfaces

billw
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Post 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)

SpeedyBrain
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Post 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
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jorgenRe
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Post 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:
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Noticed the told change in FFF #111 so il continue to use my signature ^_^
Thanks for listening to our suggestions, devs :D!
I would jump of joy if we could specify which tiles spawned in a surfaces

SpeedyBrain
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Post 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.
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billw
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Post 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.

SpeedyBrain
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Post 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.
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Post 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.

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Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Post 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
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jorgenRe
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Post by jorgenRe »

It should be possible seeing as you can detect if a rocket was launched and what payload it had using Lua code ;)!
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Noticed the told change in FFF #111 so il continue to use my signature ^_^
Thanks for listening to our suggestions, devs :D!
I would jump of joy if we could specify which tiles spawned in a surfaces

kasandraen
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Post 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"

jorgenRe
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Post 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 ;)?
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Noticed the told change in FFF #111 so il continue to use my signature ^_^
Thanks for listening to our suggestions, devs :D!
I would jump of joy if we could specify which tiles spawned in a surfaces

billw
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Post 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!

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Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Post 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"

:)

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Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Post 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 :)!
Last edited by jorgenRe on Mon Aug 17, 2015 7:57 pm, edited 2 times in total.
Logo
Noticed the told change in FFF #111 so il continue to use my signature ^_^
Thanks for listening to our suggestions, devs :D!
I would jump of joy if we could specify which tiles spawned in a surfaces

kasandraen
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Post 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 :)

jorgenRe
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Post 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 :)
Logo
Noticed the told change in FFF #111 so il continue to use my signature ^_^
Thanks for listening to our suggestions, devs :D!
I would jump of joy if we could specify which tiles spawned in a surfaces

SpeedyBrain
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Post 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
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billw
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Post 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).

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Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Post 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
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