[MOD 0.12.1] Supreme Warfare - 1.0.5

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ssilk
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.5

Post by ssilk » Sun Mar 20, 2016 11:05 pm

Yes it does, cause the central "search" routine for the auto-fire turrets is crap.

The right way to reimplement this is a "scanning" device (radar), which searches chunk-wise and marks the targets for the turrets.
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.5

Post by ShiftFire » Sat Mar 26, 2016 4:32 pm

Capture.PNG
Capture.PNG (19.19 KiB) Viewed 4074 times
Any idea why I am getting this message on a new map?

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Re: [MOD 0.12.1] Supreme Warfare - 1.0.5

Post by Zaeon » Sun Mar 27, 2016 4:10 am

ShiftFire wrote:
Capture.PNG
Any idea why I am getting this message on a new map?
An update broke some compatibility with some mods yata yata until the original author updates them there are unofficial updates here:

viewtopic.php?f=120&t=17094

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Re: [MOD 0.12.1] Supreme Warfare - 1.0.5

Post by Zarnoo » Sat Apr 23, 2016 10:41 am

Looks like a great mod, but built artillery, loaded with HE shells, and it just sits there and doesn't fire (despite there being loads of potential target. Am I doing something wrong ? Weirdly the rapid artillery and big-bang work ok.

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Re: [MOD 0.12.1] Supreme Warfare - 1.0.5

Post by smilinglyer » Sat Apr 23, 2016 2:03 pm

This mod causes lag when placing artillery, the more you place the worse it gets. Is there any way to fix this?

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Re: [MOD 0.12.1] Supreme Warfare - 1.0.5

Post by SpeedyBrain » Sat Apr 23, 2016 2:26 pm

smilinglyer wrote:This mod causes lag when placing artillery, the more you place the worse it gets. Is there any way to fix this?
I'm actually re-working the entire mod. Once it's done I hope there will be no more lagg :)
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.5

Post by smilinglyer » Sun Apr 24, 2016 3:36 pm

Thats awesome speedy

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Re: [MOD 0.12.1] Supreme Warfare - 1.0.5

Post by Nichika » Wed May 04, 2016 11:14 pm

Image

What do

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Re: [MOD 0.12.1] Supreme Warfare - 1.0.5

Post by Koub » Thu May 05, 2016 6:25 am

[Koub] Topic moved to Mods for >=0.12.0 to <=0.12.10 (not working). The mod is outdated and without update, won't work on a 0.12.11+ Factorio.
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.5

Post by smilinglyer » Thu May 12, 2016 12:33 pm

Speedy what do you need to complete this mod? I will help if i can message me.

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Re: [MOD 0.12.1] Supreme Warfare - 1.0.5

Post by StompDonkey » Mon Jun 06, 2016 11:28 pm

i cant get this to work, im getting the notice __ SupremeWarfare__/control.lua:46: attempt to index global 'game' (a nil value) error every time i try and load up a game. i reeeally want artilery and i cant find a mod that has it and that works.

*edit*

ok i just read this entire post and this issue of nil value wasent addressed by speedy brain. apparently an update within 0.12 broke the compatibility so it probably works in 0.12.34 and below being as i have 0.12.35
speedy said he is reworking the entire mod so im literally holding my breath for when that is released. though in the mean time i would like to find a way to get this thing working with 12.35 i will continue to look for a solution.
also i would LOVE to help you with this mod but i have no idea how to make mods. at all. let me know if there is anything i can do to help, ill keep an eye on this thread.

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Re: [MOD 0.12.1] Supreme Warfare - 1.0.5

Post by DOSorDIE » Tue Jun 07, 2016 11:08 am

When 0.13 is out (after a while) he will Update Supreme Warefare ... not before.
If not he get a big problem with me!

The harderst part is not to make it ... its the balancing!

We must rething the whole mod.
T2/3/4 artillery will make the core Mod.
But how much shall it cost and what for ammo ... different one? ... so many questions.
Also need for BOB Mod a good balancing.

What are you missing/want?

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Re: [MOD 0.12.1] Supreme Warfare - 1.0.5

Post by LittleMikey » Wed Jun 29, 2016 10:52 am

DOSorDIE wrote:When 0.13 is out (after a while) he will Update Supreme Warefare ... not before.
If not he get a big problem with me!

The harderst part is not to make it ... its the balancing!

We must rething the whole mod.
T2/3/4 artillery will make the core Mod.
But how much shall it cost and what for ammo ... different one? ... so many questions.
Also need for BOB Mod a good balancing.

What are you missing/want?
How does 0.13 change things? Does it change how mods work or something like that?

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Re: [MOD 0.12.1] Supreme Warfare - 1.0.5

Post by jakimfett » Fri Jul 01, 2016 5:36 am

StompDonkey wrote:i cant get this to work, im getting the notice __ SupremeWarfare__/control.lua:46: attempt to index global 'game' (a nil value) error
Replace all instances of "game.on_" with "script.on_" in the file control.lua, and it'll work just fine in 0.12.35, see this thread for more info.
LittleMikey wrote:How does 0.13 change things? Does it change how mods work or something like that?
No, it's mainly balance stuff, how much things cost, etc.

If people are interested, I have a working version of Supreme Warfare that I updated for 0.13.x, it's not re-balanced or anything, but it'd be enough for people to play with until the mod devs do an official update...

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Re: [MOD 0.12.1] Supreme Warfare - 1.0.5

Post by SpeedyBrain » Sat Jul 02, 2016 12:37 pm

I started testing new ways of implementing the artillery...
and I'm going to improve a few things with the next release!

Thank you jakimfett for making the old version compatible with 0.13 :>
I think I'll release a 0.13.* version at the end of next week. :)
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.5

Post by jakimfett » Sat Jul 02, 2016 7:19 pm

SpeedyBrain wrote: Thank you jakimfett for making the old version compatible with 0.13 :>
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.5

Post by Anduko » Mon Jul 11, 2016 3:09 pm

Can't wait to see the 0.13 Update.
Do you release it on the Modportal too?

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Re: [MOD 0.12.1] Supreme Warfare - 1.0.5

Post by Berserker55 » Mon Aug 15, 2016 2:20 pm

SpeedyBrain wrote: I think I'll release a 0.13.* version at the end of next week. :)
It's been a month; did you release it somewhere else, or does it just not exist?

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Re: [MOD 0.12.1] Supreme Warfare - 1.0.5

Post by SuicidalKid » Sun Aug 28, 2016 2:51 pm

I updated the mod to 0.14, just did basic testing with the big bang artillery, not much else.

https://www.dropbox.com/s/0derhtopui0rm ... 7.zip?dl=1
I have no idea what I'm doing.

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Re: [MOD 0.12.1] Supreme Warfare - 1.0.5

Post by Orib0ck » Thu Apr 20, 2017 5:30 pm

I successfully updated the mod to 0.14 and hopefully removed most bugs, that i created due to porting. The mod actually needs a rewrite, but i don't have the skills and time for that. If you find any issues, please let me know.
https://mods.factorio.com/mods/Orib0ck/SupremeWarfare
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