[MOD 0.12.1] Supreme Warfare - 1.0.5

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SpeedyBrain
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[MOD 0.12.1] Supreme Warfare - 1.0.5

Post by SpeedyBrain »

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You enjoy playing Factorio but you feel something is missing? I say you need bigger guns!
The first iteration of Supreme Warfare gives you four artillery cannons to play around.

You can find all the informations and more on the wiki!

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Rocket Launcher
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Artillery
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Rapid Fire Artillery
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Big Bang Artillery
Mod Spotlight (Version 1.0.3) by Xterminator
https://www.youtube.com/watch?v=4gmCviP ... e=youtu.be
Video - demonstration (Version 1.0.0)
https://www.youtube.com/watch?v=SB9cd-Qk8dU

I think Supreme Warfare is currently in a good balanced state.
If you're playing with the DyTechWar Mod SupremeWarfare will automaticlly switch values for balance.
Do you think something is unbalanced? Leave a comment and let me know. Oh... And by the way you can customize the balance. Just take a look inside the config.lua ;)
Extra Loot
This mod is multiplayer compatible

Download:
Factorio 0.12.1:
Latest release:
SupremeWarfare_1.0.5.zip
(2.6 MiB) Downloaded 13202 times
Old release:
SupremeWarfare_1.0.4.zip
(2.59 MiB) Downloaded 1843 times
Factorio 0.11.22:
SupremeWarfare_1.0.3.zip
(2.59 MiB) Downloaded 16112 times
Changelog
Known Bugs
Planned Stuff

Thanks to DOSorDIE for helping balance this mod :D

I appreciate every kind of feedback, if you have something to say leave a comment ;)
Enjoy my mod.

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Supreme Warfare is licensed with the CC BY-NC-ND license.
Last edited by SpeedyBrain on Mon Aug 17, 2015 8:25 pm, edited 29 times in total.
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DOSorDIE
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Re: [MOD 0.11.22] Supreme Warfare - 1.0.0

Post by DOSorDIE »

Im only the Alpha/Beta Tester but there are missing some infos ...

Important:
The Artys take all kind of ammo but fire only with the right one!!!
SpeedyBrain is working on that ...

ROCKET LAUNCHER (Ammo: HE Rocket)
Perfect Addon for the defence ... this attack enemy in Range ... but prefer Units over Bases.
Better for groups than single Units.

ARTILLERY (Ammo: HE Shell)
Only shoot on enemy Bases and make agro ... so prepare for the counterattack of the enemy.

RAPID FIRE ARTILLERY (Ammo: Rapid HE Shell)
When you will feed it it bring death over the enemy ... but with 1 shoot/sec it will be hard to do that constantly.
Make agro too.

BIG BANG ARTILLERY (Ammo: Big HE Shell)
It is expensive but impressive ... with a Target Capsule you must mark the point where it should be fire ... and then RUN!!!

EXTRA LOOT
Every Unit make a "Small Alien Artifact" and when you have 25 you can make it to a normal Alien Artifact

For Artwork we need help!
https://forums.factorio.com/forum/vie ... 15&t=12450


I love it!
I need more Ammo :twisted:

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Re: [MOD 0.11.22] Supreme Warfare - 1.0.0

Post by DOSorDIE »

I've made a little video to show how artilleries work
https://www.youtube.com/watch?v=SB9cd-Qk8dU

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Re: [MOD 0.11.22] Supreme Warfare - 1.0.0

Post by Lonewolf »

Oh man this looks amazing, ty for doing this and sharing :) Always wanted some sort of ranged beatdown in this game

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Re: [MOD 0.11.22] Supreme Warfare - 1.0.0

Post by dee- »

Nice! Two nitpicks from my side:


a) The position of projectile impact seems to be randomized inside a rectangular box. This looks a little weird :D

1. How about using something a distribution like a Gaussian curve rather than a fixed box edge-size. This would concentrate the shots in the middle with a real chance of medium- to further-away mis-shots:
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2. How about not using x,y=random() but the above curve distribution for radius and a random angle? Whis would create a circular rather than a boxy distibution:
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2b. If you can to go overboard you can use an drop or pear-shaped distribution that takes into account the angle of attack:
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b) Please make the footprint of your buildings quadratic, otherwise they can't be rotated when blueprinting, leading to heaps of pure mess.

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Re: [MOD 0.11.22] Supreme Warfare - 1.0.0

Post by SpeedyBrain »

dee- wrote:Nice! Two nitpicks from my side:


a) The position of projectile impact seems to be randomized inside a rectangular box. This looks a little weird :D

1. How about using something a distribution like a Gaussian curve rather than a fixed box edge-size. This would concentrate the shots in the middle with a real chance of medium- to further-away mis-shots:

2. How about not using x,y=random() but the above curve distribution for radius and a random angle? Whis would create a circular rather than a boxy distibution:

2b. If you can to go overboard you can use an drop or pear-shaped distribution that takes into account the angle of attack:

b) Please make the footprint of your buildings quadratic, otherwise they can't be rotated when blueprinting, leading to heaps of pure mess.
Thanks for the input!
a) I'm already optimizing the current code and I will change the scatter algorithm :)
b) I have no clue what you are talking about, can you explain it a bit more?
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Re: [MOD 0.11.22] Supreme Warfare - 1.0.0

Post by Koub »

SpeedyBrain wrote:
dee- wrote: b) Please make the footprint of your buildings quadratic, otherwise they can't be rotated when blueprinting, leading to heaps of pure mess.
b) I have no clue what you are talking about, can you explain it a bit more?
If your building has a square base, and you make a blueprint with it, you won't have any problems. If your building has a rectangular base, this won't be true, and rotating blueprints with it will be a mess. solution : only square buildings :)
Koub - Please consider English is not my native language.

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Re: [MOD 0.11.22] Supreme Warfare - 1.0.0

Post by SpeedyBrain »

Koub wrote:
SpeedyBrain wrote:
dee- wrote: b) Please make the footprint of your buildings quadratic, otherwise they can't be rotated when blueprinting, leading to heaps of pure mess.
b) I have no clue what you are talking about, can you explain it a bit more?
If your building has a square base, and you make a blueprint with it, you won't have any problems. If your building has a rectangular base, this won't be true, and rotating blueprints with it will be a mess. solution : only square buildings :)
I wasn't aware of that
All higher tier artilleries are already quadratic, so I'll only have to change the Rocket Launcher I guess ^^
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Re: [MOD 0.11.22] Supreme Warfare - 1.0.0

Post by dee- »

SpeedyBrain wrote:
Koub wrote:
SpeedyBrain wrote:
dee- wrote: b) Please make the footprint of your buildings quadratic, otherwise they can't be rotated when blueprinting, leading to heaps of pure mess.
b) I have no clue what you are talking about, can you explain it a bit more?
If your building has a square base, and you make a blueprint with it, you won't have any problems. If your building has a rectangular base, this won't be true, and rotating blueprints with it will be a mess. solution : only square buildings :)
I wasn't aware of that
All higher tier artilleries are already quadratic, so I'll only have to change the Rocket Launcher I guess ^^
Thanks for translating :lol: And yes, from the video it seems the higher tiers already have a square base, just the few lower ones not so I thought I might point it out

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Re: [MOD 0.11.22] Supreme Warfare - 1.0.0

Post by SpeedyBrain »

Version 1.0.2! Yeah!

Hey folks
I have a new Update for you :D

What's new?
Fancy new graphics for the Rocket Launcher (Many thanks to YuokiTani for making this beautiful art)
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I've improved Artillery AI and the Scatter Algorithm
SupremeWarfare now auto detects if DyTechWar is enabled, no more changing stuff in the config.lua ;)

Little preview of what the Artillery MK2 will look like in the next Version
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For more details take a look into the Changelog
Changelog
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.

Download
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Re: [MOD 0.11.22] Supreme Warfare - 1.0.2

Post by darkshadow1809 »

Sounds like an amazing mod man! Mind if I use it on the modpack ;) ? Credits will ofcourse be given!
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Re: [MOD 0.11.22] Supreme Warfare - 1.0.2

Post by SpeedyBrain »

Sure include it in your modpack 8-)
But I think you want to wait until the graphics for "rapid fire artillery" and "big bang" artillery are replaced
If you need a diffrent balancing because of other mods tell me and I will try to include a new balance set or have a look inside the /config.lua + /conf/!custom and do it yourself. :D
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Re: [MOD 0.11.22] Supreme Warfare - 1.0.2

Post by darkshadow1809 »

SpeedyBrain wrote:Sure include it in your modpack 8-)
But I think you want to wait until the graphics for "rapid fire artillery" and "big bang" artillery are replaced
If you need a diffrent balancing because of other mods tell me and I will try to include a new balance set or have a look inside the /config.lua + /conf/!custom and do it yourself. :D
I dont mind the graphics at all :) Ill gladly reput an updated version in when you got the graphics in! So for now people will have to use an untextured version of the rapid fire artillery and big bang;d Gj on the graphics btw :) look really good.

Secondly you already done an amazing job on customizing it for dytech! so no need :D
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Re: [MOD 0.11.22] Supreme Warfare - 1.0.2

Post by SpeedyBrain »

darkshadow1809 wrote:
SpeedyBrain wrote:Sure include it in your modpack 8-)
But I think you want to wait until the graphics for "rapid fire artillery" and "big bang" artillery are replaced
If you need a diffrent balancing because of other mods tell me and I will try to include a new balance set or have a look inside the /config.lua + /conf/!custom and do it yourself. :D
I dont mind the graphics at all :) Ill gladly reput an updated version in when you got the graphics in! So for now people will have to use an untextured version of the rapid fire artillery and big bang;d Gj on the graphics btw :) look really good.

Secondly you already done an amazing job on customizing it for dytech! so no need :D
All credit for the Artillery graphics go to YuokiTani. He's done an amazing job :D

Thank you! DOSorDIE and I played a lot to get the right kind of balance and I'm pretty happy with the current state :D
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Re: [MOD 0.11.22] Supreme Warfare - 1.0.2

Post by UberWaffe »

Anyone else experiencing lag spikes while the T4 artillery is loaded with ammo?

I keep getting noticeable lag spikes while the T4 artillery has ammo loaded (i.e. is ready to fire).

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Re: [MOD 0.11.22] Supreme Warfare - 1.0.2

Post by SpeedyBrain »

UberWaffe wrote:Anyone else experiencing lag spikes while the T4 artillery is loaded with ammo?

I keep getting noticeable lag spikes while the T4 artillery has ammo loaded (i.e. is ready to fire).
Are you playing with the darkshadow modpack?
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Re: [MOD 0.11.22] Supreme Warfare - 1.0.2

Post by UberWaffe »

SpeedyBrain wrote:Are you playing with the darkshadow modpack?
No, but I have the following mods installed:

Code: Select all

{
    "mods": [
        {
            "name": "base",
            "enabled": "true"
        },
        {
            "name": "scenario-pack",
            "enabled": "true"
        },
        {
            "name": "Compression Chests",
            "enabled": "true"
        },
        {
            "name": "Cursed-Classes",
            "enabled": "true"
        },
        {
            "name": "Cursed-Exp",
            "enabled": "true"
        },
        {
            "name": "Landfill",
            "enabled": "true"
        },
        {
            "name": "Loot-able Rocks",
            "enabled": "true"
        },
        {
            "name": "Slipstream",
            "enabled": "true"
        },
        {
            "name": "SupremeWarfare",
            "enabled": "true"
        },
        {
            "name": "Treefarm-AC",
            "enabled": "true"
        },
        {
            "name": "Treefarm-Lite",
            "enabled": "true"
        },
        {
            "name": "UberTweaks",
            "enabled": "true"
        },
        {
            "name": "blueprint-string",
            "enabled": "true"
        },
        {
            "name": "bobassembly",
            "enabled": "true"
        },
        {
            "name": "bobelecoveride",
            "enabled": "true"
        },
        {
            "name": "bobenemies",
            "enabled": "true"
        },
        {
            "name": "boblogistics",
            "enabled": "true"
        },
        {
            "name": "bobmodules",
            "enabled": "true"
        },
        {
            "name": "bobores",
            "enabled": "true"
        },
        {
            "name": "bobplates",
            "enabled": "true"
        },
        {
            "name": "bobpower",
            "enabled": "true"
        },
        {
            "name": "bobwarfare",
            "enabled": "true"
        },
        {
            "name": "ghosts-from-the-start",
            "enabled": "true"
        },
        {
            "name": "no-evo",
            "enabled": "true"
        },
        {
            "name": "radar-two",
            "enabled": "true"
        },
        {
            "name": "replacer",
            "enabled": "true"
        },
        {
            "name": "tree_collision",
            "enabled": "true"
        }
    ]
}

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Re: [MOD 0.11.22] Supreme Warfare - 1.0.2

Post by SpeedyBrain »

UberWaffe wrote:
SpeedyBrain wrote:Are you playing with the darkshadow modpack?
No, but I have the following mods installed:

Code: Select all

{
    "mods": [
        {
            "name": "base",
            "enabled": "true"
        },
        {
            "name": "scenario-pack",
            "enabled": "true"
        },
        {
            "name": "Compression Chests",
            "enabled": "true"
        },
        {
            "name": "Cursed-Classes",
            "enabled": "true"
        },
        {
            "name": "Cursed-Exp",
            "enabled": "true"
        },
        {
            "name": "Landfill",
            "enabled": "true"
        },
        {
            "name": "Loot-able Rocks",
            "enabled": "true"
        },
        {
            "name": "Slipstream",
            "enabled": "true"
        },
        {
            "name": "SupremeWarfare",
            "enabled": "true"
        },
        {
            "name": "Treefarm-AC",
            "enabled": "true"
        },
        {
            "name": "Treefarm-Lite",
            "enabled": "true"
        },
        {
            "name": "UberTweaks",
            "enabled": "true"
        },
        {
            "name": "blueprint-string",
            "enabled": "true"
        },
        {
            "name": "bobassembly",
            "enabled": "true"
        },
        {
            "name": "bobelecoveride",
            "enabled": "true"
        },
        {
            "name": "bobenemies",
            "enabled": "true"
        },
        {
            "name": "boblogistics",
            "enabled": "true"
        },
        {
            "name": "bobmodules",
            "enabled": "true"
        },
        {
            "name": "bobores",
            "enabled": "true"
        },
        {
            "name": "bobplates",
            "enabled": "true"
        },
        {
            "name": "bobpower",
            "enabled": "true"
        },
        {
            "name": "bobwarfare",
            "enabled": "true"
        },
        {
            "name": "ghosts-from-the-start",
            "enabled": "true"
        },
        {
            "name": "no-evo",
            "enabled": "true"
        },
        {
            "name": "radar-two",
            "enabled": "true"
        },
        {
            "name": "replacer",
            "enabled": "true"
        },
        {
            "name": "tree_collision",
            "enabled": "true"
        }
    ]
}
Do you have more then one T4 artillery filled with ammo or only a single?
I can reproduce it with 6+ T4 Artilleries and already fixed it :)
Next update will release by the end of the week
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Re: [MOD 0.11.22] Supreme Warfare - 1.0.2

Post by UberWaffe »

SpeedyBrain wrote: Do you have more then one T4 artillery filled with ammo or only a single?
I can reproduce it with 6+ T4 Artilleries and already fixed it :)
Next update will release by the end of the week
Only a single one.
Glad to hear you could improve it already. :)

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Re: [MOD 0.11.22] Supreme Warfare - 1.0.2

Post by SpeedyBrain »

Just a quick reminder
A new Version of Supreme Warfare will be released tomorrow 8-)

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