[MOD 0.12.1] Supreme Warfare - 1.0.5
Re: [MOD 0.12.1] Supreme Warfare - 1.0.4
Hello.
I will playing in multiplayer with mods, and i have this bug.
When I drop into turret/artillery ammo, it make this error...
I install the last your update, but it doesn't help.
I will tried to fix it independently, but it doesn't help too(
Help, please)
P.S. sorry for my bad English =)
I will playing in multiplayer with mods, and i have this bug.
When I drop into turret/artillery ammo, it make this error...
I install the last your update, but it doesn't help.
I will tried to fix it independently, but it doesn't help too(
Help, please)
P.S. sorry for my bad English =)
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.4
Please wait for the update later today. It will fix all bugsHaTeM00n wrote:Hello.
I will playing in multiplayer with mods, and i have this bug.
When I drop into turret/artillery ammo, it make this error...
I install the last your update, but it doesn't help.
I will tried to fix it independently, but it doesn't help too(
Help, please)
P.S. sorry for my bad English =)
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
Now hopefully your Multiplayer compatible thing is correct again , but as i have adviced others to do. Never use game.player. Always just stick with the game.players[1]. at the very least. Seeing as your mod will be partially multiplayer compatible then !
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
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
Oh, thank you! It's working!
You are realy wizard xD
Now, i can playing this, thanks very match!
You are realy wizard xD
Now, i can playing this, thanks very match!
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
Yeah honestly the devs should have just removed game.player completely, not sure what the point in keeping it was, it just leaves loads of silent errors in scripts.
jorgenRe wrote:Now hopefully your Multiplayer compatible thing is correct again , but as i have adviced others to do. Never use game.player. Always just stick with the game.players[1]. at the very least. Seeing as your mod will be partially multiplayer compatible then !
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
If you could add animations it would be awesome, cool mod though
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
A friend and I just finished an MP game with this mod so I thought I'd leave some feedback.
1) Research costs are pretty high and oddly distributed. Particularly given the build costs of the guns and ammo themselves.
2) The tag capsule for the Big Bang needing to be thrown from range 25 or less is a big disappointment. Lovely big long range gun but having the spotter run into the hive to place a marker seems to defeat the purpose.
3) Firing sounds would be nice, maybe a shell whistling overhead noise too? Firing animations as someone else pointed out.
4) Maybe add a laser tag device or something to increase accuracy or give the big bang spotter a way to work without getting chewed up.
5) Air burst shrapnel shells perhaps? Kills biters hard but does less damage to spawners.
6) Self propelled gun carriage? Marry the lower tech rocket or artillery to a tank chassis?
To be honest, at the end of the game we were ignoring the big bangs we'd built and just walking in laser turrets. It was easier and got us killed less on really huge nests because we didn't have to run in close.
1) Research costs are pretty high and oddly distributed. Particularly given the build costs of the guns and ammo themselves.
2) The tag capsule for the Big Bang needing to be thrown from range 25 or less is a big disappointment. Lovely big long range gun but having the spotter run into the hive to place a marker seems to defeat the purpose.
3) Firing sounds would be nice, maybe a shell whistling overhead noise too? Firing animations as someone else pointed out.
4) Maybe add a laser tag device or something to increase accuracy or give the big bang spotter a way to work without getting chewed up.
5) Air burst shrapnel shells perhaps? Kills biters hard but does less damage to spawners.
6) Self propelled gun carriage? Marry the lower tech rocket or artillery to a tank chassis?
To be honest, at the end of the game we were ignoring the big bangs we'd built and just walking in laser turrets. It was easier and got us killed less on really huge nests because we didn't have to run in close.
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
I think game.player is a shortcut for the console. The console knows who "player" is; a server script doesn't.
PS, a script that uses game.players[1] as an alias for game.player is asking for only slightly less trouble as one that uses game.player — makes too many assumptions on who the command should be directed at.
PS, a script that uses game.players[1] as an alias for game.player is asking for only slightly less trouble as one that uses game.player — makes too many assumptions on who the command should be directed at.
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
Thank you for your feedback!
Did you play with the most recent version?
Ammo has to cost quite a bit or else the game would be to easy.
Thanks for your support. I hope you'll continue to play with SupremeWarfare.
Did you play with the most recent version?
In the most recent version I changed the research to make T1 and T2 available earlier in the game.1) Research costs are pretty high and oddly distributed. Particularly given the build costs of the guns and ammo themselves.
Ammo has to cost quite a bit or else the game would be to easy.
The purpose is to kill big hives with one blow! With autofire the only difficulty left in the game would be to supply the big bang with ammo. I'm thinking of additional ways to set the target.2) The tag capsule for the Big Bang needing to be thrown from range 25 or less is a big disappointment. Lovely big long range gun but having the spotter run into the hive to place a marker seems to defeat the purpose.
Shells and Explosions have sounds. Firing sounds and animations are planned for the future.3) Firing sounds would be nice, maybe a shell whistling overhead noise too? Firing animations as someone else pointed out.
I'll think about it.4) Maybe add a laser tag device or something to increase accuracy or give the big bang spotter a way to work without getting chewed up.
There is something like this planned for a future release5) Air burst shrapnel shells perhaps? Kills biters hard but does less damage to spawners.
I made a railroad artillery, but it's currently missing graphics. I don't know when I'll publish it.6) Self propelled gun carriage? Marry the lower tech rocket or artillery to a tank chassis?
I normally use vehicles to drive near an alien lair and drop of the target mark. Never got killed doing it that way. What range would you prefer for the target capsule?To be honest, at the end of the game we were ignoring the big bangs we'd built and just walking in laser turrets. It was easier and got us killed less on really huge nests because we didn't have to run in close.
Thanks for your support. I hope you'll continue to play with SupremeWarfare.
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
So, I recently bought the game and started up a world, then I saw your mod and was instantly intrigued, as I love artillery in all its forms. However, it does not seem to work for me. do I need to start a new world, or is there something wrong.
here is the mod info
here is the mod info
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
The dependency for base >= 0.12.1 is red meaning it is not satisfied. 'base' refers to the game version.Spork. wrote:So, I recently bought the game and started up a world, then I saw your mod and was instantly intrigued, as I love artillery in all its forms. However, it does not seem to work for me. do I need to start a new world, or is there something wrong.
here is the mod info
Update your game and it should work fine.
Give a man fire and he'll be warm for a day. Set a man on fire and he'll be warm for the rest of his life.
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
correct! Please let me know if it works after you updated the gameMasterBuilder wrote:The dependency for base >= 0.12.1 is red meaning it is not satisfied. 'base' refers to the game version.Spork. wrote:So, I recently bought the game and started up a world, then I saw your mod and was instantly intrigued, as I love artillery in all its forms. However, it does not seem to work for me. do I need to start a new world, or is there something wrong.
here is the mod info
Update your game and it should work fine.
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
I need your help to shape the future of SupremeWarfare!
https://forums.factorio.com/forum/vie ... 22&t=15232
Please let me know what you would like to see. Thanks.
https://forums.factorio.com/forum/vie ... 22&t=15232
Please let me know what you would like to see. Thanks.
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
I noticed that the T2 arti only rotates if the biters come in to a certain range. When shooting on a target out of that range the barrels face the wrong direction. Is there a way to change the target range for the rotate animations?
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
Correct me if I am wrong here, but I think that's because the artillery (being a turret entity) automatically tracks the nearest enemy, while the actual "target" the projectile will try to hit gets selected by a custom script.
That's the same reason the MK1 (rocket turrets) cause lag when shooting. Every turret calls "find_enemy_units" right before every single shot, causing the game to freeze for a couple of milliseconds per turret.
I like the idea of this mod, but the implementation is crap - most likely due to missing functionality in the base game / modding API.
That's the same reason the MK1 (rocket turrets) cause lag when shooting. Every turret calls "find_enemy_units" right before every single shot, causing the game to freeze for a couple of milliseconds per turret.
I like the idea of this mod, but the implementation is crap - most likely due to missing functionality in the base game / modding API.
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
Correct! And correct! The modding API is kinda slim at the moment. :/keksinat0r wrote:Correct me if I am wrong here, but I think that's because the artillery (being a turret entity) automatically tracks the nearest enemy, while the actual "target" the projectile will try to hit gets selected by a custom script.
That's the same reason the MK1 (rocket turrets) cause lag when shooting. Every turret calls "find_enemy_units" right before every single shot, causing the game to freeze for a couple of milliseconds per turret.
I like the idea of this mod, but the implementation is crap - most likely due to missing functionality in the base game / modding API.
I want the ability to tell entities to execute an animation, that would make everything a lot easier.
I'm currently working on a system to cache all enemies and only update it when needed. If this works like intended there will be no lag in future versions.
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
Supreme Warfare is licensed with the CC BY-NC-ND license.[/quote]
big bang not fire!!!
load ammo gun not fire((
and bug
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
Hey with what factorio version are you playing?Airat9000 wrote:
big bang not fire!!!
load ammo gun not fire((
and bug
Most of the artillery cannons have a min fire range! That's why they do not fire.
Plus the Big Bang Artillery needs manual targeting (Target capsule)
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
0.12.7 - 0.12.8SpeedyBrain wrote:Hey with what factorio version are you playing?Airat9000 wrote:
big bang not fire!!!
load ammo gun not fire((
and bug
Most of the artillery cannons have a min fire range! That's why they do not fire.
Plus the Big Bang Artillery needs manual targeting (Target capsule)