[MOD 0.12.1] Supreme Warfare - 1.0.5

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Xterminator
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Re: [MOD 0.11.22] Supreme Warfare - 1.0.2

Post by Xterminator »

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

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Wow that looks epic! :D Can't wait for the release. By the looks of it, all 4 of the artillery have proper graphics now, correct? If so, then I am spotlighting this right after you release that new version. :D
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Re: [MOD 0.11.22] Supreme Warfare - 1.0.2

Post by SpeedyBrain »

Xterminator wrote:Wow that looks epic! :D Can't wait for the release. By the looks of it, all 4 of the artillery have proper graphics now, correct? If so, then I am spotlighting this right after you release that new version. :D
All of them have graphics, but only T1 and T2 have proper animations.
Feel free to do a spotlight on tomorrow's version. :D

The next update afterwards will probably be a bigger one. With a lot new toys and stuff to show :twisted:
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Re: [MOD 0.11.22] Supreme Warfare - 1.0.2

Post by SpeedyBrain »

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Out now!
It's here... It's here... *excited*
Version 1.0.3 is here! :shock:

What's new?
New graphics, new animations, new effects, new mindblowing stuff! :D
Improved artillery targeting and scatter calculations
SupremeWarfare has an entry on the wiki: check it out for insider informations 8-)

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.



If you're updating to version 1.0.3 keep in mind there is a little update bug, you'll find more informations in the download section!

Download
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Re: [MOD 0.11.22] Supreme Warfare - 1.0.2

Post by Airat9000 »

:o goood!!! i like it!

It would be nice to make the recipes based ammo on other mods (well, there used nickel from Bob fashion, quartz, tin, etc.) on the idea ready to help began to understand a little bit code))
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Re: [MOD 0.11.22] Supreme Warfare - 1.0.3

Post by SpeedyBrain »

I forgot to remove the debug stuff :roll:
I have re-uploaded version 1.0.3!
If you downloaded it before this post, sorry! Please re-download.
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Re: [MOD 0.11.22] Supreme Warfare - 1.0.3

Post by LittleMikey »

The Rapid Fire Artillery reminds me so much of Total Annihilation, and I loved that game ever so much. Going to enjoy using this!
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Re: [MOD 0.11.22] Supreme Warfare - 1.0.3

Post by SpeedyBrain »

LittleMikey wrote:The Rapid Fire Artillery reminds me so much of Total Annihilation, and I loved that game ever so much. Going to enjoy using this!
glad to hear you like it :D
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Re: [MOD 0.11.22] Supreme Warfare - 1.0.3

Post by Raizing32 »

How do you get the assemblers to accept more than 100 steel? the higher tier turrets take 200 and 100 is max they accept for production?
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Re: [MOD 0.11.22] Supreme Warfare - 1.0.3

Post by orzelek »

Raizing32 wrote:How do you get the assemblers to accept more than 100 steel? the higher tier turrets take 200 and 100 is max they accept for production?
It won't work without changing stack size for steel or until 0.12 where this is fixed.
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Re: [MOD 0.11.22] Supreme Warfare - 1.0.3

Post by Raizing32 »

How do I change stack size?
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Re: [MOD 0.11.22] Supreme Warfare - 1.0.3

Post by SpeedyBrain »

Raizing32 wrote:How do I change stack size?
The lua script for that would be

Code: Select all

data.raw["item"]["steel-plate"].stack_size = 200
Raizing32 wrote:How do you get the assemblers to accept more than 100 steel? the higher tier turrets take 200 and 100 is max they accept for production?
This is actually a bug. I forgot about it :roll:
I'm going to set the "BigBang" recipe to 100steel.
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Re: [MOD 0.11.22] Supreme Warfare - 1.0.3

Post by Raizing32 »

Not seeing by opening any .lua files in wordpad that script anywhere, which one is it under? Also - the rapid fire takes that amount as well, so either set it to 100 or set two slots in recipe to take steel => it would only be able to be made in tier 3 assembler.
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Re: [MOD 0.11.22] Supreme Warfare - 1.0.3

Post by SpeedyBrain »

Raizing32 wrote:Not seeing by opening any .lua files in wordpad that script anywhere, which one is it under? Also - the rapid fire takes that amount as well, so either set it to 100 or set two slots in recipe to take steel => it would only be able to be made in tier 3 assembler.
You can open the "SupremeWarfare_1.0.3/prototypes/base-override.lua" and add

Code: Select all

data.raw["item"]["steel-plate"].stack_size = 200
to it.

Would you prefere me changing the receipe or adding the bigger stack size?
Do you think that T4 Artillery costs too much Alien Artifacts? Because I kind of have this feeling :)
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Re: [MOD 0.11.22] Supreme Warfare - 1.0.3

Post by jorgenRe »

SpeedyBrain wrote:
Raizing32 wrote:Not seeing by opening any .lua files in wordpad that script anywhere, which one is it under? Also - the rapid fire takes that amount as well, so either set it to 100 or set two slots in recipe to take steel => it would only be able to be made in tier 3 assembler.
You can open the "SupremeWarfare_1.0.3/prototypes/base-override.lua" and add

Code: Select all

data.raw["item"]["steel-plate"].stack_size = 200
to it.

Would you prefere me changing the receipe or adding the bigger stack size?
Do you think that T4 Artillery costs too much Alien Artifacts? Because I kind of have this feeling :)
Honestly Big Bang means big and so i would suggest keeping it as it is, though splitting the 200 steel over two crafting operations like 100 for the base and then another 100 for the full size would sorta be even better as it would mean less "cheating" :)
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Thanks for listening to our suggestions, devs :D!
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Re: [MOD 0.11.22] Supreme Warfare - 1.0.3

Post by Xterminator »

jorgenRe wrote:
SpeedyBrain wrote:
Raizing32 wrote:Not seeing by opening any .lua files in wordpad that script anywhere, which one is it under? Also - the rapid fire takes that amount as well, so either set it to 100 or set two slots in recipe to take steel => it would only be able to be made in tier 3 assembler.
You can open the "SupremeWarfare_1.0.3/prototypes/base-override.lua" and add

Code: Select all

data.raw["item"]["steel-plate"].stack_size = 200
to it.

Would you prefere me changing the receipe or adding the bigger stack size?
Do you think that T4 Artillery costs too much Alien Artifacts? Because I kind of have this feeling :)
Honestly Big Bang means big and so i would suggest keeping it as it is, though splitting the 200 steel over two crafting operations like 100 for the base and then another 100 for the full size would sorta be even better as it would mean less "cheating" :)
I agree with this. Both points. I don't think it takes too many artifacts, especially sense the mod adds the loot the biters drop. The hardest part for me was the batteries and fusion reactors. :D
Also splitting the steel into two operations is a good idea. Or just make it cost 100 steel total. :p
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Re: [MOD 0.11.22] Supreme Warfare - 1.0.3

Post by SpeedyBrain »

Thanks to everyone who gave me feedback. (also on reddit & co)
I appreciate it!

I'm going to change some stuff and keep you posted.
Together we will create the perfect warfare! SupremeWarfare :twisted:
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Re: [MOD 0.11.22] Supreme Warfare - 1.0.3

Post by Raizing32 »

Also after building the rapid fire turret and placing I noticed every single bot that had a repair pack decided it was hurt and wanted to fix it, maybe a bug?
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Re: [MOD 0.11.22] Supreme Warfare - 1.0.3

Post by Raizing32 »

Also when automating the rapid fire with the new script set to 200 stacksize, it builds one turret then the steel stop transferring with plenty left in chest at 3 steel. This can be reset by deleting and re placing fast inserter but only works for 1 more turret.
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Re: [MOD 0.11.22] Supreme Warfare - 1.0.3

Post by Koub »

Just for information / as a reminder, with 0.12, building items that require more that one stack of a component with an assembling machine won't cause any more problems. So maybe you'll want to wait for .012 instead of changing the balance of the mod.
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Re: [MOD 0.11.22] Supreme Warfare - 1.0.3

Post by Turtle »

Raizing32 wrote:Also after building the rapid fire turret and placing I noticed every single bot that had a repair pack decided it was hurt and wanted to fix it, maybe a bug?
I fixed this by changing line 92 in control.lua from:

Code: Select all

newArty.health = 0
to:

Code: Select all

newArty.health = newArtyI.health
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