[MOD 0.12.1] Supreme Warfare - 1.0.5

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SpeedyBrain
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Re: [MOD 0.11.22] Supreme Warfare - 1.0.3

Post by SpeedyBrain »

Turtle wrote:
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
This will not fix it for every artillery ^^
Yes it is a bug, because in the current system the thing called "newArty" should have a max health of 0 and it does not.

Maybe I'm going to release a little patch to fix some minor bugs and change the balance by the end of the week :)
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Re: [MOD 0.11.22] Supreme Warfare - 1.0.3

Post by SpeedyBrain »

Hey everyone!

Just wanted to say that I'm still working on new things for SupremeWarfare.

I've been very busy with other stuff, but I'm planning to release an update soon!
Before the release of factorio 0.12!


Thanks to all the supporters of my mod. I'm really happy that some of you wrote me a pm <3
Glad that so many people enjoy playing with Supreme Warfare!
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Re: [MOD 0.11.22] Supreme Warfare - 1.0.3

Post by Pajamas »

The new graphics are great! Thanks for all your hard work, this mod adds some much-needed variety to hardmode maps. Really enjoying it with Dynamic Expansion.

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Re: [MOD 0.11.22] Supreme Warfare - 1.0.3

Post by Devildog »

Really cool.
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Check Out Factorio Mod Madness 2.0 Here : http://bit.ly/1afTDl0
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Re: [MOD 0.11.22] Supreme Warfare - 1.0.3

Post by Airat9000 »

:D 0.12 please

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Re: [MOD 0.11.22] Supreme Warfare - 1.0.3

Post by jorgenRe »

Airat9000 wrote::D 0.12 please
PSST look in the 0.12 general mods section soon....A leakage may soon be happening :O!
Edit: "WOW" supremewarfare is quite broken, so yea it may be a little while. Since i guess the turrets may be in need of a rewriting (the prototype file) to work again :cry:
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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

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Re: [MOD 0.11.22] Supreme Warfare - 1.0.3

Post by DOSorDIE »

0.12 Update come soon!
Speedy Brain is very busy in the moment, but this weekend we will update it.

Sorry that you must wait :oops:

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Re: [MOD 0.11.22] Supreme Warfare - 1.0.3

Post by jorgenRe »

DOSorDIE wrote:0.12 Update come soon!
Speedy Brain is very busy in the moment, but this weekend we will update it.

Sorry that you must wait :oops:
Good look on updating the mod :D!
Edit:
Remember there is no need to rush when you are doing something for free ;)
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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

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Re: [MOD 0.11.22] Supreme Warfare - 1.0.3

Post by SpeedyBrain »

Sorry, I have been traveling from game conference to game conference the last couple of weeks :P
Just started a multiplayer game factorio 0.12 with DOSorDIE. So many new things :D

I'll keep you posted how the update progress is going ;)
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Post by SpeedyBrain »

Supreme Warfare Version 1.0.4 (Factorio 0.12.1 Version) is live!

This version is only a port to factorio 0.12.x
No new stuff was added. There are still a few bugs (explosion animation is delayed).
I'll fix it with the next version of SupremeWarfare. Also up next: New stuff and balancing changes :D

You can download it here.
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Post by ssilk »

Ok moved to General Mods.

(I would move it to Gameplay instead. (?) )
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...

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Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Post by SpeedyBrain »

ssilk wrote:Ok moved to General Mods.

(I would move it to Gameplay instead. (?) )
Hey ssilk if you think it would fit better into the Gameplay section then please move it.
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Post by billw »

This is broken in multiplayer, it uses game.player (instead of game.players[]).
I have fixed it for myself, I can upload the fixed version if you would like.

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Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Post by SpeedyBrain »

billw wrote:This is broken in multiplayer, it uses game.player (instead of game.players[]).
I have fixed it for myself, I can upload the fixed version if you would like.
I forgot to use it with the new surface system :/
Nah don't, I'll release a new version this weekend ;)
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Post by billw »

SpeedyBrain wrote:
billw wrote:This is broken in multiplayer, it uses game.player (instead of game.players[]).
I have fixed it for myself, I can upload the fixed version if you would like.
I forgot to use it with the new surface system :/
Nah don't, I'll release a new version this weekend ;)
FYI I tried a few different ways of getting the "owning" player before I got it to work, what worked for me was:
Adding the player that created the arty as a fourth element to your global arty table entries.
Trying to access it via force of the entity didn't work for me, I don't know why (I am not a factorio modder just a programmer).

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Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Post by Talguy »

Just watched the 1.0 youtube video.

You know what would really ROFLSTOMP them biters? Cannon sounds :D http://www.soundsnap.com/tags/cannon

For example the big bang:
Shooting sound: http://www.soundsnap.com/search/audio/d ... nnon/score
Impact: http://www.soundsnap.com/explosion_glas ... vefx_31160

Generic grenade explosion: http://www.soundsnap.com/grenade_explos ... vefx_09630 ( for the other cannons? )

Normal artillery: http://www.soundsnap.com/artillery_shot_aos01267
Rocket Launcher: http://www.soundsnap.com/node/102647






??? Maybe?? Other sounds?

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Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Post by SpeedyBrain »

billw wrote: FYI I tried a few different ways of getting the "owning" player before I got it to work, what worked for me was:
Adding the player that created the arty as a fourth element to your global arty table entries.
Trying to access it via force of the entity didn't work for me, I don't know why (I am not a factorio modder just a programmer).
I have to change some bits regarding the surface thingy. The surface system is the cause of the current multiplayer problem.
Sadly most of what I'm doing is based on reverse engineering
Talguy wrote:Just watched the 1.0 youtube video.
You know what would really ROFLSTOMP them biters? Cannon sounds :D http://www.soundsnap.com/tags/cannon

??? Maybe?? Other sounds?
As of version 1.0.2 all cannons have sound effects :D
But I want to change them in the future to be more epic :P
Do you know any free sound effects I could use? :)
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Post by Talguy »

SpeedyBrain wrote:[...]
Do you know any free sound effects I could use? :)
Ah crap, had no idea the site I found those sounds on is a paid site QQ.

Will try to see if I can find more sounds :)

EDIT: Found these http://www.freesfx.co.uk/sfx/bang , you just have to add a link to their site according to their EULA.

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Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Post by jorgenRe »

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!
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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

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Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Post by SpeedyBrain »

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?
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