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Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
Posted: Wed Oct 14, 2015 9:18 am
by grifter1
Hi thanks for the great mod
We are having problems with the small orbs dropped by the critters
In a mp game the orbs are making the save to large and we have to wipe them so the other players can join
Is it hard for me to remove them from the mod and not make problems
On a side note having a setting to have them time out might be helpful for long games
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
Posted: Wed Oct 14, 2015 5:28 pm
by MasterBuilder
grifter1 wrote:Hi thanks for the great mod
We are having problems with the small orbs dropped by the critters
In a mp game the orbs are making the save to large and we have to wipe them so the other players can join
Is it hard for me to remove them from the mod and not make problems
On a side note having a setting to have them time out might be helpful for long games
You could just turn them off. config.lua:
Code: Select all
SW.ExtraLoot = false --Extra Loot from Aliens (small-alien-artifact)
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
Posted: Thu Oct 15, 2015 6:52 am
by grifter1
Thanks
I was hoping it was that easy
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
Posted: Sat Oct 17, 2015 10:44 am
by jorgenRe
For an updated version that should work in Factorio 0.12.11+ please check out this topic:
https://forums.factorio.com/forum/vie ... 72#p113172
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
Posted: Mon Nov 30, 2015 2:21 am
by Insanekiller278
Will the mod be updated to version 13?
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
Posted: Mon Nov 30, 2015 6:35 am
by SpeedyBrain
Insanekiller278 wrote:Will the mod be updated to version 13?
Yes.
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
Posted: Sun Jan 10, 2016 7:04 am
by trayable
Hi,does this work on vison 0,12,20 .Just saying because everything works find untill i build the arty, and when i try to shoot it,nothing happen
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
Posted: Thu Jan 28, 2016 11:21 am
by vanatteveldt
[Cross post from the natural evolution thread, sorry for the spam]
Question: I'm using this mod in conjunction with the "natural evolution" mod, and I have the feeling that the combination doesn't work very well. Spawners are impossible to kill except with laser turrets or alien ammo, the artillery from total warfare seems to make hardly a dent - I have the feeling that they are highly resistant to explosion damage? In (late) mid game they are spawning so quickly that I just don't know how to kill a base except by creeping up with laser turrets (which is just lame).
Is there any advice on using both mods simultaneously? Can I disable either mod mid-game?
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
Posted: Sun Feb 14, 2016 12:59 am
by shikashi18
Hey I am having trouble with the mod, when I tried to play the game it said. "_ _Supreme warfare_ _/control.lua:46: attempt to index global 'game' (a nil value)" I don't know what that means unless maybe a mod conflicts with that. Would you please let me know what excatly the problem is?
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
Posted: Mon Feb 15, 2016 5:04 pm
by ssilk
You need to update in control.lua to use script.on_*-functions instead of game.on_*() Functions. This mod works then fine as far as I've tested it.
Here is my version (without any warranties, cause I made also some other changes anywhere):
Code: Select all
require "defines"
require "scripts/conf_artillery"
require "scripts/artillery"
--remote.addinterface("supremewarfare", {version= function()return "1.0.4"end})
local loaded
function reduceCooldown()
if global.listArty ~= nil then
for k,v in pairs(global.listArty) do
if v[1].valid and v[2].valid then
v[3]=v[3]-1
if v[3] <=0 then
processArty(v)
end
else
if v[1].valid then
v[1].destroy()
end
if v[2].valid then
v[2].destroy()
end
table.remove(global.listArty, k)
if #global.listArty == 0 then
global.listArty = nil
end
end
end
end
end
function ticker()
if global.listArty ~= nil then
if global.sbticks == 0 or global.sbticks == nil then
global.sbticks = 60
reduceCooldown()
else
global.sbticks = global.sbticks - 1
end
else
script.on_event(defines.events.on_tick, nil)
end
end
script.on_load(function()
if not loaded then
loaded = true
if global.listArty ~= nil then
script.on_event(defines.events.on_tick, ticker)
end
end
end)
script.on_init(function()
loaded = true
if global.listArty ~= nil then
script.on_event(defines.events.on_tick, ticker)
end
end)
function isArty(name)
if name =="sb-artillery-mk1" or name =="sb-artillery-mk2" or name =="sb-artillery-mk3" or name =="sb-rocketlauncher-mk3" or name =="sb-artillery-mk4" then
return true
else
return false
end
end
function isTarget(name)
if name == "sb-smoke-cloud" then
return true
else
return false
end
end
function builtEntity(event)
local newArty
local newArtyI
local artyName
if isArty(event.created_entity.name) then
artyName=event.created_entity.name
end
if artyName ~= nil then
newArty = game.surfaces["nauvis"].create_entity({name = artyName, position = event.created_entity.position, direction = event.created_entity.direction, force = game.forces.player})
newArtyI = game.surfaces["nauvis"].create_entity({name = artyName.."i", position = event.created_entity.position, direction = event.created_entity.direction, force = game.forces.player})
newArtyI.health = event.created_entity.health
newArty.health = event.created_entity.health
newArty.destructible = false
event.created_entity.destroy()
newArty.operable = false
newArtyI.operable = true
if global.listArty == nil then
global.listArty = {}
script.on_event(defines.events.on_tick, ticker)
end
table.insert(global.listArty, {newArty,newArtyI,0})
end
end
--[[
function destroyArty(event)
if event.entity.name == "sb-artillery-mk1i" or event.entity.name =="sb-artillery-mk2i" or event.entity.name =="sb-artillery-mk3i" or event.entity.name =="sb-artillery-mk4i" then
for k,v in pairs(global.listArty) do
if v[1].valid ==false or v[2].valid == false then
if v[1].valid then
v[1].destroy()
end
if v[2].valid then
v[2].destroy()
end
table.remove(global.listArty, k)
if #global.listArty == 0 then
global.listArty = nil
end
end
end
end
end
]]
function addTarget(event)
if isTarget(event.entity.name) then
if global.listTarget == nil then
global.listTarget = {}
end
table.insert(global.listTarget, event.entity)
end
end
script.on_event(defines.events.on_built_entity, builtEntity)
script.on_event(defines.events.on_robot_built_entity, builtEntity)
script.on_event(defines.events.on_trigger_created_entity, addTarget)
--script.onevent(defines.events.onpreplayermineditem, destroyArty)
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
Posted: Wed Mar 02, 2016 12:23 pm
by DaysofKnight
Can you update the mod so it's not dependent on Dytech? DyTech is broken as f@#K, and makes it impossible to play with this mod because every time I close a game DyTech's terrible code messes up the loading, making me unable to load any game with it. Would love to play with long ranged rockets and artillery, but it's dependency on DyTech is kind of it's downfall
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
Posted: Wed Mar 02, 2016 1:09 pm
by Ringkeeper
the mod does not depend on Dytech, you can use it without Dytech just fine. It only detects and uses Dytech if it is installed.
But i have one little problem.... the Rocket Launcher does nothing. It has Ammo but does not fire at all. If the range of 200 is correct, there should be enough targets (at least the artillery next to it fires fine).
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
Posted: Thu Mar 03, 2016 12:50 pm
by DaysofKnight
If DyTech isn't a dependency, then it shouldn't be listed as one. That tells me when I see it, that it's required to run the mod
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
Posted: Thu Mar 03, 2016 1:22 pm
by daniel34
DaysofKnight wrote:If DyTech isn't a dependency, then it shouldn't be listed as one. That tells me when I see it, that it's required to run the mod
DyTech is an optional dependency, as seen from the
? in front of the name.

This means that it is not required to run the mod, but if you have it also installed it will integrate with it. Although it probably would make more sense if it wasn't colored red then, but yellow or orange.
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
Posted: Thu Mar 03, 2016 2:09 pm
by DaysofKnight
daniel34 wrote:DyTech is an optional dependency, as seen from the
? in front of the name.

This means that it is not required to run the mod, but if you have it also installed it will integrate with it. Although it probably would make more sense if it wasn't colored red then, but yellow or orange.
Yeah, most (if not all) games that can use mods mark them as red if they're required and/or not there. I would agree that a yellow would be perfect (If possible to change that color. Probably not, I don't know). Yellow wouldn't tell me that I *need* the mod, but I can have it if I want to.
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
Posted: Fri Mar 04, 2016 7:53 pm
by babbos
After I installed 1.0.5 i got this error using factorio 0.12.25

Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
Posted: Fri Mar 04, 2016 8:14 pm
by daniel34
babbos wrote:After I installed 1.0.5 i got this error using factorio 0.12.25

See here for an unofficial update that works with 0.12.11+ (including 0.12.25):
[Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
Posted: Wed Mar 16, 2016 7:25 pm
by DeadManWalking
Hi, I've got an error using the RAPID FIRE ARTILLERY ammo: "Unknown Key:"item-name.he-rocket-mk3". It affects the smart loaders not recognizing the object. Anybody fixed this yet?
Thanks,
Dead
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
Posted: Wed Mar 16, 2016 8:12 pm
by DeadManWalking
Ok I got it. There is a duplicate entry for shell mk3 in projectiles-entity.lua. Change the section starting on line 128 from dup of shell mk3 to he rocket mk3. Here ya go Facto's:
Corrected (partially) projectiles-entity.lua
Code: Select all
-- He Shell MK3
{
type = "projectile",
name = "sb-heshell-mk3",
flags = {"not-on-map"},
acceleration = SWVariables.heshell_mk3.acceleration,
action =
{
{
type = "area",
perimeter = SWVariables.heshell_mk3.perimeter,
action_delivery =
{
type = "instant",
target_effects =
{
SWVariables.heshell_mk3.damage,
{
type = "create-entity",
entity_name = "explosion"
}
}
}
},
{
type = "direct",
action_delivery =
{
type = "instant",
target_effects =
{
{
type = "create-entity",
entity_name = "small-scorchmark",
check_buildability = true
},
{
type = "create-entity",
entity_name = "explosion-gunshot"
}
}
}
}
},
light = {intensity = 0.5, size = 6},
animation =
{
filename = "__SupremeWarfare__/graphics/projectiles/he-shell-mk3.png",
priority = "extra-high",
width = 9,
height = 30,
frame_count = 1
},
shadow =
{
filename = "__SupremeWarfare__/graphics/projectiles/he-shell-mk3-shadow.png",
priority = "extra-high",
width = 9,
height = 30,
frame_count = 1
}
},
-- He Rocket MK3
{
type = "projectile",
name = "he-rocket-mk3",
flags = {"not-on-map"},
acceleration = SWVariables.herocket_mk3.acceleration,
action =
{
{
type = "area",
perimeter = SWVariables.herocket_mk3.perimeter,
action_delivery =
{
type = "instant",
target_effects =
{
SWVariables.herocket_mk3.damage,
{
type = "create-entity",
entity_name = "explosion"
}
}
}
},
{
type = "direct",
action_delivery =
{
type = "instant",
target_effects =
{
{
type = "create-entity",
entity_name = "small-scorchmark",
check_buildability = true
},
{
type = "create-entity",
entity_name = "explosion-gunshot"
}
}
}
}
},
light = {intensity = 0.5, size = 6},
animation =
{
filename = "__SupremeWarfare__/graphics/projectiles/he-shell-mk3.png",
priority = "extra-high",
width = 9,
height = 30,
frame_count = 1
},
shadow =
{
filename = "__SupremeWarfare__/graphics/projectiles/he-shell-mk3-shadow.png",
priority = "extra-high",
width = 9,
height = 30,
frame_count = 1
}
},
-- HE Shell MK4
Related projectiles-item.lua
Code: Select all
...
-- HE Shell MK3
{
type = "ammo",
name = "sb-heshell-mk3",
icon = "__SupremeWarfare__/graphics/projectiles/icon/he-shell-mk3.png",
flags = { "goes-to-main-inventory" },
ammo_type =
{
category = "he-shell-mk3",
target_type = "direction",
action =
{
{
type = "direct",
action_delivery =
{
type = "projectile",
projectile = "muzzle-flash",
starting_speed = 0.01,
direction_deviation = 0.0,
range_deviation = 0.0,
max_range = .50
}
},
{
type = "direct",
action_delivery =
{
type = "projectile",
projectile = "sb-heshell-mk3",
starting_speed = 1,
direction_deviation = 0.8,
range_deviation = 0.8,
max_range = 200
}
}
}
},
subgroup = "sb-shells",
order = "a[mk3]",
stack_size = SWVariables.heshell_mk3.stack_size
},
-- HE Rocket MK3
{
type = "ammo",
name = "he-rocket-mk3",
icon = "__SupremeWarfare__/graphics/projectiles/icon/he-shell-mk3.png",
flags = { "goes-to-main-inventory" },
ammo_type =
{
category = "he-rocket-mk3",
target_type = "direction",
action =
{
{
type = "direct",
action_delivery =
{
type = "projectile",
projectile = "muzzle-flash",
starting_speed = 0.01,
direction_deviation = 0.0,
range_deviation = 0.0,
max_range = .50
}
},
{
type = "direct",
action_delivery =
{
type = "projectile",
projectile = "he-rocket-mk3",
starting_speed = 1,
direction_deviation = 0.8,
range_deviation = 0.8,
max_range = 200
}
}
}
},
subgroup = "sb-shells",
order = "a[mk3]",
stack_size = SWVariables.herocket_mk3.stack_size
},
-- HE Shell MK4
{
type = "ammo",
name = "sb-heshell-mk4",
icon = "__SupremeWarfare__/graphics/projectiles/icon/he-shell-mk4.png",
flags = { "goes-to-main-inventory" },
ammo_type =
{
category = "he-shell-mk4",
target_type = "direction",
action =
{
{
type = "direct",
action_delivery =
{
type = "projectile",
projectile = "muzzle-flash",
starting_speed = 0.01,
direction_deviation = 0.0,
range_deviation = 0.0,
max_range = .50
}
},
{
type = "direct",
action_delivery =
{
type = "projectile",
projectile = "sb-heshell-mk4",
starting_speed = 1,
direction_deviation = 0.8,
range_deviation = 0.8,
max_range = 2000
}
}
}
},
subgroup = "sb-shells",
order = "a[mk4]",
stack_size = SWVariables.heshell_mk4.stack_size
},
--Capsule
...
Still a work in progress. Any input appreciated. Thanks!
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
Posted: Sun Mar 20, 2016 5:56 pm
by fregate84
A have a problem with this mod. It's very nice, but it cause jerk on my game.
I have only about 14 Rapid Fire Artillery.
trace of lag :

- ScreenShot001.jpg (16.16 KiB) Viewed 10205 times

- ScreenShot002.jpg (10.81 KiB) Viewed 10205 times