"All factions FAF BlackOps Nomads" + "Low Commander Tech-Ras Upgrade Costs incl BO" would spawn in all ACUs and let you instantly build their tech upgrades for free.
Balance Team
Posts
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RE: I just found out aout FAF. Looking for a Mod, that allows to start skirmish with all tech unlocked for all.
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RE: Union control big trouble
Click on the player's name in the scoreboard. If you're using the supreme score board mod then you'll need the updated version "Supreme Score Board2HC" to shift-click to switch armies.
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RE: experimental strategic missile defense system idea
Here's a prototype script for aeon smd I made where each projectile gets assigned to the shooter cap. A weapon won't target something if its shooter cap is reached, but it will shoot continuously once it has targeted. Adding the projectile to the cap instead of the weapon basically keeps track of how many projectiles are in the air instead of how many shooters there are. This works better than normal but it still fails for nukes that take more than 1 shot to kill like Yolona since the projectile is removed as a shooter once it impacts. I suppose you could work around that by spawning dummy entities taking up the shooter cap every time the high HP nuke projectile takes damage. That workaround would also work for non-projectile weapons in general.
---@class UAB4302 : AStructureUnit UAB4302 = ClassUnit(AStructureUnit) { Weapons = { ---@class UAB4302_MissileRack : AAMSaintWeapon ---@field unit UAB4302 MissileRack = ClassWeapon(AAMSaintWeapon) { ---@param self UAB4302_MissileRack ---@param muzzle Bone ---@return Projectile CreateProjectileAtMuzzle = function(self, muzzle) local proj = AAMSaintWeapon.CreateProjectileAtMuzzle(self, muzzle) LOG('self target', self:GetCurrentTarget()) local target = self:GetCurrentTarget() if target then target:AddShooter(proj) LOG('target shooters:', target:ReachedMaxShooters()) end return proj end, RackSalvoFiringState = State(AAMSaintWeapon.RackSalvoFiringState) { Main = function(self) local target = self:GetCurrentTarget() if target then target:RemoveShooter(self.unit) LOG('maxed?', target:ReachedMaxShooters()) if target:ReachedMaxShooters() then self:ResetTarget() ChangeState(self, self.RackSalvoFireReadyState) return end end AAMSaintWeapon.RackSalvoFiringState.Main(self) end }, }, }, } -
RE: experimental strategic missile defense system idea
Use Unit:AlterArmor to change the damage amount.
Hook theOnGotTarget, andOnLostTargetfunctions of the unit weapon to adjust the damage resistance when needed. Janus example -
RE: Do you think late T4 stage on land/navy maps is too short due to T3 arty or game enders?
I got some evidence in the discord discussion after throwing out a 10% cost nerf idea and saying this:
I think I was just throwing out a number [10% cost nerf] to reason about if I was to look at it from nugget's/farm's perspective, but it came off a bit too much like a decision on a change. It was kind of a random number without thought behind it. Personally I'm still not convinced of such a change because like you [maudlin] say there's a lot of different maps that have to be balanced for and maybe setons is just an unbalanced map for this specific scenario, which is unfortunate for its legacy.
More specifically I'm not convinced because:- Nuggets/farms have the argument that invasion is too slow so a cost nerf is needed.
- their evidence is "I've seen games where it's optimal but they didn't do it"
- no replays where it's optimal but wasn't done
- no replays where this optimal move was done and the enemy invasion was equal mass but simply couldn't win, particularly when not vs para/yolo
- they themselves use house rules to not have any recent experience using or playing against the strategy
- they both say its true on mapgen as well but there are no replays and no explanations why. I also checked nuggets' replays and saw that he often plays drawn out/setons-like naval mapgens and such types of maps that aren't relatable to the average mapgen player, so taking that into account lowers my confidence.
- ftx says its purely a para/yolo problem, so a cost nerf is not needed.
All of these I guess you could say they're too low-rated players just going off experience (quite harsh ik but like there might be some errors to look out for, like maybe opps are too bad at defending):
- skrat and spcr (mlgtastic) argue that the ender's cost gets it killed by land
- sainse argues t3 arty would be unbalanced and claims that the timing just isn't possible/doesn't happen as early as nuggets says it is
- maudlin claims the timing isn't an issue
Nuggets and farms responded that searching replays is too tedious compared to the chance of a satisfying balance conclusion, but farms still gave a replay.
From @maudlin27; Rainbow cup game where T4 land push wins vs ender:
FYI this was the game I recalled (T4 land push vs game-ender):
https://www.youtube.com/watch?v=Tdv1ZoqBvbc
24329811
20x15km map, has AI enemy teams in the corners which complicates things, but has the benefit of being a cash prize tournament so you'd expect teams are going with the strategy they think is best.
Using in-game timestamps (rather than video):
at 29m40 teams are roughly equal on eco (1.1k mass), and they largely remain similar after this for a while (bottom team fluctuates between 1.2k and 1.0k)
The mavor is started by bottom team at some point before 34m (at 34m17 it's 32% done); the top team briefly started a paragon before abandoning it and focusing on building GCs and other units
Mavor completes at 39m
Top team pushes with GCs, bottom team manages to land a nuke on a couple of the GCs (and later the AI also nukes one of top team's GCs). was very close but top-team's push with the GCs wins.
From @knownsniper; public/casual high-rated setons where he plays without eco bar (!!giant blunder!!)
anyway just for you this is an example #27433457
due to a disconnect the replay stops at min 38
https://puu.sh/KQj23/ea24a46581.png
in a completely even position (income is the same total mass generated is the same, also 1 min after this time nory wins top navy so both navies are equal)
but there's this to watch the end https://www.twitch.tv/videos/2822304906?t=05h11m32s
Here's @sainse's local replay that doesn't end early.
My take on the rainbowcup replay is that units showed to be better than Mavor. Nukes hindered the land push a lot but then air came to save the push, although everything was still quite slow. Thankfully Mavor is weak compared to Para/Yolo, particuarly vs units, so it didn't deal complete game-ending damage in the time it took for the land push to win.
It might've been a bad emergency defensive situation for the Mavor because there was Fatboy spam instead of other T4s. If the fatboys were swapped out fully in cost then maybe the mavor would've stayed alive with most of the bases destroyed, and the game would've continued for a while, which is a fair situation imo.
If Para/Yolo were built then they defeat the push easily and the north team would've lost because they had no follow-up with arty or ender (which can potentially defeat a yolo that spent its time nuking units, but they can't win long-term against para's defensive shield and smd capabilities).For the setons replay I think:
- Popiska and farms didn't cooperate which led to an ineffective strategy for the team as a whole. They should've either gone farms 2-3 Ahwassa + Popiska 600 ASF or farms should've contributed mass to Paragon. I think the Paragon would've lost but the air attack would've killed the Yolona at minimum and secured future air domination by killing ASF and killing all bp that could've been making SAMs, which allows a followup with more air or a land invasion that skips all the flak setup.
- Farms delayed his invasion by 3 and a half minutes because he didn't manage his engineers, factories, and transports correctly. This was because he was focused on irrelevant things as seen in the stream recording, doesn't use ferry orders for transports, and had no eco bar while playing. At 5:13:43 in recording or 41:46 in replay he checked his mass bar and he floated 51k mass and overflowed +145 out of 474 income. It was safe to drop engis for invasion at min 38, Yolona started min 41, and nuke landed min 45.
- It was quite lategame so doing an all-in with a land invasion at that timing was already more risky than usual invasion timings.
What I'm convinced in right now is that paragon output should be nerfed and Yolona cost should be shifted from energy to 225k mass to stop air players having a ridiculous 37k/63k mass advantage (17% cheaper than mavor, 25% cheaper than paragon) compared to other enders when turning off their air grid and going into Yolona. 225k mass with lower energy requirements should put it at a similar timing as before for ender rush eco slot build orders (no air grid to pause). It could be slightly lower at 210k mass since it has to eat through the game's accumulated SMDs, but still it needs a significant shift into costing more mass instead of energy.
A work-in-progress opinion is changing Yolona to cost more time when nuking units. A simple answer would be 1.5x missile BT, 1.5x missile HP, and 1.5x minimum reload time, but with how extremely powerful nukes are there could be changes to SMDs from there, so the Yolona change has to wait for whatever happens in that area.
- Nuggets/farms have the argument that invasion is too slow so a cost nerf is needed.
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RE: Do you think late T4 stage on land/navy maps is too short due to T3 arty or game enders?
You can ignore that Paragon/Yolona are quite overpowered compared to Mavor/Scathis if you want.
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RE: How to add a logo to a mod?
Might be a client bug. The icon appears in the vault screen for me:

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RE: [MOD UI] NextUI.Icons
I like how the design specifically addresses gameplay issues like tml/nukes/smd/arty/omni/acus while keeping in line with the simplicity and readability (small size) of the original artwork. The configurable icon generator is also nice for people who don't like certain colors or are colorblind.
The shape of the faction-specific ACU icons is really nice (better than redux), but I don't like the faction-colored outline since that colored part blends in with player colors due to how much space the colored outline takes up, and how the outline's shape is different per-faction.
It would be cool to see your attempt at SACU icons with presets accounted for.The AA icon lacks a black outline on the light blue part so it blends in with the green and aqua player colors. I also confused its shape for air staging.
The gallery doesn't show the tech markers, but it should, I got confused with the HQ icons before I downloaded and ran the generator myself.
Also after viewing the dds files the preview images are way off: AA has an outline around the central shape, TML/SML/SMD/arty/power do not have outlines around the central shape. HQs also do not appear in the dds files. -
RE: Request: one click to join game
I've encountered that issue too so now I click the game tile and then click join game on the right side game preview.
I'm not sure what's the ideal UI solution. A one-click join can still change the tile your mouse is over in the time between deciding and clicking. You could lock the position of the tile your mouse is hovered over and use animations to move tiles around during sorting updates.
In terms of clicking the UI seems fine because you must double click on the same tile for it to join, which means there's not really any space to filter out different clicks like if you double clicked around the time that tiles switched places.