New "Random Events" AND Roguelike-Mode Mod!
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also when rerolling, i think you should keep the same rarities
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That due to how RAS Enhancements are handled, assuming your mod is changing eco stats the “normal” way, it won’t affect RAS due to being coded script level/on a different place in in fhe Unit BP
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I am aware and as i said believe i fixed this long ago. At least it was working at some point. I havent trsted it the last couple of days though because i forgot
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New update for... Random events! (v23):
I (and others) felt that many of the events were lame, unbalanced and punished the losing player too much. Especially with the Roguelike mod all the stat changes were nothing special anymore so I wanted to move away from them and go into more truly... random... events. In my mind this mod is supposed to create chaos and often times it did, but also often times it was just unfair or "boring" stat modifiers that might not be relevant.
So here are the changes:-
47 events removed (mainly stat modifier events)
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13 new events added
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19 events changed / adjusted
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There is now a "protected buildings" category, which prevents buildings such as T2/T3 Pgens, HQs, SMD, Nuke, Game ender and T3 arty (not sure if I forgot some) from being destroyed or given to hostile AI from events.
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Additionally the bug that you could build t2/t3 factories without its required HQ after a "tech lockout" has been fixed.
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Created my own "mobile bomb" unit which is essentially the old beetle with cloak as the new beetle did not fit into my idea for the events (and is lame!). The custom bomb unit has 101 HP, cloak, no e drain and is amphibious. It cannot be made by players.
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Updated / changed the logic when and how hostile units are given commands to attack targets. No longer will there be idle units after a while.
Additionally I have updated the post (near the top) with what current events exist. There are currently exactly 100 events.
I have seen your messages regarding the classes @firv and @cychwa_klaymberg and I agree. I will look into those next week.
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Defector vote is kek lol. I want that to happen so much XD
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Hello!
I saw the Russian localization for the mod, and that’s fantastic! However, it creates a problem in international games—specifically when a Russian player doesn't know English, or vice versa.
Is there any possibility of allowing each player to choose their own localization at the start of the game? That would be absolutely wonderful! -
I didnt create the russian localization and had no hand in it. I dont really want to translate everything and then work with reports that something is missing or badly translated. Idk if its possible as ui mod maybe?
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It's probably extremely difficult as a UI mod if your mod embeds all the strings inside its UI elements' code. The proper way to make it work is to use the
LOCfunction for all relevant strings and prepend each string with<LOC keyName>. After that you don't have to do anything yourself, the modders can add localization toRoguelikeUiLocalizationMod/hook/loc/ru/strings_db.lua -
I didnt create the russian localization and had no hand in it. I dont really want to translate everything and then work with reports that something is missing or badly translated. Idk if its possible as ui mod maybe?
Oh, I just caught a glimpse of the mod in the repository—that’s all. Personally, the English version suits me perfectly. And yeah, I agree: translation looks like a thankless, insignificant task that hardly anyone really needs
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Small v25 update for roguelike (and the experimental changes version was also updated, as some people still foolishly use it):
- Fixed SACU and ACU not being impacted by negative energy modifiers (ACU was intentional before, but I decided to no longer exclude it)
- Removed Prototyper class
- Changed Amphibious class to buff land when picking navy instead
- Buffed Regen class: Instead of increasing odds by 1.4x, it is now 1.75x
- Added the ability (requested by @nomander ) to enabled "Autopicks" (checkbox in the stats panel). When this is enabled the mod auto picks the highest rarity option for you. You will NOT see the picks that were offered. You can disable / enable this at any time.
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@Nuggets So I have a question. Was the energy production buff removed entirely? I don't ever see it when drawing anymore I just see the mass production buff. which deceases energy significantly. Also, I don't see the mass shards anymore like the paragon fragment. Other than this the structure projectile speed still stops nuke defense from hittiing it's target. Just wanted to say my peace about it
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@Nuggets So I have a question. Was the energy production buff removed entirely? I don't ever see it when drawing anymore I just see the mass production buff. which deceases energy significantly. Also, I don't see the mass shards anymore like the paragon fragment. Other than this the structure projectile speed still stops nuke defense from hittiing it's target. Just wanted to say my peace about it
Hey, yes the energy buff was removed quite a while ago because at the time it was pretty useless. I am now debating putting it back in, but not sure.
I dont remember which one exactly the paragon fragment was (i think the +45 mass?) but yes, that doesnt exist anymore. The static values were either OP early on or useless later on.
Regarding SMDs, yeah I forgot about that. I excluded SMDs from rate of fire but forgot projectile speed. I will fix this in the next patch.
Also I am debating removing projectile speed entirely because many units are not impacted by it, and most units that are impacted are missile related units and then the TMD just cant keep up or do anything. Thoughts on this appreciated.
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@Nuggets
https://replay.faforever.com/27857107 I only got Structure Rate of Fire Damage Health and Range. I built nuke def and they missed their target again. I used roguelike original mod and ACU BOOST 3X and Barhan ACU Boost and 2x Res and Ras to move the mission along faster to try and see if the projectile speed was the problem, but I think it was either rate of fire or range, -
I dont think energy upgrades % would be bad, i genuinely have energy problems late game, especially when i pick some Mass %.
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Yeah it's quite bad to get a bunch of cards and then ruin your entire game because you got too many mass production buffs.
It might be interesting to consider a different scaling for example multiplicative because the flat % decreases are very strong at low amounts. Like 200+30% mass brings you from 60->70% energy or -25% of your current energy. Same for build cost, although build cost is a positive trait so that's more fun to minimize (and it doesn't decrease buildtime anyway).
I actually noticed that build cost has a minimum limit, but it isn't specified anywhere in the UI or cards. In addition to that, build cost reducing cards should be removed from the pool when the limit is reached.
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@Nuggets I figured out the problem with the Nuke Defense missing because i decided to just play a few missions to test the theory and its not that the nuke def misses it's target it's that the damage doesn't register. When the damage buff for the smd gets too high the damage for the smd missile unregisters and the missile looks like it misses. but in actuality the damage buff stops the nuke def missile from registering. But if you get the structure splash damage upgrade you no longer have to worry about that or so i have seen so far
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Update v26 for roguelike mode (and updated experimental changes because people are still using it...):
- Re-added the energy buff cards without a downside. Lowest rarity for this is uncommon
- Removed all buffs from nukes and SMDs to prevent them from bugging out. (nuke damage can still be buffed as before)
- Removed 1 non functional class (Field medic -> gave regen around engies). Could have gotten it to work, but i felt like it didnt really fit. With this we are down to 37 classes.
- Removed the stat "Projectile speed": Projectile speed was the go-to negative buff as it didnt affect all units and is mostly irrelevant (as most things are not projectiles). Additionally faster missiles caused tmds to no longer be able to hit them, which was kind of an engine issue, but removing this buff also fixes it.
- Because Projectile speed got removed, and it was the go-to negative buff, I lowered ALL negative effects by 20%
Reminder that 1) you can disable negative effects if you dont like them via a lobby option, and 2) always use the newest mod version or desyncs will happen because FAF is having issues with replacing the files (or downloading old files) correctly if done automatically.
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