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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    New "Random Events" AND Roguelike-Mode Mod!

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    • F Offline
      Firv
      last edited by

      also when rerolling, i think you should keep the same rarities

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      • F Offline
        Firv @Nuggets
        last edited by

        @Nuggets said:

        Prototyper - The first time you build each type of unit, that one starts at full veterancy. Experimentals included.

        also this one is kinda weak

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        • F Offline
          Firv @Nuggets
          last edited by

          @Nuggets said:

          Field Command - Support commanders receive commander cards at 40 percent.

          ❤

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          • Dragun101D Offline
            Dragun101 @Nuggets
            last edited by

            @Nuggets

            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

            I’m a shitty 1k Global. Any balance or gameplay suggestions should be understood or taken as such.

            Project Head and current Owner/Manager of SCTA Project

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            • NuggetsN Offline
              Nuggets FAF Association Board
              last edited by

              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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              • NuggetsN Offline
                Nuggets FAF Association Board
                last edited by

                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)

                • 13 new events added

                • 19 events changed / adjusted

                • 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.

                • Additionally the bug that you could build t2/t3 factories without its required HQ after a "tech lockout" has been fixed.

                • 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.

                • 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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                • F Offline
                  Firv
                  last edited by

                  Defector vote is kek lol. I want that to happen so much XD

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                  • cychwa_klaymbergC Offline
                    cychwa_klaymberg
                    last edited by

                    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!

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                    • NuggetsN Offline
                      Nuggets FAF Association Board
                      last edited by

                      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?

                      cychwa_klaymbergC 1 Reply Last reply Reply Quote 0
                      • N Offline
                        Nomander Balance Team
                        last edited by

                        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 LOC function 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 to RoguelikeUiLocalizationMod/hook/loc/ru/strings_db.lua

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                        • cychwa_klaymbergC Offline
                          cychwa_klaymberg @Nuggets
                          last edited by

                          @Nuggets said:

                          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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                          • NuggetsN Offline
                            Nuggets FAF Association Board
                            last edited by Nuggets

                            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.
                            NoRest4TheWickedN 1 Reply Last reply Reply Quote 1
                            • NoRest4TheWickedN Offline
                              NoRest4TheWicked @Nuggets
                              last edited by NoRest4TheWicked

                              @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

                              NuggetsN 1 Reply Last reply Reply Quote 0
                              • NuggetsN Offline
                                Nuggets FAF Association Board @NoRest4TheWicked
                                last edited by

                                @NoRest4TheWicked said:

                                @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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