SCTA Project: Balance, Bugfixing, and more!
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Some basic updates:
One thanks for Axel we have now have access to a very expanded library of SCM base files to work with. Meaning any units not originally portable by Raevn or Axel are now doable for us. Among these are around 10 remaining Gamma Mayham Models:
Big Bertha, Vulcan, Pyro and more. However Axel method would require you do a bit more work texturing and more but now we have the models avaliable to us a dramatic improvement from where we were.Additionally we have a few other changes, the icons are now organized and divided similar to Supreme Commander build ques. Thus providing a clenaer looking interface, finally the T2 rebalance has offacially begun for rebalance. Myself and a new member of the team NoHome, are beginning to look at T2 Stage Units and implement changes. Next weekend we will be if all goes as planned the first major unveiling of the Land T2 Rebalance stage. As always the rebalancing process will often be done three or four times till we are happy with it.
And take this announcement, as an announcement of an announcement but two major things be happening. Next month if all goes as planned, the SCTA 2v2 tournament will be hosted. Looking for Streamers and otherwise to well stream the event itself. The more formal post and announcement will be happening later this month. Time permitting, Postal, a TA Streamer, and among the best TA players, will be trying the SCTA Rebalance Mod in November or December. As we get closer to the event, I'll have more information. I have already asked a few of FAF's finest, to be his opponent for those games. I'll have more information next month.
Finally, we have begun process of writing unit descriptions for various TA Units. A process undertaken by NoHome, this will be for providing both flavor and otherwise to the TA Units. As always PM if your interested or want to know more about the SCTA Project.
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So today update, I am slowly getting better at doing this still not perfect but otherwise with version control. The first thing is first:
TA Shaders! This means that TA Shader mod is now dodo'd and no longer required. The second thing is Axel (not Developer Axel) has for every Kbot added a walking animation and redid several of the older units. A new concep; way TA Construction is working is that for comparable Build Time, a Factory + Engineer give or take = Supcom equivalent tech build power.Some more units been rebalanced as stated as we morve more fully into the rebalancing the T2 Units and otherwise. So every Unit where applicable has cloak, walking and proper building animations now.
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So this weeks update:
Fixed a few bugs.
Invader and Roach both reworked in code. Buzzsaw and Vulcan resized Balance.The Mines have been redone and rebalanced. Currently stats are shared between Fix and Balance. Longrun might create seperate weapon BP’s in Balance.
Additionally Balance only has reduce the mine variations to 3 for ARM and CORE.
1 “Nuke” Bomb
1 Small Radius Big Bomb High Damage
1 Big Radius Bomb Small Damage
The Decom’s been reworked a little bit. They are T2.5 Units. Not too dissimilar to SACU’s for TA.At 1500 HP. And 100 DPS a second, the same BP and Build Suite of a TA Commander. They provide another 2.5 Unit.
The experiment last week has been reversed. Currently each Factory line has a few 2.5 Units.
ARMKbot:
Decom’s
Zues
Spider Bot (originally a vehicle in TA)ARMVehicle
Lugar
Lighting Tank
PentratorARM Shipyard
Carrier
BattleshipCore Kbot
Morty
Sumo
Decom
NecroCore Vehicle
Goliath
Pillager
NecroShiypyard
Carrier
Battleship
Leviathen -
Too bad for many of us who dont play faf online we will never be able to enjoy these mods. Wish you guys could make a version working with offline skirmish or local lan at most. But i guess it must be incredibly hard to do that...?? . . .
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The version on github should be usable. On any location. Contact me on Discord and I’ll try and het it working and setup for you.
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Today update:
Some bugfixes, and footprints. Didn't get much done this week honestly was working a temp job. Roaching Bombing works once more, Spiders do Spider things. A few more superflous files removed so that the amount of things loaded have been condensed. Sadly had to remove in feature on the pod due to bugs. Hopefully be able to add it back eventually.Refreshed the projectiles meshes and such. Tomorrow be Gameplay testing day. Also as a note:
There is no adjacaney for TA factions, for all those playing the mod. -
So be making a couple updates and reworks in coming days. Mostly minor adjustments overall. Spawn code been reworked a bit again. Here big thing:
We got zooming in to work correctly now. Also if you play game witj SCTA Mod please add SCTA to game title
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This week SCTA is up a couple bug fixes, and cleaned up code. Commanders gotten a minor touch. Mostly QOL changes. After Sunday gameplay testing, the final patch be prepped and readied for the tournament.
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Beside Wednesday release, and anything last minute messages, about breaking things or balance concerns. This patch which took in consideration the discussions and talks from Sunday Balancing. T2 was adjusted in terms of cost.
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Great to see you are putting all this effort into the mod . Keep it up!
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So factory and assist bug has been fixed. And some clean up. Hopefully factory bug is actually gone now but based on tests and attempts to recreate it. It appears to be.
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So this been a major update taking in consideration several things from the tournament. Several OTA units now disabled in balance will likelyhood of one or two more in the longrun. The deployment of T3 Development Labs. Do note these Units will still be weaker T3 than Supcom T3's. As one of the major reasonings for this change is the cleaning of the interface, the other unit likely disabled in will be scout hovercrafts. Or Scout Hovercrafts will have counter intel as well omni. That they currently have access to.
Several factories have been resized, the Air Engineers have been given moderate nerfs. Decoy Commanders are now buildable only in Gantries and are something akin RAS-Combat SACU. The Warriors have gotten some minor nerfs to make them less powerful. Several accuracy and improper targeting issues have been resolved. Furthermore we now have confirmation that in two weeks time, I will be hosting an expedition game. Wherein Postal of TA, the best or second best TA players still playing today, will be facing against F-Odin.
Additionally units and models from TA Zero have been ported and replacing numerous ARM Units. Looking at around 100 or more unit models replaced entirely now.
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This weeks updates:
Cleaning up of several function, hitboxes overhaul and a couple more units disabled in balanced. A complete list will be published eventually. Otherwise transports been work to now able to transport Supcom, T2 and T3. A couple fiddling with hotkeys to make it so less 'units' show up and make hotkeys for certain buildings more usable.Big Birtha and Immidator both a rather sigificant range buff added to them. To be try and emulate there original utility in TA. And to remade into of TA strength's. Otherwise just some basic adjustments and reworking.
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What's the best to way to play this mod in AI games? Can the AI play as these factions at all? Or is using the Balanced version of the mod and having the AI play a regular faction the only way to go?
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Best way is way SCTAFix and Balance enabled. And the ai cannot play a ta faction
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Awesome! Thanks for the response
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This week updates:
Some reworks of TA Mexes, Hitboxes and standard footprint things. Several new models ported such as new arm warrior and thunder. Additionally somehow missed that core anti-air flak had the wrong model still. So that was replaced. Other units rebalanced and things. Some reversions of some ideas I was testing are now done. -
So some an emergency bugfix was released also some coding cleaning was done. But now here is an important question and wanting to canvas opanions:
SCTA does not have an Engi Mod currently implemented into its balance. And I am back and forth on longrun intending to add one. I have a couple options avaliable to me I could consider. But for now here is the the thing.
A TA Factories have same relative BP to a Supcom similarly tiered factory. A Pillar vs TA Pillar Equivalent unassisted draws same amount of mass and takes same amount of time to produce. However I do emphasis phrase a relative.
The RAW BP of a TA T2 Factory is around 26-30 BP
While RAW BP of Supcom T2 Factory is 40.The TA and Supcom Engies have about same RAW BP count. (12-13)
A TA T2 Engi Assisting a TA T2 Factory increases its BP by 50% or 33% (26 to 39). So takes 10 seconds to 5 seconds. At 150 Mass per T2 TA Engineer
A Supcom T2 Engineer assisting a Supcom T2 Factory increases BP by slightly more than 25% or 20% depending how you want to look at taking that above mentioned Pillar it goes from 10 seconds to about 7 or 8 seconds. At cost of around 130 an Engineer.
This becomes even more notable a T3 Stage as TA Factories go from 26 to 30 or 36 depending. With there T3 Engies at around 18 build power. So about 2/3 or to a half a T3 Factory BP. Additionally they only cost a T1 Engi more in price (50 Mass).
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This week update is doing a psuedo engimod, for the factories and some reworking. As well as some unit balancing as well. Including there been more cleaning up of code.
This week, is important update and love hear feedback given some of these changes are very drastic.
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So this week update:
Brings a pretty massive naval update. Stage 1 Of Naval Rebalancing (i.e. me eyeballing) is now done. Be looking at some test games to adjust then look at the Spreadsheet made by @Harzer99 before I go on to do some more micro adjustments. Otherwise the opening has been redone a bit. You'll notice Commanders have there spawn animations now.