Redesign of all HQ and support factories
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MODO
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Hello everyone,
While testing the Co-op Missions sounds, I discovered a bug in the Factory Rework mod.
The bug occurred when the player attempted to take over enemy units. This was something I had never used for testing in a normal game.
I hope I've fixed it. I added the modified function to the Unit.lua file in the Seraphim Water Factories, instead of replacing the entire file in the mod. Here's another image for easier understanding.
previously

now

The file Lua/Sim/Uint.lua has now been removed from the mod.
If you find any errors or have suggestions for improvement, please post them here.
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I need your help
Hello everyone,
This will be my last post for this year.
I would like to complete this project for the redesign of the factories. Since there has unfortunately been little feedback on the factories in recent weeks, I will focus on the Aeon Land factory once again in what will be my last attempt for the time being.
However, I need your help in the form of your opinion.
The newly created model is okay, but many people would prefer the design of the model before the factories were rebuilt.
Here are a few pictures for comparison:
Model before the factory rebuild

Unfortunately, I don't have a front view of this model
(which would also give a better idea of its size).Current design in FAF

Current design in my mod

Here are two approximations of the old design in two variants.
Variant 1

Variant 2, without the tower at the front

The difficulty with this model lies in its width. The side wings must not be too large, so that they do not protrude into other models.

However, this model is much easier to distinguish than the FAF & Mod version.
Here is the comparison

Now I would like to ask you once again to cast your vote or share your ideas.
You can find the models shown in the test mod:
SAVERS FACTORY REWORK + FAFWithout this feedback, I would currently leave everything as it is.
So please feel free to contribute your thoughts.
I wish you all the best for the coming year 2026

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I think the mod looks great and is an improvement over current ver., assuming it doesnt affect pathing
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Great work!
Perhaps the current version and variant 2 are better gameplay wise because they allow to easier see whats beeing built.
Are there any changes that effect the hitbox size (relevant for shielding, TML etc)? -
I like your modded version.
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I'm assuming this is the Aeon HQ? In which case based on the screenshot I have a slight preference towards Var. 2
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@Yeager Thanks for your comment. The waypoints are not affected by the mod.
With the possible exception of the water factories. However, this area is small, as only the building area has been increased by 2 places.
At least I couldn't find any errors in the test.
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@Amygdala Thank you very much for your helpful comment. I haven't looked at the hitboxes in the mod yet. I'll do that

Since the Aeon Land Factory was the smallest of all the factories, the shields should cover it. But I'll check that and fix it if necessary.
Could you be more specific about which model you like better?
(FAF / Mod / Var.1 / Var. 2) -
Like maudlin, I think ver.2 is the best one when it comes to blending design with functionality.
Cuz while I prefer the way ver.1 looks like, I'm afraid that it might obscure to much from enemy player. So in the ultra rare case scenario where they have to choose to bomb the unit inside or not, it might obscure too much.And maybe, just maybe it would look better if the pilars in front would actually support one of the hanging "wings" on top of factory. But that's beside the point, as all versions are clear upgrade over current one.
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Wow, I didn't know that units that are under construction can be attacked. I hadn't considered that.
But wouldn't that affect all land factories?


The support function sounds like a good idea. However, I'm not sure how I could implement this visually. The columns are slightly further forward than the roof elements. I also think I read in an older post that the factory is too close to the UEF. And I'd like to avoid that ^^
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As mentioned by @amygdala , no hitbox was considered in this project. Based on the current assessment, I am uncertain whether I should adjust it. The hitboxes are very different and could be more of a focus for the balance team.
There are far too many images here for you to form an opinion.

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Ver. 1 and 2 are clearly an improvement. I can't choose between them, but clearly one of the two as both versions are better than the actual unit. Thanks for the great work.
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@nuggets
So you mean it like that?
Currently, air factories behave this way when an engine is being built.

Would this adjustment be okay for others as well?To make it look right, I would suggest that the unit can also drive diagonally out of the respective factory, which doesn't completely distort the look.
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I don't consider this to be an issue that needs fixing
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Hi, I think it's good that opinions and ideas about the project are being shared. I also appreciate the highlighting of problems that were not previously recognized as such. And this phase shows new possibilities or ways in which a potential problem can be solved.
In my view, an idea should always find its way into a discussion and not be immediately dismissed.
Of course, I accept all opinions. In turn, other opinions must also be accepted, or a compromise must be reached. That sounds very philosophical, but it expresses the core of what I want to achieve.
This is just a brief statement from my perspective

Here are a few opinions from the posts mentioned over the last few days. (These were also mentioned in another forum post, but I didn't want to overload that individual topic with them.)
@jip I also believe that all factions should definitely retain their diversity.
@e33144211332424 I think your ideas are good, but currently very difficult to implement.
@nuggets I wanted to test a small idea without making any modifications, but unfortunately the result is worse than the current option.
So I would keep the idea in mind in case a compromise is needed.
Here are three pictures of the test/idea:

But it was only a quick attempt, as my free time is currently taken up elsewhere.
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@Saver Anything helps imo, but the most annoying part is when the engie has to go to the top right (which is the case in every setons game as top rock

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@Saver Have the buildings arms rotate and "lift" the engineer off the platform? Or is that too weird of a solution?
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Great work. I personally can dig all of the redesigns you've made from a cosmetic perspective.
Something I personally like about the current factories that are in the game is that you can clearly see what is being built inside of the factories, which is very important from a game play perspective when a player is scouting enemy land factories, air factories, and naval factories too. The fact that the unit being built inside of the factory is easy to see and is recognizable, not being blocked by roofing or walls on the factory, I think is very important for the game. A piece of advice I would like to add is I would consider removing the pillars & roofing from the UEF land HQ factories as well as from the Aeon land HQ factory; or at a bare minimum make it no harder to see what is being built inside of the factory than what is currently in the game.
Anyways, great work! Glad to see it coming along.
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