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    Developers Iteration III of 2023

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    • Chenbro101C
      Chenbro101 @Nex
      last edited by

      @nex LOL did not know about that. Its the main reason I used the mod.

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      • maudlin27M
        maudlin27 @Jip
        last edited by

        @jip said in Developers Iteration III of 2023:

        We can make a hotkey to select all engineers that are currently consuming resources, that would qualify for engineers that are building things (at that moment)

        That sounds like it could be helpful. Personally I suspect I'd end up being lazy and just use the 'select engineers on screen' hotkey since in some cases I'd want that, in others I'd want to just select engineers consuming resources, and I'm not sure if I'd get around to ingraining two separate hotkeys in my muscle memory, so I'll leave it for others to say if they think they'd use it.

        M27AI and M28AI developer; Devlogs and more general AI development guide:
        https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v71-devlog
        https://forum.faforever.com/topic/5331/m28ai-devlog-v150

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        • JipJ
          Jip @maudlin27
          last edited by

          @maudlin27 said in Developers Iteration III of 2023:

          @jip said in Developers Iteration III of 2023:

          We can make a hotkey to select all engineers that are currently consuming resources, that would qualify for engineers that are building things (at that moment)

          That sounds like it could be helpful. Personally I suspect I'd end up being lazy and just use the 'select engineers on screen' hotkey since in some cases I'd want that, in others I'd want to just select engineers consuming resources, and I'm not sure if I'd get around to ingraining two separate hotkeys in my muscle memory, so I'll leave it for others to say if they think they'd use it.

          See also: https://github.com/FAForever/fa/pull/5330

          0eb0a66a-235c-457c-b8f0-1d204d71d0b5-image.png

          A work of art is never finished, merely abandoned

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          • B
            Blade_Walker
            last edited by

            This post is deleted!
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            • B
              Blade_Walker
              last edited by

              With the new 'spread building' feature coming, having paused engies able to reclaim would allow something very close to area reclaim.
              grab some engies, drag a couple of lines of factories over the reclaim location and then split the builds and then pause - they will reclaim everything under the templates but not build anything
              this trick was used sometimes to get reclaim patches quicker but was limited to 1 fac really

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              • JipJ
                Jip
                last edited by

                Added a few small features and bug fixes

                A work of art is never finished, merely abandoned

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                • JipJ
                  Jip
                  last edited by

                  Added a section about Mobile factories

                  A work of art is never finished, merely abandoned

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                  • JipJ
                    Jip
                    last edited by

                    Added a section about advanced map shaders.

                    A shoutout to @IndexLibrorum who recently took the initiative to update the mapping section of the Wiki. It has been improved significantly and there's a whole section with Gaea related tutorials to help you get started with the tools required to work with these new shaders.

                    A work of art is never finished, merely abandoned

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                    • IndexLibrorumI
                      IndexLibrorum Global Moderator @Jip
                      last edited by

                      @jip said in Developers Iteration III of 2023:

                      Added a section about advanced map shaders.

                      A shoutout to @IndexLibrorum who recently took the initiative to update the mapping section of the Wiki. It has been improved significantly and there's a whole section with Gaea related tutorials to help you get started with the tools required to work with these new shaders.

                      More Gaea tutorials at some point in the future, probably with an additional section explaining how to use the Gaea renders to work with the next map shaders.

                      "Design is an iterative process. The required number of iterations is one more than the number you have currently done. This is true at any point in time."

                      See all my projects:

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                      • veteranasheV
                        veteranashe @Jip
                        last edited by

                        @jip said in Developers Iteration III of 2023:

                        Added a section about Mobile factories

                        I just tested the Fatboy, can't wait to see it in action it's going to have a huge buff.

                        I think your favorite thing it fixing units so the behave correctly and then they are broken in balence. (Gc fatboys and now t1 bombers too)

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                        • JipJ
                          Jip @veteranashe
                          last edited by Jip

                          I don't recall touching tech 1 bombers ๐Ÿ™‚ , unless you're referring to the aim bug

                          @veteranashe said in Developers Iteration III of 2023:

                          I think your favorite thing it fixing units so the behave correctly and then they are broken in balence. (Gc fatboys and now t1 bombers too)

                          To be fair, I did reduce the build rate of the mobile factories to make them less broken

                          A work of art is never finished, merely abandoned

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                          • B
                            Blade_Walker
                            last edited by Blade_Walker

                            the mobile factories all build units internally or with the fatty or tempest at least appearing 'attached' to the unit, but the crab builds a separate 'egg' unit that is on the base map layer and which is going to look very weird if it gets dragged around - maybe it could just keep its original behaviour ?

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                            • JipJ
                              Jip
                              last edited by Jip

                              The goal is to make it work similar to what @Evildrew did in the Superior FAF Experience mod. In the mod they essentially have a 'poop' or 'birth' animation where the back opens up and the egg drops out of it

                              A work of art is never finished, merely abandoned

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                              • veteranasheV
                                veteranashe
                                last edited by veteranashe

                                Yeah I was guessing the aim bug on t1 bombers being fixed will make them op

                                Lol

                                The build rate on the fatty seems close to what it should be balence wise

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                                • ComradeStrykerC
                                  ComradeStryker @Jip
                                  last edited by ComradeStryker

                                  @Jip
                                  I'm really excited about this upcoming change to mobile factories!
                                  But, may I ask why this next action was done? >

                                  @jip said in Developers Iteration III of 2023:

                                  To be fair, I did reduce the build rate of the mobile factories to make them less broken

                                  I thought the consensus was that all Experimentals had poor BP to begin with...?

                                  Maybe that changes with the new dynamic in mobile factories, so this reasoning may now be outdated.
                                  But a Fatty building a Percy or a Cougar in 35 seconds as opposed to 26 before, plus the rolloff time, it still takes a while.

                                  Same with the Atlantis. The high BP is one of its perks when building ASF or other air units.


                                  The Mega should have a much larger BP, so, I'm looking forward to that. ๐Ÿ™‚
                                  And the Czar being able to build on the move... Can't wait!


                                  The Tempest lacks a rolloff time, so it makes spamming units like engies very, very easy.
                                  It seems like it was adjusted, but not by much.


                                  I'll have to test out some games when I get a chance.
                                  Maybe my standing would change.

                                  Regardless, awesome work, @Jip
                                  Looks great!


                                  ~ Stryker

                                  ( อกยฐ อœส– อกยฐ)

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                                  • JipJ
                                    Jip @ComradeStryker
                                    last edited by

                                    @comradestryker said in Developers Iteration III of 2023:

                                    The Mega should have a much larger BP, so, I'm looking forward to that.
                                    And the Czar being able to build on the move... Can't wait!

                                    These aren't implemented yet.

                                    @comradestryker said in Developers Iteration III of 2023:

                                    I thought the consensus was that all Experimentals had poor BP to begin with...?
                                    Maybe that changes with the new dynamic in mobile factories, so this reasoning may now be outdated.
                                    But a Fatty building a Percy or a Cougar in 35 seconds as opposed to 26 before, plus the rolloff time, it still takes a while.
                                    Same with the Atlantis. The high BP is one of its perks when building ASF or other air units.

                                    They still have a significant build rate. And unlike other factories, these units roll off at the frontlines instead of somewhere way back.

                                    A work of art is never finished, merely abandoned

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                                    • H
                                      HarambeOccultist
                                      last edited by

                                      Thanks for the overview Jip, some very cool changes coming up, maps looking better than ever and very excited to see the mobile factories in action-- one very small gripe though, although this is less "development" related and more "balance" related-- won't reducing the BP of aircraft carriers make them not worth building? According to the current unit DB, carriers are roughly 3x the price of a T3 air fac... I think it will de-incentivize building carriers as mobile factories if it gives the same BP for 3x the price, mobile or not, having 1.5x BP seems like a fairer middle ground since that means you're still paying more for the BP but it's not quite so steep.

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                                      • veteranasheV
                                        veteranashe
                                        last edited by

                                        Build on the move helps a lot with unit usefulness, that's probably why it's reduced

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                                        • JipJ
                                          Jip @HarambeOccultist
                                          last edited by

                                          @piguy said in Developers Iteration III of 2023:

                                          Thanks for the overview Jip, some very cool changes coming up, maps looking better than ever and very excited to see the mobile factories in action-- one very small gripe though, although this is less "development" related and more "balance" related-- won't reducing the BP of aircraft carriers make them not worth building? According to the current unit DB, carriers are roughly 3x the price of a T3 air fac... I think it will de-incentivize building carriers as mobile factories if it gives the same BP for 3x the price, mobile or not, having 1.5x BP seems like a fairer middle ground since that means you're still paying more for the BP but it's not quite so steep.

                                          The previous build rate was quite high because the unit would either move or build. Now you can build all the time. Overall, you'll be able to build more units than before

                                          You can find the build rate changes here:

                                          • https://github.com/FAForever/fa/pull/5339/files

                                          It is a 33% reduction: from 180 to 120 On the other end, the time that you get to build units stretches the life span of the carrier. That is a significant increase, way more than the 33% build rate reduction

                                          And last time I checked, aircraft carriers can build tech 3 aircraft without a tech 3 Air HQ. That is of course a one-time investment, but it matters

                                          A work of art is never finished, merely abandoned

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                                          • JipJ
                                            Jip
                                            last edited by

                                            The release is delayed by one week and is now set for the 2nd of September. I'm mentally too tired and in need of a short break from responsibilities ๐Ÿ™‚

                                            A work of art is never finished, merely abandoned

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