SUGGESTION: AEON T2 Shield Generator Fix
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@Jip @Deribus :Thank you for your feedback and constructive suggestions.
I will gladly continue my efforts to create a more suitable approach in the basic form. To make sure which version is more popular with most people, I will present the other versions in the mod as a new unit. If we decide on a favorite, I will remove the other versions from the mod. If you also want to work on the mod, I will gladly give you my approval. However, please do not fill the mod vault with unnecessary variants. Maybe you can integrate a new model, similar to my approach, as a new unit in the existing mod.
PS: Other ideas are welcome
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This thread is an incredible example of how the community can work together to solve problems and make FAF better. Well done everyone involved with a special shout out to Saver for bringing it home.
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The clipping on the T2 shield bottom petals is a bit much. My idea was that they could pivot in the same place where they're attached for the T3 shield to raise the T2 shield as it upgrades. But that would make the T2 shield look quite busy, so hiding them underground and then creating a small Aeon build effect (fun fact it's called a mercury pool) for the petals to come out of would be better.
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@Nomander I'm tinkering with this thought poetry right now. However, I don't know whether I can get the construction effect of the Aeon to the unit (Silver Sea). Unfortunately, I have already tried this in vain with another unit without success.
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@Saver said in SUGGESTION: AEON T2 Shield Generator Fix:
@Nomander I'm tinkering with this thought poetry right now. However, I don't know whether I can get the construction effect of the Aeon to the unit (Silver Sea). Unfortunately, I have already tried this in vain with another unit without success.
Reach out to us in Discord, it is easier to discuss the details there.
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Hello everyone,
I have been able to create two new versions in the last two days, in addition to the holidays. These are, as announced, contained in the same mod.
Unfortunately, I have not yet learned to create small videos for the versions. But I hope the pictures give you a little incentive to test the version.
I would be happy to get an evaluation from you. I hope that a version can be determined by a vote, which might also be included in the game.
An update was uploaded to FAF. -
I've quickly reviewed it for you - huge fan of #3 (on the right). I'll give some more details later this week.
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#3 is the best i think
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Thanks for the effort in doing this Saver. I'm with the other guys on #3
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yeah number 3 looks best.
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#3
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Personally I like Variant 1 and 3 tbh.
- Traditional Upgrade Appearence similar like UEF and Cybran.
- Unique Appearence, which looks really inspired by the Seraphim Shield Upgrade. Nice choice.
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Hello everyone,
here is my last contribution to this topic for the time being.
First of all, a big thank you to CDRMV.
He fixed the bug with the orb rotation and adjusted it in all animations. After fixing it, I was able to improve variant 3 a bit more. The update can be found on FAF. Many thanks also to the people who looked at the variants and gave an opinion.
At the moment,
#3
seems to be the clear leaderSince I don't know how to proceed and I don't know whether a version will be included in the game or not, I would ask a moderator to perhaps post a note here.
Greetings from Kiel
Saver -
A note about what?
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@Saver Would you be fine if we integrate one of these options into the game?
If so, then I'll bring it up with the game team.
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@Deribus I see the mod as support for this discussion. However, as I do not know how and where I can take this dialog further. I would like to ask you to perhaps forward this suggestion to the decision team. I apologize if I have expressed myself incorrectly.
@Jip Thank you for your answer. If you like this mod, please feel free to submit it as a suggestion.
If the mod needs to be revised again, I will help. Of course, anyone else can also edit this mod. Maybe someone will find a better solution than me.
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Another hint. I have uploaded another update of the mod. CDRMV looked at the animation from #3 and found errors in my work. He fixed them and provided me with a version. He also tells me that he will try again to integrate the Aeon Bauwasser effect (Mercury Pool).
So thanks again to CDRMV
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Hello everyone,
I actually thought I had finished my work on the project for the time being, but no.
Yesterday evening CDRMV contacted me and shared another new function with me. We have added this function to the #3 variant and now we believe (hope) that this mod can be submitted to the FAF team as a proposal. @Jip I ask you to take over
thank you in advance.
Here are a few little things that were missing in the variants.
The construction time and the buttons for stop and pause have been added.
Here is the construction effect
Here is a small excerpt from the script for those who want to use the effect in other units.
OnStartBuild
self.MercuryPool = import("/lua/EffectUtilitiesAeon.lua").CreateMercuryPoolOnBone(self, self.Army, 'Pool', 1.5,1.5,1.5, 0.1)OnStopBuild
self.MercuryPool:Destroy()I have added the effect to my unitpack. So thanks again to CDRMV.
That should be it for now. I would be pleased if a result is written here about the possible proposal.