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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!

    Call for a mod that boosts a certain team's mass income & buildpower

    Scheduled Pinned Locked Moved Modding & Tools
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    • SaverS Offline
      Saver
      last edited by

      Unfortunately, I can't help with that; it's not really my area of expertise. ^^ But the idea is kind of funny. A high-level player becomes the final boss.

      auch mal fünf gerade sein lassen

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      • ipconfig-releaseI Offline
        ipconfig-release
        last edited by

        I think you could possibly take the code from phantom and adapt it for this use case? Or does it work differently? Just a thought.

        1 Reply Last reply Reply Quote 1
        • FAoncemoreF Offline
          FAoncemore @waffelzNoob
          last edited by

          @waffelzNoob you can try Research FAF mod

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          • FAoncemoreF Offline
            FAoncemore
            last edited by

            Research FAF provides many enhancements for eco intel army and field supports. you can download it from Faf client

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            • waffelzNoobW Offline
              waffelzNoob
              last edited by

              Looks like a pretty cool mod, but not exactly what i'm looking for. could be used in some other challenge idea though 😃

              frick snoops!

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              • DDDXD Offline
                DDDX
                last edited by

                There are already mods that boost the economy. x1.5, x3...
                It looks cfor category values of a unit, then boosts their production values.

                Also, there's a command that checks for allies, or enemies.
                Making a mod that combines both, then buffs only player 1 for example, and all players allied to him, should not be difficult.
                There are several ways of going about this, for example making a central building that buffs all your economy, and if destroyed, you lose that bonus, or a mod that does this in an area around itself.
                Though the easiest way is to give the enemy player more mexes. That way more mass will lead to more energy, to faster mass converters and RAS SACUs....

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                • N Offline
                  Nomander Balance Team
                  last edited by

                  AKarmy's swarm survival mod has lobby-defined eco modifiers that are in-game modifiers and not blueprint modifiers. I think that's exactly what could be repurposed.

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                  • C Offline
                    Caliber
                    last edited by

                    @waffelzNoob I could make a mod that gives a certain faction eco buffs, but that would require an agreement between players to choose only that/other factions.

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                    • maudlin27M Online
                      maudlin27
                      last edited by maudlin27

                      M28 has a function that sets the AIx modifier (to allow it to change over time) if anyone wanted a starting point:
                      https://github.com/maudlin27/M28AI/blob/98e31ad4610a57c5ebf1e5b81010e57a33806677/lua/AI/M28Overseer.lua#L1542

                      Couple this with a hook of when a unit is created or ocnstructed (to apply the buff giving the resource/build rate boost to that unit) and it could work (for an example of such a hook see M28's OnConstructed and OnCreate functions in the M28Events file, which are called by the hooks it makes).

                      For the lobby options, you could have the following:
                      Player resource bonus modifier (0.1 to 10.0)
                      Player build rate modifier (0.1 to 10.0)
                      Teams to apply modifier to: (1,2,3,4, even, odd)
                      Players to apply modifier to (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16, even, odd, first half, second half)

                      A bit clunky but should cover the majority of use cases; then you can reference the scenarioinfo to see what players to apply the buff to

                      M27AI and M28AI developer:
                      https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v81-devlog
                      https://forum.faforever.com/topic/5331/m28ai-devlog-v294
                      M28 trophy holders: Radde, Yew (Radde trophy, v285) and Zwaffel (Sladow trophy, v284)

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                      • maudlin27M Online
                        maudlin27
                        last edited by

                        Had a bit of time inbetween M28 updates - have done a first pass at a mod that allows you to set build and resource modifiers for each player individually via the AI options part of game options (as I was too lazy to figure out the table reference for the game options section!)

                        I've only done very basic testing to see that it applies it to the ACU as I have limited time, so let me know if there are any bugs/issues with it.

                        Mod is called Player Modifier PCx - is on FAF vault and also github:
                        https://github.com/maudlin27/Player-Modifier-PCx

                        M27AI and M28AI developer:
                        https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v81-devlog
                        https://forum.faforever.com/topic/5331/m28ai-devlog-v294
                        M28 trophy holders: Radde, Yew (Radde trophy, v285) and Zwaffel (Sladow trophy, v284)

                        1 Reply Last reply Reply Quote 7

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