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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!
    cychwa_klaymbergC Offline
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    Posts

    Recent Best Controversial
    • RE: Spam Land Wars mode as new experience – Where Ground Armies Never Sleep

      New version SWLandWarTMRebalance (v35) is available.

      The new patch is built around 2 things.

      Firstly, the fleet, as well as land units, have been reworked for Survival modes and for naval warfare in versus. The fleet now has twice the health, but submarines have received a 50% damage boost. T2 pseudo-experimental ships have also been reworked and moved to T3. This UEF ship has also become a Seraphim faction ship.

      Secondly, the mod had a huge problem with scaling the economy, in my opinion. It was possible to achieve some crazy income figures, especially when a player left one team (either desync or something) and their economy was transferred to another player. Having received an economic boost, this player built matter fabricators much faster, and as a result, it was almost impossible to win due to the lack of artillery, air, or any other means (we are playing Land War mode).
      So Balthazar kindly helped me out and created a mod that adds limits on fabricators to the game. Now you can't spam them in large quantities. Currently, the limit is set at 25, but this may be changed later. I am very grateful to Balthazar, thank him very much.

      However, now that there are strict limits on fabricators, I've moved the T2 UEF matter fabricator as an intermediate mass extractor between T2 and T3. Now the T3 mass extractor produces more mass than before, and therefore costs more. However, I had to remove T3 mass extractors from other factions; they are only upgraded in the UEF.

      I hope this won't confuse players too much.
      Also, the AEON faction's Mass Fabricator has become a building that generates a very small income (0.25), but retains the same adjacency bonuses and provides a very significant discount to factories, especially when building expensive units. There is no limit on UEF and AEON Mass Fabricators, as they now have different functions.

      Also, T4 (T3 reworked) Mass Fabricators are now built only on HydroCarbon plant nodes. This makes these nodes additional areas of interest.

      posted in General Discussion
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: Wish-A-Mod Foundation

      @gabrilend said in Wish-A-Mod Foundation:

      I think you'd be surprised about how much more interesting the game feels as each faction's playstyle becomes more distinct.

      I think you'll be surprised that I understand the idea itself. But I also support Nuggets' comment. Besides, I play a different mode and with mods.

      posted in Modding & Tools
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: Wish-A-Mod Foundation

      @gabrilend
      It's not at all difficult to do, but why bother? Factions and units for the standard game mode are well balanced and take into account the countermeasures of other factions. For example, submarines, torpedo planes, and so on. If a faction is strengthened in one aspect, it will either be too strong or weak in others in different situations (mainly depending on the map). For example, in a single-lane battle, speed isn't particularly beneficial, but damage or health are much more significant.

      posted in Modding & Tools
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: Is this a cheat or not?

      I'll expand on my answer to clarify my position.
      I only play modded Mass Battles with ground vehicles. Therefore, my opinion is biased. However, in my games, proper retreat and army positioning are crucial. And if the ground vehicles were as described in this thread, it would be a complete failure. So I understand the author of this thread, who plays ground battles and then suddenly encounters "what we have" with submarines.

      posted in General Discussion
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: Is this a cheat or not?

      @NoRest4TheWicked
      You forgot about Mavor, Salvation, and Nukes. How many Mavors we need vs 5 factories with t1 subs production?)))) absurd)))

      Do you realize it's incredibly stupid to claim that high-level troops with splash damage can counter T1, T1 Karl! submarines? And what if you don't have splash damage?
      Half the units you listed are ground units, but what if there's no land from which T2 or T3 artillery can radius them? What if you're playing a Cybran and you don't have splash damage on your ships? What nonsense.
      You say that this is simply a mechanic, although ground units, for example, do not behave this way, and large battles on the ground take place according to completely different scenarios and are more predictable.

      posted in General Discussion
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: Is this a cheat or not?

      Yes, I remember such moments. Especially in the Total Mayhem mod, which featured pseudo-experimental gunships. These gunships were wildly imbalanced in huge numbers precisely because of this effect.

      posted in General Discussion
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: Mod for dynamic growth in prices for economic buildings

      😮
      it sounds complicated

      posted in Modding & Tools
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: Mod for dynamic growth in prices for economic buildings

      @Defiant said:

      A very different option is to make a Handicap sim mod, which nerfs players to earn lower eco income throughout the game. This could be a nice way to challenge more experienced players.

      Yes, I agree. Such a mod already exists, but it won't solve my problem; it will only prolong it and give some players an unfair advantage early on. Plus, it's not always clear what level the player is facing. It could be someone with a 100 rating and 10 games, who's been playing mods their whole life and is very good. Or it could be someone with a 1500 rating and 1000 games, but knows nothing except Dual Gap.

      posted in Modding & Tools
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: Mod for dynamic growth in prices for economic buildings

      @maudlin27 Can you write in more detail how this works and in which folders it is located?

      posted in Modding & Tools
      cychwa_klaymbergC
      cychwa_klaymberg
    • Mod for dynamic growth in prices for economic buildings

      Our game has one distinctive feature that makes it stand out from many other games. I'm talking about economic growth, which, under certain conditions, scales almost infinitely, is limited only by the overall unit limits, and can lead to some crazy resource income values. For some, this is good; for others, it's bad. I can confidently say that more advanced players, thanks to their experience and skill, grow their economies much faster and better than average players, snowballing their economic superiority. I don't want to talk about countermeasures, raids, long-range artillery, and everything else that, in the standard game, is essentially game-breaking and won't allow the economy to grow indefinitely. I understand that. However, I still set myself the goal of somehow balancing or complicating economic growth.

      I have two ideas for how to change this.

      • set a hard limit on buildings of a specific type, for example, T3 Mass Fabricators based on their ID.
      • somehow dynamically increase the construction cost of a building of a specific type, for example, T3 Mass Fabricators based on their ID.

      I tried to use a neural network to force it to write me scripts for both options, but unfortunately, it didn’t lead to any results.
      Basically, what the neural network sent simply resulted in a black screen or a complete breakdown of the commander.
      The latest code she sent me looks like this. It's supposed to change resource consumption, even without changing the cost in the Blueprint or the cost display on the icon, but it still doesn't work.

      local EcoGroupMapping = {
      ['ueb1201'] = 'T2_Energy', ['urb1201'] = 'T2_Energy', ['uab1201'] = 'T2_Energy', ['uxb1201'] = 'T2_Energy',
      ['ueb1303'] = 'T3_Mass', ['urb1303'] = 'T3_Mass', ['uab1303'] = 'T3_Mass', ['uxb1303'] = 'T3_Mass',
      ['ueb1104'] = 'T2_Mass', ['urb1104'] = 'T2_Mass', ['uab1104'] = 'T2_Mass', ['uxb1104'] = 'T2_Mass',
      }

      -- 1. ВАШ ХУК НА НАЧАЛО СТРОИТЕЛЬСТВА (Через ветеранство фундамента)
      local oldVeterancyOnCreate = VeterancyComponent.OnCreate
      function VeterancyComponent.OnCreate(self)
      if oldVeterancyOnCreate then oldVeterancyOnCreate(self) end

      local id = self:GetUnitId()
      local groupName = EcoGroupMapping[id]
      
      if groupName and self.GetFractionComplete and self:GetFractionComplete() < 1 then
          local brain = self:GetAIBrain()
          if brain then
              if not brain.CustomEcoGroupCount then
                  brain.CustomEcoGroupCount = { T2_Energy = 0, T3_Mass = 0, T2_Mass = 0 }
              end
      
              local currentCount = brain.CustomEcoGroupCount[groupName] or 0
              local priceMultiplier = math.pow(2, currentCount)
      
              if priceMultiplier > 1 then
                  local bp = self:GetBlueprint()
                  if bp and bp.Economy then
                      local extraMass = bp.Economy.BuildCostMass * (priceMultiplier - 1)
                      local extraEnergy = bp.Economy.BuildCostEnergy * (priceMultiplier - 1)
                      local buildTimeSeconds = bp.Economy.BuildTime / 10 
      
                      FloatingEntityText(self.EntityId, string.format("Налог на группу %s: х%d!", groupName, priceMultiplier))
      
                      self:ForkThread(function(buildingSelf)
                          local taxMassSec = extraMass / buildTimeSeconds
                          local taxEnergySec = extraEnergy / buildTimeSeconds
      
                          while not buildingSelf:IsDead() and buildingSelf:GetFractionComplete() < 1 do
                              -- Проверяем наличие ресурсов, чтобы не уходить в ошибку при нулевом балансе
                              if brain.GetEconomyStored then
                                  brain:DumpMass(taxMassSec)
                                  brain:DumpEnergy(taxEnergySec)
                              end
                              WaitSeconds(1.0)
                          end
                      end)
                  end
              end
          end
      end
      

      end

      -- 2. БЕЗОПАСНАЯ ИНЪЕКЦИЯ ХУКОВ В КЛАСС UNIT (Чтобы не ломать Командира и другие моды)
      local oldUnitOnStopBeingBuilt = Unit.OnStopBeingBuilt
      Unit.OnStopBeingBuilt = function(self, builder, layer)
      if oldUnitOnStopBeingBuilt then oldUnitOnStopBeingBuilt(self, builder, layer) end

      local id = self:GetUnitId()
      local groupName = EcoGroupMapping[id]
      
      if groupName then
          local brain = self:GetAIBrain()
          if brain then
              if not brain.CustomEcoGroupCount then
                  brain.CustomEcoGroupCount = { T2_Energy = 0, T3_Mass = 0, T2_Mass = 0 }
              end
      
              local newCount = (brain.CustomEcoGroupCount[groupName] or 0) + 1
              brain.CustomEcoGroupCount[groupName] = newCount
      
              FloatingEntityText(self.EntityId, string.format("Группа %s: %d шт. Следующее х%d дороже!", groupName, newCount, math.pow(2, newCount)))
          end
      end
      

      end

      local oldUnitOnKilled = Unit.OnKilled
      Unit.OnKilled = function(self, instigator, type, overkillRatio)
      local id = self:GetUnitId()
      local groupName = EcoGroupMapping[id]

      if groupName then
          local brain = self:GetAIBrain()
          if brain and brain.CustomEcoGroupCount then
              local currentCount = brain.CustomEcoGroupCount[groupName] or 0
              if currentCount > 0 then
                  brain.CustomEcoGroupCount[groupName] = currentCount - 1
              end
          end
      end
      
      if oldUnitOnKilled then oldUnitOnKilled(self, instigator, type, overkillRatio) end
      

      end

      Please tell me how I can do it?

      posted in Modding & Tools
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: Question about veterancy

      any other modificators?

      • VeteranMassMult = 0.5 what is it?
      posted in Modding & Tools
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: Player Modifier PCx - balance games between different rated players

      Hello!

      This is really cool! Will your mod work correctly if, for example, I enable a x2 resource mod? Or, for example, if there's a mod that changes the base mass yield of mass extractors and fabricators?

      posted in Modding & Tools
      cychwa_klaymbergC
      cychwa_klaymberg
    • Question about veterancy

      Greetings, Commanders! I have another question and would like some clarification.

      The commander's blueprint contains this piece of code:

      Veteran = {
          Level1 = 20,
          Level2 = 40,
          Level3 = 65,
          Level4 = 90,
          Level5 = 120,
      },
      VeteranHealingMult = {
          0.1,
          0.2,
          0.3,
          0.4,
          0.5,
      },
      VeteranMass = {
          1000,
          1250,
          1750,
          2500,
          3500,
      },
      

      On the wiki, I only found explanations for Veteran:

      Veteran define how many kills for each veteran level are required.

      Veteran = {
      Level1 = 'integer', <Define how much kills are required for reaching veteran level 1>
      Level2 = 'integer', <Define how much kills are required for reaching veteran level 2>
      Level3 = 'integer', <Define how much kills are required for reaching veteran level 3>
      Level4 = 'integer', <Define how much kills are required for reaching veteran level 4>
      Level5 = 'integer', <Define how much kills are required for reaching veteran level 5>
      },

      However, as far as I know, veterancy is awarded not for the number of units killed, but for the mass of units killed. This confuses me.

      Could you clarify these lines ( Veteran, VeteranHealingMult, VeteranMass ) and what they actually affect?

      posted in Modding & Tools
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: Spam Land Wars mode as new experience – Where Ground Armies Never Sleep

      So the new version SWLandWarTMRebalance (v31) is available.

      ACU and some experimental and pseudo-experimental from the Total Mayhem mod have received a damage increase based on their veterancy level. These units are marked with the "***" symbol in their descriptions. I hope this is a welcome change that will lead to these units being used not just as fodder, but will lead to more interesting gameplay, where the value of a leveled unit increases, making it worthwhile to keep it and regenerate it, as well as playing them more carefully.

      Additionally, and this is the main change in the new version, ACUs now have unlimited veterancy levels, meaning that by upgrading them and fighting with them, you can ultimately develop a unit with fairly high health and increased damage. This promotes intense commander gameplay and brings them back into the late game. Damage increasing works for all weapons and for upgrades that give damage or weapons (for example, Cybran ACU Laser) too.

      Experimentals now have a +15% damage bonus per veterancy level and are also capped at 5 levels.
      Commanders receive +10% damage per level and are not capped at any veterancy level.
      All others units have no changes.

      • added some balance changes for ACUs, some EXPS stats.
      • SERA mk1 - mk3 tant returned to a game with some changes. So now SERA has mk tank version like all anothers factions.
      posted in General Discussion
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: Spam Land Wars mode as new experience – Where Ground Armies Never Sleep

      Numerous changes, including the abandonment of the BlackOps: ACUs mod, have led to commanders becoming unplayable in the late game. The lack of imbalanced abilities, such as damage ignorance, stuns, and outrageous regeneration and health values, have made commanders easy targets, especially in mass tank clashes. At the same time, cases where one commander would go up against a group of 20-30 heavy and expensive T3 tanks and easily destroy them, or kill a group of experimentals, and to counter this, you had to either build a defense in huge numbers, or try to kill one of them with everything you had, which was extremely imbalanced...that's a thing of the past...

      The solution to this problem was to somehow work with veterancy, so that the commander wasn't just a thing you put mass into and it kills everything, or an auxiliary thing that only builds defenses and units, but also a full-fledged, interesting, playable combat unit.

      posted in General Discussion
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: Idea: Extended veterancy

      @Nuggets
      Unfortunately, I haven't used Discord for over a year due to blocking.
      Maybe you could upload this to Google Drive, for example?

      posted in Suggestions
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: Faster Way to Check Terrain Pathability

      And this game is complicated, please make the AI ​​so it plays the way I want, and I'll just watch and drink beer. But then I'll say, despite the quality of life improvements, that your game is still not user-friendly, and I'll skip it, and you don't understand anything (crying)

      posted in Modding & Tools
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: Faster Way to Check Terrain Pathability

      It's probably as hard as, say, pressing ctrl+shift to view an reckaim, not to mention T1 scouts, which are so difficult to send out that a separate scouting mod is needed. A separate fucking mod for him to click the mouse would also be useful, since playing the game is also difficult; let the AI ​​do the job.

      posted in Modding & Tools
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: Faster Way to Check Terrain Pathability

      You can just hold down the spacebar and right-click to see the height. Is it really that difficult and confusing?

      posted in Modding & Tools
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: Idea: Extended veterancy

      send it to me pls 😉

      posted in Suggestions
      cychwa_klaymbergC
      cychwa_klaymberg