So in past few months, I have made when requested by friends made UI mods for them. You can see result of that on the vault (Idle Engi Hotkeys and HotKeys Keys. Also some additional target priorities for some people. Through sacrifice hotkey I made for myself).
And with HotKeys Keys. I decided when not working on SCTA I’ll be working on UI mods as requested. A few being on theory level right now. Through be note:
Will not make Cheat Mods, goes without saying but don’t request
I will do this in my free time. And do note I expect if you request something, as Farms can vouch (and Se7ven) expect semi-regular PM’s as I confirm everything works in intended. While I do extensive testing before I send it out sometimes users has other things intended I didn’t think about
Any Mod I make that isn’t meant to be an extenxsion or implied functionality like additional targeting priorities. I will be uploading to the vault.
My experience Code/UI side is mostly learn from UI side working on SCTA/Adding Basic Hotkeys.
If you want help. Please shoot me a PM on discord Dragun101. I’ll try and get requests finished within 48 hours but no promises.
As one of the newest community members of totally reputable rep, and otherwise. I want to mention from my personal experience, before I went head first in SCTA Project early April, why would I had left FAF?
Ladder is LADDER, specifically its a tournament-esque environment meant to promote competitive play. Or atleast that impression, I got. Its not a 'matchmatching' service you go into for a quick game against folks of reasonable similar ability. (Okay that is a lie it 100% is). But calling it ladder gives to that vibe. Some online card games have non-ranked/casual ques while having ranked ques, coming into FAF that was my context. So admittedly I had a bias here.
TMM: is well TMM, first not calling it ladder, but a team matchmaking service, gives it a different kind of vibe or association at least for me. Its a "I want to play with a clanmate lets que and play". And win or lose, I always get a map I could reasonably finish in 20-30 minutes. And its not sitting on 8 mex in base snore fest. Sense you can always que, you can always play regardless of what your rating is.
And knowing it existed, infuriated me. And how many folks avoid Aeolus because quote 'its a cesspool'? But it did at times, I'll be honest seeing that in Aeolus made me genuinely uncomfortable (call me thin skinned or 'safe space lib' or whatever). Seeing folks promote, revolution or otherwise, or calling folks fascist (or 'communist'), and supporting the siege on my home? I basically stopped all SCTA work and played another video game/took up online YGO actively again. And yeah this is true for all online communities, anywhere, so it is not really that surprising. But if I had not really sunked cost fallacy in SCTA tbf, I would have left the community.
So the mod is now up on the vault Keyser approved, this mod has 8 defaults through really designed to be more examples than anything. It also adds a couple new unitkeygroups to show you what you can do as a player and more.
You can combined the hotkeys to enable some interesting outcomes if you desire.
The SCTA Heritage Tournament, will be a four round 2v2, double elimination, event taking place in about two weeks, on Saturday the 17th of October, starting at 4PM UTC.
The standard 2v2 rules apply, such as fullshare, and furthermore any technical difficulties before the five minute mark of a game, will cause a restart.
Additionally: as one would imagine, you must both of the SCTA Mods active: SCTAFix and SCTABalance.
A team must consist one person playing a TA Faction and the other person playing a Supreme Commander Faction
The first place team will receive 60 dollars, and either
The CORE Faction Avatar
The ARM Faction Avatar
2nd Place Team will receive 40 Dollars and a Factional Face Avatar
3rd Place Team will receive 20 Dollars and a Factional Logo Avatar
The first map played will be a map generator: 10 by 10, 4 player, full random.
The winners brackets will play:
Vya-3 Protectorate for R2
Phenom Spartiate for R3
The loser brackets will play
Open Palms for R2
Twin Rivers for R3
All maps played well use the team Odd vs Even settings
The Final Match/Map will be played on Adaptive Acid Lakes
A participating team, must have less then a total 3500 rating (using global or ladder, whichever is higher). Otherwise the tournament will be following all standard faf official tournament rules.
A few things to note however: All participants should download the mods a few days before. I will be uploading a 'finalized' version of the mods for the Tournament on Wednesday 14th of October 6 PM UTC. And I will stress this, make sure you play a couple games before the tournament itself. Especially if you plan on playing a Total Annihilation Faction. If you have any questions, comments, concerns or criticisms, shoot me a PM on discord.
If someone wants to sign up for the tournament post below with your total rating of your team.
Sign-ups will close 3 hour before the tournament begins
Supreme Commander Total Annihilation or SCTA, is a mod porting the two Total Annihilation Factions to Forged Alliance.
So players new and old can see for themselves what our ‘parent’ game looks like and how it is different from ours. Where Forged Alliance had come from it. And now is on the Vault! So you can download and start playing today!
The two mods on the vault are SCTAFix which, is bugfixed version of the original mod, which has the goal is to emulate an original TA experience.
While SCTABalance rebalances CORE and ARM to be comparable vs Supreme Commander Factions.
The project uses as its base the SCTA code made Raevn to port, but much of that code or methods/tools that FAF user Axel had done to convert the mod from its GPGNet Era incarnation to FAF is broken and where it works is often CPU intensive.
These are often the files in Lua Folder or the unit script files where in the animations are handled. And require extensive rewriting, to work or reduce cpu usage. While I have handled all or most of the coding so far, I have been helped by Balthezar of Brewlan extensively. The code for faction reselection was made by Seneth and the code for Necro was done was by Uveso. Additionally the porting of the TA Sound bank and the coding of the TA Shaders was done by Armored Fish.
The second is conversion process was porting of TA Meshes directly. To become Vault Legal (and featured Mod heyond that). All original TA Models must be replaced. We have currently replaced over 70 models, new ones created by Madmax. And then Gamma of TA Total Mayham has graciously provided his redone/remade versions of TA OG Units for this purpose.
Third is the rebalancing process to make TA and Supcom Factions in line with one another. The balance team is composed of F-Odin of GB, Harzer of EDC, and Silene. Every other Sunday, from Noon EST to normally 3PM EST. A series of games and such are hosted were I watch the balance between players and unit engagements. And during the week I play games vs people with SCTA Balance to further refine everything!
To Install the PlayTest Version (updated Daily)
Not Deleting Old Version of the Mod
Extracting Original Zip to the Mod. And after extracting not deleting the original
Tomorrow a Big Day for SCTA!
The First Exhibition Game: A Clash Across Time (and Franchises!)
In one corner, is Postal, he has recently published an interview with Chris Taylor, has agreed to show us noobs, what the old pros, can do.
Repping TA, and using his old reliable Core Commander
And the mighty CORE arsenal shouldn't be taken lightly, old is not the same as weak.
But us here at FAF we are not without our defenders! After all, we can some show some of these old dogs some new tricks. Represented by Swkoll, one of our finest UEF mains and tournament directors, us at FAF representing Supreme Commander will be putting a solid foot forward.
With the Supreme Commander Big Boy, UEF Armored Command Unit in hand, Swkoll will be taking the field, to show his predecessor, that Supreme Commander is not to be taken lightly.
Leading the UEF Forces, Swkoll will be showing folks at Total Annihilation that sometimes newer is better. After all shields are nice after all aren't they?
Who will win in this clash of Titans? New vs Old? Greying or our young hot rods? 10PM EST, December 7th, come and find out!
There will be a Stream by Swkoll of the games on Twitch, while Postal will be doing a replay casting of the games later that week.
Most Expensive Scout in the World
It might be worthwhile to follow LOUD and intergrate nvidia fix solution into the faf client. LOUD has been doing it for a 3 months with apparently no ill effects. So take that for it is
Devil's advocate sake just get rid of RAS Preset but keep upgrade so if you want RAS Boys APM Hell Fun Time. /shrug
For those who care, I did a thing, and made a mod. Basically I reduced the mass given from a dead wreck for T2 by 20% of it current total. T3 Mass & HP of wrecks reduced by 40% of the current total and Experimentals been reduced by 60% of the current total. Numbers are reworkable easily enough and I could even modify generic BP wreckage bp if that is so desired. And if interest try and make it so civilian wreckages stays the same, as it as now.
Let me know if any issues occur.
You can mark me as interested as a player Swkoll unless I end up converting SCTA AI to use regular Supcom Factions before the tournament
@Tagada said in Monkey Lord - roleless T4 that needs a Buff:
I am 99% sure that something like this is not supported by the engine.
I am 99% sure that something like this is not supported by the engine.
It is and is not. But it can be done. I do it in SCTA even
This week update out, a couple fixes here and there. Some solidly major updates, in other areas. Mostly a bit of improvement all around will be trying to diagnosis in the upcoming weeks why core over arm is when played by ai can cause sim issues
I'll take you up on that fight, I bet I'd be willing to understand how this game functions better than half of the 1.5k+ Globals and why thing work the way they do. I am not a good player, far from it. But I have spend time (extensive time even) balancing SCTA Mod, which to shameless self promote can watch vs SCTA Showmatch Streams. Rock v Yeed is properly best illustration of the Mod in action and its balance. And while there are balance issues, the mod itself is quite well balanced against Supreme Commander Factions (admittedly I am lucky in that I inherited how TA was balanced and I am just adjusting stats).
But same token, I get why certain interactions are the way they are, be on a conceptual level. But more relevantly, I know this game code, I am still learning a lot of it perhaps. And on my training wheels, but with the kind of attitude, it boils down, "Why should I help?"
I admit I am lazy, I meant to look into T2 Arty bug and some other ones ages ago but got busy with things. The number of high rated players I've talked too simply did not know certain mechanics work in that way astounds me. Now I get it my opinion vs someone like Tagada is basically meaningless. But if you told me "Your invalid", I am not gonna bother posting let alone be willing to help to try and fix something. Especially bugs or help in balance patches.
Looked at the code will do some more confirmation tomorrow but simply it appears the Aeon Arty is coded to do its damage twice on impact
Could future SCTA Showmatches be part of this Ftx?
They already have stealth functionally speaking when they are underwater unless you mean sonar
Oh or follow up moving Cooper to T1. So its kinda like Aeon Shard maybe I dunno. Kinda spitballing here
As an honest question, why not look into the Torp Economy? Submarines, and Coopers (then lesser extent Torp Bombers, and Torpedo Launchers). Like is the issue with Frigates or that Subs are useless beside being glorified LABs? (This also gets into ground fire memes admittedly).
Issue with Subs being “reasonable” is it turns gameplay in navy very RPS. Increase torp damage so they can actually kill frigates reasomably. Just had to think how to do that. Or enable that. (Armour System is a thing that could be utilized).
The core reason? If you stuck a gun to my head and asked me "why Supcom"?
Because its Supreme Commander. I grew up on OTA. Its first RTS I truly played, I forgot why I migrated to Supreme Commander and later Forged Alliance (heck for the longest time I think my memories of FA were actually Supreme Commander Vanilla). I've tried other RTS, be it Warcraft III, AoE and its clones, Starcaft on N64 (that was an experience). But I return to Supreme Commander, why do I return?
Because Supreme Commander is unlimited, in what other universe set in an RTS that the game, is such YOU matter. Not a Heroic Character with Name, but you. You are the ACU, you are in the cockpit. And the scale of the universe, is that YOU don't matter. Its a thousand year world, fought on practically infinite worlds, across time and space. Nothing YOU do matters, so YOU be anything you want to be. You can do anything, be anyone and the skies the limit. And their the core game design, its inituitive by beyond inituitive its seemless.
One of the flaws in Starcraft or AoE is "Build More Farms/Build Additional Farms" or how non flow-eco gameplay interacts with the gameplay. If I need 100 mass to buy something outright waiting for 100 mass 'slows' down the gameplay. A flow eco enviroment like in Supcom means you are never needing "100" mass you only need a mass income = to what your consuming and you stall, game doesn't stall. I can a unit while stalling at 90% it just takes 10x as long. Its only downside really is the tech system in FA Vanilla is inorganic. I tech up a factory but it doesn't 'mean' anything. A mod like EngiMod however solves that beautifully. As now Support facts make the transition more seemless. Now I have issues with EngiMod (not balance onces philiosphical ones to be clear). People like to say Starcraft is constant 'action' that true but that because of how the game itself works. Due to how I described backqueing is bad as you essentially spend resources without spending them. In Supcom the game itself core lends itself to things constantly happening.
And what Sprouto mentioned did you know Warcraft III, has a hard coded 4 faction limit? Legit its impossible to add more factions to the game w/o removing a base game faction. I have a clear bias here, but think about what that implies for a second about the game code.