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
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.
Roboust just so you know in TA, the lighter blue water/shallow water is crossable by land units. Meant to mention this awhile ago but forgot too
So be making a couple updates and reworks in coming days. Mostly minor adjustments overall. Spawn code been reworked a bit again. Here big thing:
We got zooming in to work correctly now. Also if you play game witj SCTA Mod please add SCTA to game title
And the sky is blue do you have a point?
One thing to note about AI Games, is AI have certain “logic” that is abusable if you know what it is. And some of AI types are not designed to “beat” players but play with the “player”. Vanilla FA Supcom AI case in point here. Has certain characterstics which means it not really meant to win, but to play with the player such a suiciding into Firebases.
Other AI have certain rules or criteria attached that prevent or limits possible actions. Then furthermore the AI can and does have a level of bias based on who created it and what there preference is or belief of proper gameplay.
Dilli vs Uveso for example are two incredibly different AIs. In how they approach the game. Even ostenibly AI “designed” for competitive play like Swarm or RNG. Have quite a bit of difference.
And once you know those little nuances, those ai become easier to beat. And players don’t really have those kind of “rules”
This weekend update or this week update is up now. There were some changes forgot to do, but the ARM Commander by Balth of Brewlan, is now finished and uploaded. It also contains several Volva portings done by my predecessor Axle. And a couple other unit replacements. Now SCTA only has 80 or so building lefts to replace.
Ftx not to toot my own horn, but I wanted to mention, I noticed in Aeolus for a week or so, after each SCTA show match, 3-4 folks come in asking about SCTA Mods. And kinda like Biass said earlier, I think its that kind of thing is also important.
Like yeah its only 1 Cast about once a month, and maybe not really news worthy for Nine. But its one of those things. I have noticed increased people joining SCTA Discord. The biggest windfalls after Full “Release” in September
Morax adding SCTA to then FAF M&M Discord
TAU Promoting 1st SCTA Tournament
The First SCTA Show Match between Postal and Swkoll.
All saw biggest mentions and most repeatable of SCTA in Aeolus and/or new faces in my discord. The third show match in Feburary will be interesting. Saw a bump from Jagged’s stream but not as larger as one from Postal-Swkoll’s. Maybe it was due to different time or how the former got a week of proceeding advertisement and the latter only a single week mentioning it occured.
I had a point here and I forgot
Uveso can you @ me when you have added scta compatibility for me?
Only exception as far I know are featued and fxExplosion mods. For a mod to be ranked, one of the mod admins need to set it so if its Sim.
@speed2 said in Need some help on modding functions:
Veterancy isnt based on the number of kills but on a killed mass.
Veterancy isnt based on the number of kills but on a killed mass.
As a reminder that is FA > FAF Change. Not that I imagine that has particularly changed the how code would be hooked here.
Bennis, its not just TA Lore. Every CT RTS: Planetary, TA and Supcom, and alongside their various derivatives, all have the same core mex income economy.
And its a fundamental part of that expectation is Mass/Metal etc production T1 is 2, and higher tech mexes is that vaguely x3.