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1 - Build a right arm gattling gun
2 - move to a group of enemy, ensure enemy are at edge of range (direct fire range ring - red)
comm engages and fires but shells stop short of target
Same issue seen for next upgrades also:
Issues with HP level after switching upgrades
start HP = 12000
upgrade right arm to gattling energy cannon (should add +1000HP but doesn’t - see issue 48)
New HP = 12000
upgrade right arm to automatic barell stabalisers (should add +2500HP)
New HP = 14500
upgrade right arm to enhanced power subsystems (should add +6000HP)
New HP = 20500
Change right arm upgrade (destroy existing) and switch to torp launcher (should add +1000HP to base 12000HP)
Actual new HP = 15500
Expected HP = 13000
UEF com
(not sure if these are relevant but I also had T4 apocalyptic engineering and advanced shield battery installed in addition to the below)
1 - upgrade to gattling energy cannon
2 - upgrade to automatic barrel stabilizers
3 - turn on direct fire range ring
4 - walk com so that a group of enemy T1 units are on edge of direct fire range (but just inside) ideally spread about the direct fire ring edge
5 - Com shoots gattling gun at 1st group then stops firing when they are dead - even though live units still remain in range of gattling gun
observations:
Looks like once ACU has hit the first group and killed them, the ACU ignores some of the units in gattling range (but outside of normal gun range)
If a new unit walks into Gattling range, the ACU will fire Gattling gun again - and will sometimes shoot a few of the old units in range, but then will stop firing again leaving units alive and in range
ACU will also seemingly reset if a unit walks into standard gun range and will then engage at full Gattling range for other units (but again will stop after killing them and wait for above triggers again)
May be a limitation of how this works in core code? if so feel free to close!
See screen below where ACU was ignoring engineers and T2 mex which were in range
The icon search code throws errors because it can't find a whole slew of unit icons are game start. The icons are not present, need to source them from somewhere.
After creating a T4, it doesn't seem to work or fire on the enemy.
the OC button is available but not the auto OC button from 3652
as per header
Order of units in cybran factories does not match default FAF sort order
for example in blackops T2 factory sort order is
default FAF order is:
similar issue with T3 land units sort order (brick is before loyalist)
(This may just be a blackops thing I wasn't aware of!)
I have not checked the other factions so this may also apply to them
nojoke [10:42 PM]
bug : right hand arm torp upgrade 1 (note says it adds 1000 hp), after upgrade HP still on 12000 (edited)
nojoke [10:47 PM]
2nd level torp upgrade says it addes + 8 to zephyr and OC range. After upgrade the direct fire range ring stays same
[10:51]
had com at L3 torp upgrade (at 20500 HP) changed upgrade to Jury rigged zephyr level 1. HP after was 18000 (base is 12000) so would expect com to be back at 12000? (Jury rigged zephyr level 1 note says nothing of any HP upgrade?)
[10:54]
same applies to gattling energy cannon (note says it adds 1000hp) after destroying prior upgrade (Jury rigged zephyr level 1) HP is still 18000
nojoke [11:02 PM]
yes - seems switching from one upgrade to another (at least on right arm) does not reset base HP
[11:04]
e.g. upgraded to T3 torp (HP start was 12000 finish was 20500) changed to anti matter cannon (L1) and HP after was 19000 (upgrade says add +1000 so expected 13000 hp)```
notes say:
adds + 2000 HP (com starts at 12000 after upgrade is at 15000 hp (expected it to be 14000 hp)
adds + 30 regen (com starts with + 10 after upgrade is + 30 (expected it to be + 40)
adds + 20 build speed (com starts with + 10 after upgrade is + 42 (expected it to be + 30)
adds + 3 mass (com starts with + 1 after upgrade is + 13 (expected it to be + 4)
other small issues with further engi updates:
T3 (advanced engineering) has issue with energy not being at expected level (+10 over expected)
T4 (experimental engineering) has issue with build speed being -10 over expected level
Need to find a way to push the soundbanks to a readable location in gamedata, or find the lua responsible for tracking down and integrating such files.
From B to A after firing, triggers game object destroyed warning in defaultweapons.lua. Looks like self:Destroy on the tank hits before the weapon is done. No harm, just annoying.
upgrade UEF com to “cluster missile system (T2) : Back” and attack ground (target is within the ACUs gun range) the cluster missiles launch and head of towards the horizon (nowhere near the ground target)
MuzzleVel means they can't actually land point blank
upgrade right arm to gattling energy cannon, should add +1000HP
expected HP = 12000 base + 1000 = 13000
Actual HP = 12000
when you press the toggle (change deployment mode) for the basilisk the toggle overlay text is the same both ways (mobile and static):
Transforms the unit into a stationary mode
1 - upgrade UEF com to “tactical nuclear system”
2 - Build a billy
3 - select a target - select a ground target area quite some way away (2 to 3 times ACU gun range)
Actual result:
ACU starts to walk to target rather than firing billy
Expected result:
Billy is launched (as long as within range)
Have it either not deploy for normal fire, or have it PD-style all the time
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