Author Topic: Assault Command MOD v2.1  (Read 9866 times)

SnEptUne

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Re: Assault Command MOD v2.1
« Reply #50 on: 12 July 2017, 02:31:38 »
I really like this mod, which is using the model for Annex.

I updated the mod so that it can match against the east_vs_mega.  I removed oil (and switch back to gold/wood/stone), change the armour type, added warehouse, factory, troop_crawler, and balance the hp/damage etc... so that it will have proper match against the other faction.

http://www.mediafire.com/file/hxyxhjkb1wjysgo/assault_vs_east.7z

Unfortunately, I couldn't get the AI to work.  It won't build more advanced units.

Ishmaru

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Re: Assault Command MOD v2.1
« Reply #51 on: 15 July 2017, 14:48:52 »
Im glad you like,

For your Ai issue, it probably has to do with the fact that infantry generally acts as both workers and warriors. Which the AI struggles with, especially with multiple resource types.
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SnEptUne

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Re: Assault Command MOD v2.1
« Reply #52 on: 16 July 2017, 21:56:56 »
Perhaps, but the AI can farm the gold/stone/wood just fine.  It just seems to allocate the wrong number (e.g. it assigns always all worker to wood, the rest to stone, but only 2 to gold).  As a result, the AI is too weak to do anything due to this farming ratio, is there a setting to force more worker to farm for gold instead of wood?

Grandolf

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Re: Assault Command MOD v2.1
« Reply #53 on: 18 October 2017, 06:22:36 »
My fav mod. just beat the computer me and 1 other AI(1.0) vs 3 AI(2.5 each) useing a mojority of scorpians.

Ishmaru

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Re: Assault Command MOD v2.1
« Reply #54 on: 19 October 2017, 05:02:43 »
My fav mod. just beat the computer me and 1 other AI(1.0) vs 3 AI(2.5 each) useing a mojority of scorpians.

Thank you. Glad you like it!

Yea scorpions are great for mobile defense as you push toward the enemy camp. Maybe a little OP :P
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titi

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Re: Assault Command MOD v2.1
« Reply #55 on: 25 January 2019, 13:56:48 »
Is it ok when I put this in the game internal mod center ?
( ok it was a dumb question, as it is already in mod center. Maybe I need to update it )
« Last Edit: 26 January 2019, 22:33:05 by titi »
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andy_5995

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Re: Assault Command MOD v2.1
« Reply #56 on: 23 April 2019, 23:41:15 »
Is it ok when I put this in the game internal mod center ?
( ok it was a dumb question, as it is already in mod center. Maybe I need to update it )

titi the version in the mod center is the same as the the current git, so you're all up to date.

To all: unrelated, here's a video of a game I recorded today.

andy_5995

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Re: Assault Command MOD v2.1
« Reply #57 on: 4 April 2020, 03:21:56 »
Ishmaru did a major update recently and I packaged the latest version available.

Assault Command v2.7.7z

md5sum: 1ec96e8eec2dd177cecc441723930dc2  assault_command_A27.7z

sha256sum: fc02401bc03e72bc8360a2e5b283dd773efcc01f0fbc09053ea00da80fb5bb93  assault_command_A27.7z

Ishmaru

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Re: Assault Command MOD v2.1
« Reply #58 on: 4 April 2020, 04:20:21 »
Thank you! And thanks for the twitch video! Somehow I missed that post. :)



-----------------
Version 2.7
-----------------
Whats changed:
- New Faction names Atlus (Tan Colored) and Visor (Green Colored)
- New Models For Visor tanks: Panther Tank, Bunker Crusher, and Goliath Tank
- Bunker Crusher now fires a visible slow moving/high arc projectile, at a higher rate of fire.
- Atlus Battle Tank renamed to Sabre Tank

Balance changes:
- Prototype tank hp increased by 100
- Wasps are cheaper with higher evasion + more HP
- Railguns have slightly faster rate of fire
- Falamethrower infantry have higher HP
- Visor starting credits is 750
- Atlus Transport heli cost droped to 450
- Spartan IFV have a higher fire rate.
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andy_5995

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Re: Assault Command MOD v2.1
« Reply #59 on: 6 April 2020, 05:24:48 »
You're welcome! Thanks for the all the work you've done on this. I see from the stats that titi and jammy played it today. I'll probably get to it tomorrow.

I've been trying to figure out some good method for testing and releasing. I see you've done another update today.

The best thing for testing is for us to be able to play from the git version. It might be good to get some feedback first from titi about this, but renaming assault_command.xml to assault-command_git or _testing might be the best long-term solution. There is already "assault_command" in the mod center. Probably in the future, all mods should be versioned when being released in the mod center to prevent version conflicts.

We've been play-testing the Greeks a lot lately, using the "-testing" format, so any time a change is made, we can immediately pull the latest changes and try it out. Every so often I do a release, changing the directory and xml filename at the time of the release and creating the 7z package for it.

Ishmaru

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Re: Assault Command MOD v2.1
« Reply #60 on: 6 April 2020, 16:09:16 »
The best thing for testing is for us to be able to play from the git version. It might be good to get some feedback first from titi about this, but renaming assault_command.xml to assault-command_git or _testing might be the best long-term solution. There is already "assault_command" in the mod center. Probably in the future, all mods should be versioned when being released in the mod center to prevent version conflicts.

Yea that's a good idea. That last update was adding something I had forgotten in previous release, and I do have other ideas for updating units as well. Next build ill rename the directory and xml to have git in the name.
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andy_5995

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Re: Assault Command MOD v2.1
« Reply #61 on: 11 April 2020, 21:20:00 »
On Linux, me and Jammy were able to just create a couple symlinks

https://imgur.com/a/XCz578g

I feel like there's a lot of extra micro-managing because so many units use EP to attack. It's fun though, but probably something I wouldn't play very often.

Ishmaru

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Re: Assault Command MOD v2.1
« Reply #62 on: 12 April 2020, 23:05:13 »
I feel like there's a lot of extra micro-managing because so many units use EP to attack. It's fun though, but probably something I wouldn't play very often.

Many EP units only have enough EP for one shot, and the EP is more for simulating a unit reloading, and to allow for a unit to move while 'Reloading'. But there is a lot of secondary abilities, boosts, transforms, and effects so I get it.

But mastering the micro isn't absolutely necessary to play. There are still plenty of standard units for one to brute force their way. This is especially true for the VISOR faction.

PS I finally updated the techtree diagrams:


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andy_5995

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Re: Assault Command MOD v2.1
« Reply #63 on: 13 April 2020, 02:44:02 »
Many EP units only have enough EP for one shot, and the EP is more for simulating a unit reloading, and to allow for a unit to move while 'Reloading'. But there is a lot of secondary abilities, boosts, transforms, and effects so I get it.

But mastering the micro isn't absolutely necessary to play. There are still plenty of standard units for one to brute force their way. This is especially true for the VISOR faction.


Oh, good to know! I plan on playing it and learning it more very soon.

 

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