FiringTolerance = 'n', As a good reference for fields that the Moho Mod engine uses, I use the Supreme Commander Lua wikis. The best one I've found is: http://supcom.wikia.com/wiki/B
Ptarth
If I'm not mistaken TargetCheckInterval is the amount of time between weapon target checks (either in ticks or seconds). So a TargetCheckInterval = .75 would be every 750 ms (or 75% of a tick which I forget is how long). There is also AlwaysRecheckTarget which forces a target check every TargetCheckInterval. However, I'm not sure that these are implimented correctly, altering them doesn't seem to have a reliable effect on unit performance. I browsed around the Rook's
re:Izuz Thank you for your kind words. I do believe the squelch and ignore fix was added to the last patch. I will also not distribute a combined community UI mod. To do so would violate the copyright on those mods. re:Lord Orion Cause of crashes I'm working (or watching really) with chirmaya over on the GPG to find a fix. Soul Power</stron
Good Morning, I'm starting to get really tired of some of the threads that reoccur. Some of my personal unfavorites include: Is the Community Active? I'm quitting the game, this is why... Stardock is responsible... Everyone kicks me from online games Everyone cheats My sound doesn't work The unclean beast is overpowered One solution to reduce the frequencies of these posts is to develop a
re:Shambler hp Fix More specifically I use: shambler:SetHealth(shambler:GetMaxHealth()) in SpawnShamblers in HQueen_Abilities.lua. re: LO & Shamblers 3 How often have you manage to reach an invalid gamestate in this manner? I tried it a few
For multiplay favor points aren't counted if there isn't a human on both sides of the game. Is this perhaps causing your problem?
The minion +hp fix just sets minion health to max a few lines after they are summoned, nothing else. I'm also confused as to how individual players can desync, but still have the other players play as normal. Usually what happens is that the entire game crashes.
Can you guys try to keep track of which players can play each other and which combinations of players crash? The wierd part about the last game was that players crashed individually, it didn't bring down the entire game. Looking over pacov's log, I don't know enough to say much. Some things that come up: warning: 01:31:45: *ACHIEVEMENT WARNING: No tracking of goalIndex = goal1 - achievement = hoak17 This happens very frequently. I'm not sure why, or exac
The 5v5's played using the UberFix are seemingly having stability issues. Can people host their logs & perhaps a replay or two from any games that crash using the UberFix so I can try to figure out anything? Thanks.
re:Derog I looked at your code, and it will take me a while to get it. I tried getting a version of the recursive table to string function from the SupCom forum to work, but it didn't do exactly what I was hoping for. Hopefully your ModLog will. I'm going to have to take a while to understand your code. I'm not sure about how much writing mod verification code will be worth it. I'm not familiar enough with the lua constructs to have a
re:hashing Derog corrects me on a a few things so I'm removing the incorrect information from my post. re: TB form changing buffs I'm not going to make the switch on effects, that would be a question of balance. Does anyone have any objections of me switching the icons, so that Heart of Fire is Fiery and Soul of Ice is Icy? (Side note: Who is the world decided to spell Fiery the w
UID The UID is just an identifier that "names" the mod. The UID I use for the Uberfix is unique, however there may be problems with me using characters that are not hexidemical consistent. However, it should return an inability to find the mod, and not just let it run. For every version of the Uberfix I've made, I have used a unique UID. I've only released one, so this isn't a big deal either. Uberfix Stability
So far the 1.01 doesn't actually contain that much. Just last week you wanted me to wait a month between releases. I'll do it, are you sure you want it?
re: Oak Soul Power You have to be more specific, I'm not sure what bug you are talking about. I don't see anything that suggests Soul Power should capped with a maximum effective spirit number. re: Heart of Fire & Soul of Ice The abilities are somehwat mixed up. Whenever you turn into Cold form, you get the Fire Buff. Whenever you turn into Fire Form, you get the Cold Buff. Al
I'm not sure what you'd want in a debug mode. Can you be more specific? re: Shambler HP Fix The Minion HP Fix has its change in the function that is used by all levels of Summon Shambler. So, I would expect it to have issues with any +hp item and any level of summon shambler. The one thing I changed between the .exe version and the .zip version was that I renamed the base directory from UberFix to UberFix v1.00. Pacov said that everyone had installed it as a .exe, so t
The .exe version contains nothing new, it is the same version as the 1.00 zip version. Pacov confirmed this himself in his previous tests. Additionally, prior to today I haven't heard of any issues (that the mod was responsible for). I don't disbelieve pacov's report, but I'm pretty sure it isn't the UberFix. As he states, it may simply be that mods add another layer of complexity. Sometimes Demigods crashes (Total Flag control crash for example), anything additional may increase that chance.
Added Link to initial post. Thanks pacov.
The readme.txt was nested within the UberFix folder. I suppose an additional readme.txt in the base folder providing installation instructions would be useful. How is this: [quote] Installation Instructions for Demigods Mods in Archive Format ---------------------------------------------------------------------------------------- Demigods must be updated to version 1.19 or higher. The exact filenames will differ based upon the version you are using
I've been keeping the original post updated with progress as it occurs. It would be possible to get the .exe working. Other mods have done it and I recall a setup someone made to do an install. I've always been rather unfriendly towards strange executables running on my machine, especially when provided by a random guy on the internet. The problem we ran into on Sunday wasn't that it was installed incorrectly. It was that someone with modding knowledge adding a tweak to their
So I'm looking over your code Exxcentric, why did you go with: 31. ForkThread(PlagueI, self, unit ) instead of just: unit.Callbacks.OnKilled:Add(PlagueI, self) ? I don't really understand how ForkThreads works, so that might be the problem too. I mean, I understand the part where they create a second simultaneous microthread that runs independently on the process that called it, I just don't have a feel o
Just don't get overwhelmed and end up attacking the wrong tower. [e digicons];P[/e]
Well, I believe one way you can get around it is to give them a secondary weapon with a long reload rate. The other way to do it would be to essentiall give them a limited version of the demigods AI AI. However, given how many of them there are at a time, I'm not sure you would gain that much for as much processor and memory overhead it would require.
The code block is a forum feature. It doesn't have LUA, and C++ is the best match I found (although I didn't do an exhaustive search. To use it either hit the Insert Code Block button, just to the left of the emoticon button ( [e digicons]:grin:[/e] ), or you can add the code into your post by hand. The code for inserting code is: [ ] code="c++" [ ] insert code here <
re:name change Back with Total Annihilation we called the community fixes either the UberHack or Switeck's BugFix (depending on which set of fixes you used). I really appreciated the work that BraveSirRobin and the rest of the TAEC crew put into the UberHack, so I named my small collection of patches after it as a tribute. More importantly, if this gets implimented into the mainline code, the name won't matter. re:UB getting XP for Post Mortem
I'm not sure I understand how the gaining spell points which then can be used to buy any spell, is better than a spell tech research tree. Sure, I can see that it would give you a better variety of spell choices. However, I also don't really care for the idea that a player can sit on a huge chunk of undedicated spell points, wait until you attack with a group of magicked units, and then suddenly learn the perfect counter spells for the occasion. It provides a strong incentive not to c