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#91
Colonial Space Map Discussion / Re: Custom Map #11080: u got 3...
Last post by D0m0nik - March 12, 2024, 08:50:29 AM
Very cool map, loved it!
#92
Farsite Colonies / Custom Map #4828: No Stress 4 ...
Last post by AutoPost - March 12, 2024, 07:09:30 AM
This topic is for discussion of map #4828: No Stress 4 - Fractured


Author: Heisenberg
Size: 400x160
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#93
Making Maps, Units, and Scripts / Re: VPAC CPACKs V2.12.0.2
Last post by Vertu - March 11, 2024, 05:36:47 PM
2.12.0.2 - Phase orange
Spoiler
===PREVIOUS DOCUMENTATION LOST TO UNNCESSESSARY DATA WIPE FOR PC REPAIR===

Global changes:
  • Power_Suppressor_Release_Power now supports decimals.
  • Reduced LURE health from 30 -> 20.
  • All structures now exclude void terrain checking if they can't be built on void. This allows structures to be activated at the edges of terrain next to void.
  • Fixed long standing and recently discovered issue of structure activation being offset by 1 cell North and 1 cell East.
  • Thanks to Qople, performance improvements accross the board by having APIs called only when needed and avoiding excessive maintanance calls.

VPAC Main:
  • Increased launcher cost from 1 -> 1.75. [Known old change]
  • Added VPAC Mini Wiki (v2.11.0.0). Thank you qople for instigating this idea with their PAS menu.
  • VPAC is now version orange from version gold.
  • Added power advisor to inform you if you selected a unit that will cost too much power.
  • Updated in-game CPACK notes and attributes text.
  • Creeper checking code is now acustomed to my policy.
  • Power suppressors now blink in color to stand out more.
  • Mini Wiki menu can now be dragged (v2.12.0.0). Thank you qople once again.
  • Stash deconstruction timer is now visible by changing the wording to be 2 lines rather than 3.

VPAC Creeper Expansion:
  • Increased Air Sac health from 10 -> 15 to make them better at ignoring anti air defenses to deliver their payload.
  • Air Sacs now spawn with 50% of their maximum health. For the health buff, this means they spawn with 7.5 HP.
  • Decreased Air Sac fabrication time from 93.333 seconds to 83.333 seconds.
  • Reduced Air Sac power cost from 2 -> 1.5, making their fabrication time and Creeper requirement the more important limiting factor.
  • Increased Forb glop payload from 10 -> 20.
  • Can no longer use the delete hotkey to bypass the deconstructing prevention of the Flow Controller while nullified or stunned.
  • You can no longer deconstruct the air sac fab should it be nullified or stunned.
  • Fixed Air Sac Fab airsac highlighter.

VPAC Vertu Expansion:
  • Fixed Lancer selection button not appearing. Since when did this break?
  • Fixed Lancers shooting at ERNs. Yes, they where at it again!! HOPEFULLY BY NOW THEY GOT THE MESSAGE! Thanks VuleJr for reporting this bug.
  • Found 2 HYPER CRTICAL typo's in Lancer code likily responsible for target dicipline failures and target prioritization failures.
  • Reworked Lancer targeting to be more efficient and clean.
  • Lancer now creates a wreck clone of itself rather than being the same unit. This makes wreck targeting a (effectively) non-existing issue now.
  • SAMs now heavily prioritize V-Nullifiers. Prioritization is: V-Nullifiers, Hover Tanks, Fighter Drones.
  • Light SAM now has a target specification system exact to the Lancer.
  • Cleaned up Light SAM targeting logic.
  • Fixed Lancer stacking prohibiting mechanicm's inconsistancies.
  • Lancer stacking warning screen now doesn't lag behind camera motion.
  • I HAVE DONE IT!! I HAVE FIXED THE LANCER!! IT WAS ALL BECAUSE I WAS USING A LIST THAT WAS NEVER CREATED!
  • Lancer now ignores illegal targets, including ERNs.
  • Lancer is no longer unstable.
  • Lancer no longer has its quantum nickname.
  • Fixed Lancer's stun prioritization. When in stun mode, it now has the same target prioritization mechanics as assault mode and it actually works.
  • Fixed Invader Emitter cell occupation persisting when the invader emitter is destroyed en-route.
  • Light SAMs now automatically check if an enemy is in a shield to not waste their shots on it. This doesn't apply to a unit behind a shield but its still better than nothing!
  • Reworked Light SAM's lasers to be a lot more efficient.
  • Lancers can now level up which does nothing but increase their energy generation so they can fire at max rate of fire at all times.
  • The Lancer is now officially the unit I have put the most soul in.
  • Fixed Invader Emitter cell occupation not persisting between game loads.
  • Fixed Lancer laser not aligning properly.
  • Made Lancer range indicator be the correct size, always, upon construction and revival.
  • The Lancer now instantly has full range due to no need for a failsafe that forces a wait.
  • Lancers now have V-Nullifiers as their top priority target.
  • Applied true random to invader emitter landing directionality.
  • Lancer reclaming can no longer be accelerated by the TCML or other units damaging the wreck. Honestly this was an unintended fix.
  • Should a Light SAM not fire a full salvo, it will have a reduced recharge time based on how many shots fired.
  • Light SAMs now obtain their buff faster based on how much they spend active. Firing and getting kills decreases time for enhanced performence. Base time for enhancement increased from 5 minutes to 8.
  • Added unit toggle to Light SAM and Lancer. When off, they don't use power.
  • Lancer gun charge and recharge text is now finally one line instead of 2, so when you have multiple Lancers selected and they don't have the same UI text, it won't constantly flip between 1 and 2 lines, causing the UI to jitter.
  • Changed Invader Emitter minimap image.
  • Updated Light SAM position reference to be more accurate to its gun position, allowing better line of sight checks and sound audio positions.
  • Invader Emitters can now deploy any unit by specifing the unit type.
  • Changed Invader Emitter auto hiding system to make them invisible rather than fall at a very high height.
  • Gave Lancers idle turret movement.
  • Cleaned up Lancer revival and down system.

Vertu's Creeper buildings:
  • Removed T.A.U payload. After much testing and internal debate, it's simply too much of an outlier.
  • Added VPAC Target Beacon that when placed, the V-Lab's SCM will target it.
  • Fixed Advanced Emitter making mesh while inactive.
  • Considerably bettered Advanced Emitter state check code performance.
  • Fixed snipers targeting Lancers incorrectly.
  • Fixed V-Lab wave targeting 0,0,0 should it be triggered during SCM countdown but not when SCM is launched.

NEXUS.IOUS V.S (VPAC):
  • Fixed a coding error in weaponized singularity system.
[close]
#94
Farsite Colonies / Custom Map #4827: [LPAC-VAMPIR...
Last post by AutoPost - March 11, 2024, 12:21:29 PM
This topic is for discussion of map #4827: [LPAC-VAMPIRE] Zombie Survivors


Author: CS Z
Size: 435x150
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#95
Colonial Space Map Discussion / Custom Map #11080: u got 3X3. ...
Last post by AutoPost - March 11, 2024, 11:19:32 AM
This topic is for discussion of map #11080: u got 3X3


Author: Rennervate / AlexX
Size: 128x84

Desc:
The map essentially comes from Martin Grønsdal. I've made a few changes. Now it's probably a Martin/Alex map... the guy actually forgot the spore towers. THX 2 Martin!
#96
Colonial Space Map Discussion / Re: Custom Map #11077: Chessbo...
Last post by D0m0nik - March 11, 2024, 05:56:35 AM
Quote from: Loren Pechtel on March 10, 2024, 03:19:37 PM
Quote from: D0m0nik on March 08, 2024, 01:17:58 PM
Spoiler
Guppies
[close]
I saw one wouldn't work, I didn't realize the other did.

Spoiler
Both big spores can comfortably be hit by early guppy attacks. I only advanced 3 squares up the board and then attacked purely by guppy support from the top left corner, the wind helps a lot.
[close]
#97
Farsite Colonies / Custom Map #4826: hiddent path...
Last post by AutoPost - March 11, 2024, 05:06:37 AM
This topic is for discussion of map #4826: hiddent path


Author: kokojungo
Size: 256x256
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#98
Ships / Ship #6036: Gunship Re. Desig...
Last post by AutoPost - March 11, 2024, 12:14:41 AM
This topic is for discussion of ship #6036: Gunship Re


Size: 20x9
Designer: Solestius

Desc:
Small ship, compact with four reactors, eight cannons, two lasers, and one particle accelerator.
#99
Ships / Ship #6035: Aegis Refi. Desig...
Last post by AutoPost - March 11, 2024, 12:13:06 AM
This topic is for discussion of ship #6035: Aegis Refi


Size: 20x9
Designer: Solestius

Desc:
Small ship, compact with four reactors eight missiles two lasers and one particle accelerator.
#100
Farsite Colonies / Custom Map #4825: No Stress 3 ...
Last post by AutoPost - March 10, 2024, 06:34:07 PM
This topic is for discussion of map #4825: No Stress 3 - Totally Square


Author: Heisenberg
Size: 256x256
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