VPAC CPACKs V2.7.4.0

Started by Vertu, June 14, 2022, 02:28:04 AM

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Vertu

Here are all of the CPACKs I regularly use in my VPAC maps.
HOWEVER!
This does not include the difficulty settings and complex mission dynamics. That is in the "Roll Play" CPACK and is a customizable script which I constantly edit to add extra depth to the mission from difficulty settings to cut-scenes and late-game reinforcements.

IMPORTANT!
You need to create an ADA message called "Display" (CASE SENSITIVE!) and give it a textbox with a background of "4". Do not put anything in that message box, the VPAC Main CPACK will handle with displaying the correct text.
Good news! THAT IS LITERALLY ALL YOU HAVE TO DO! There are some settings lurking around in all the CPACKs if you so wish to change them though everything I have set up is rather optimal in game balance, performance, and game play. I disadvise changing anything.


Play As Creeper, Vertu edition (VPAC), is a more advanced and refined variant of Play As Creeper (PAC), the opposite of Lazy Play As Creeper (LPAC).
HOWEVER! VPAC IS NOT COMPATABLE WITH PLAYER VS PAC! This is due to just how it is not considered and how the NEXUS.IOUS V.S can be selected via the displayed message next to the build tabs. Not that PvP has seen much light anymore sadly. However...
VPAC is actually MVERSE COMPATABLE! At least as far as I know. With how MVerse works I don't see VPAC breaking what so ever but if you where to play my maps in MVerse, please tell me if anything goes wrong. The enemy units will be duplicated and you will have duplicated available power which is only affected by the players individually and not a whole so when you combined everyone's' power, you get a duplicated total the same as the duplicated amount of enemies and resources.

Credibility stuff
Spoiler
I took the original PAC CPACKs and didn't like them, they had many.. many.. many holes in their gameplay and operation. So I overhauled the CPACKs a lot but some units and scripts are more original to Auri and WithersChat still than to me. Others however are original, redesigned, and or overhauled enough for me to view myself as the creator of them. Think of it like being shown a Lightbulb and based on that, making the LED light.
The Vertu Expansion however is completely original to me and obviously the "Vertu'sCreeperBldngs" CPACK along with the remodels except the normal LURE. Additional scripts are also original to me.

The Creeper Forge was completely overhauled and redesigned. I don't think there is any block of code untouched and redone anymore but I still credit GardianDragonLord for being the one who came up with the original concept of the Creeper Forge. The code however I now claim as my own. Or at least 80%-90%.

The way mesh works in PAC is so well done that I only partially modified it so Lancers became unselectable when placing Mesh just like all the other VPAC units, even well made things need a check-in after a long enough time, just to remove some created cob webs for instance and keep it up to date for when something new and special comes along like the Lancer.

My assembly mesh models are original to me except the LURE which was mostly unchanged but with additional details.
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VPAC offers more user control, makes more information accessible to the player, provides more options and tools, and really just more of about everything INCLUDING PERFORMANCE OPTIMIZATION than normal PAC along with developed models rather than the original, quite 2 dimensional, mesh assemblies.


All units will have lights to signify their status: (There may be some exceptions like the Burst Emitter and all LURE types).


ColorWhat it means.Examples (not limited or exclusive to).
Red"NOT ONLINE"
The unit is not operating and is completely inactive.
Applies to all units.
Yellow"WILL WAIT BUT CURRENTLY UNREADY"
The unit is operating but will not conduct its function both due to being unable to conduct its function at the moment and how there will be a need for user intervention before it can proceed to do its function.
Launchers told to "Hold Fire" and aren't recharged and idle Field Generators.
Yellowish white "NOT READY BUT WILL (do action) AS SOON AS POSSIBLE"
The unit is operating and is waiting on something before it can do what ever it is supposed to and will do their function the moment the wait is over.
Launchers which will fire as soon as possible but waiting on their recharge.
Deep Blue (made readable)"READY"
The unit is operation without any issue and is capable of conducting its action at this moment.
Launchers told to hold fire but recharged will glow blue, indicating they are ready to fire.

Current download version: 2.7.4.0
Remember that the version number is towards VPAC as a whole. Not to any of the available CPACKs individually and the VPAC Main CPACK holds this version number in representation of the other CPACKs.
Life isn't fair because we say it isn't. Not because it is unfair. In fact, it is so fair we want to say it isn't and do.

Vertu

#1
Starting now, I will be making replies at absolutely irregular intervals to updates. Also maybe including future plans.
V2.5.12
This is the first recording of a version so I got nothing to say.

V2.6.0
Planned: Added
Spoiler
  • !! ADDITION OF AIR SAC FABRICATOR!
  • Fixing of the premature instance of Emitters starting to "Die" once in a power deficit.
  • Refinement of the Field Generator into the Flow Controller.
  • Refined the display of power use of many units rather than being strictly a vertically displayed list.
  • Some very minor changes here and there.
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Be advised:
The version number REFERS TO ALL CPACKS COLLECTIVLY! (Same as in the CPACK "VPAC Main" which has this very version numbering system).
So when looking at any version number here, view it towards VPAC AS A WHOLE.
Life isn't fair because we say it isn't. Not because it is unfair. In fact, it is so fair we want to say it isn't and do.

Vertu

#2
V2.6.1.4 - Balance and quality of life changes.
Spoiler
  • Buffed Air Sac payload from 100 to 125.
  • Reduced Air Sac specified location targeting deviation from 2x to 1x per Air Sac, making them much more reliable. They will now target a maximum of 4 cells away from the specified location rather than 8.
  • Added visible health bar to Air Sacs created by the Air Sac Fabricator.
  • Air Sacs created by the Air Sac fabricator have 5 additional hit points from the vanilla Air Sac HP, making them far more usable in areas with little and somewhat moderate Anti-Air rather than only usable when there are only very few Missile Launchers at sufficient height.
  • Fixed Emitter Base UI confusing itself when in a power deficit.
  • Tweaked FORGE ERN abduction.
  • Reworked the Display by adding a sense of horizontal scale, making the display of unit power uses occupy less space.
    The display is also color coded based on build tab and ordered from top-bottom of that same build tab. The display is read left-right, top-bottom.
  • Made Invading Emitters create Emitters with 30 health now that the SML Strategic Missiles cause impact damage, up to 25 for the basic Strat Missile. This is so you have a chance to set up an AntiNUKE and don't loose your starting Emitters easily.
  • Color changes.
  • I have looked at how Mesh works in PAC and 100% understand it now, it is a lot simpler than I thought it was. This means:
     -Mesh units in build tab renamed to "Mesh Control" and "Quick Remove"
     -The PAC Unit Identifier script now places the newly named "Mesh Control" down on Gameload only once when loading into the map for the first time not in the editor. This removes the need for the player to place the previously named "Mesh" once in order for the mesh system to come online and if the "XMesh" was placed, they would be permanent and take up space.
     -Default mesh placement radius increased from 2 to 3 as I have became more familiar with the benefits of Mesh so long as the Mesh Depth isn't changed in the Game tab within the normal Mission Editor. The vanilla value of 4 makes mesh almost a direct upgrade with the only exception being you can loose Creep faster as it reaches the front lines too quickly to accumulate into an inevitably unstoppable wave, causing total Creep to drop significantly and even cause Creep starvation.
     -Removed the "Mesh Controller" unit. It was only a unit with the same script as the now named "Mesh Control" unit which when placed created a script that would manage mesh placement. It may of been possible to make this a global script but just placing the "Mesh Control" on Gameload was a simple, easy, and reliable alternative solution.
  • Added reaction of the Emitter Base having its' created Emitter destroyed. Upon destruction, the Emitter Base will auto self destruct with a delay of 300 frames (5 seconds) though more evidence is needed to prove it works fine as mixed results are present.
  • Fixed Emitter Base's reaction to being nullified. It was looking for stun count rather than suppress count. Whoops.
  • Added UI information to the LURE for how much health it has rather than just the imprecise vanilla health squares.
  • The status box of the FORGE displayed next to the build tabs can now be clicked on to select the FORGE.
  • Corrected the mini map color of the FORGE from blue to red.
  • Lancer can now not be selected when placing mesh.
  • TCMs have had their audio fixed to actually become audible.
  • Burst Emitter now checks the surrounding Creeper in a For-Loop (Do loop in 4RPL) rather than an IF clause that could only check 1 cell per frame at a time, making activating the Burst Emitter an absolute pain. If the Creeper is deep enough in that moment, it WILL activate instantly and begin the count down.
  • V-LAB SCM targeting fixed. For some reason it decided to target VAUs although they don't occupy land. Their GUIDs where added to the exception list to fix this and the SCM no longer targets invulnerable units... Like the Laser shot of Fighters...
  • Reduced AntiNUKE missile creation delay from 500 frames (16.6 seconds) to 400 frames (13.3 seconds) so a normal Strategic Missile is launched when the AntiNUKE has 4 interceptor missiles loaded rather than only 3, which would make it very vulnerable to long-range sniper fire destroying all interceptor missiles on launch.
  • Light SAM missile damage buffed from 0.8 damage to 0.88 damage.
  • (In Roll Play control but still worth mentioning) Bomber health buff changes from 16 to 8, making them very slimly survive a Light SAM Volley, allowing that same SAM to follow up with another volley that ensures the destruction of that Bomber rather than needed 2 SAMs and sometimes 3 if there is long-range Sniper support in the area.
  • Various small changes and fixes too small for me to remember.
[close]
Life isn't fair because we say it isn't. Not because it is unfair. In fact, it is so fair we want to say it isn't and do.

Vertu

#3
So, little update before the change notes.
I have now started logging my changes so I can just copy and paste while also ensuring I don't miss a detail. So expect "Minor bug fixes" and other miscellaneous/vague statements to be significantly less frequent.

V2.7.1.1 - Major refinement update.
Spoiler
-I am now accepting the names of units going outside of the build box in exchange for more descriptive naming.

Global changes:
-Added buttons to quickly select all of specific units without needing to search for them on the map to then select and press CTRL + A.

Vertu's Creeper buildings:
-CSMD range increased from 75 to 85.
-Fixed TCM "Nearest Unit" targeting.
-Fixed SCM nearest unit targeting so it doesn't target flying units for sure now.
-TCML now has a display to point out what units can't be damaged by the TCM.
-AntiNUKE interceptors now have a form of target prediction. They also should not ram into terrain
when trying to plot an interception lead.
-AntiNUKE interceptors have a more forgiving threshold for their 2nd boost type, making it now
the primary boost type of the interceptor.
-AntiNUKE interceptors now search for new Strategic Missiles to target using GetUnits instead of GetUnitsByType, making each interceptor find a new target independently, preventing ALL interceptors from choosing the same new strategic missile after their previous target(s) where intercepted.
-AntiNUKE renamed to [CSMD] Anti Nuke.
-When CMSD Interceptors have no target, they will zoom around in search of a new strategic missile to target. This acts as a defensive tactic that goes past the detection range of the CSMD.
-Reduced CSMD Interceptor life time from 600 frames to 400 frames. 600 was way too long.
-Fixed TCM nearest unit targeting.


VPAC Main:
-Emitter Bases have been confirmed to work properly if the Emitter is destroyed.
-Launcher inaccuracy decreased from <VET LEVEL> / 2 to <VET LEVEL> / 3 with integer enforcing.
-Fixed the Mesh Control to actually make Lancers unselectable when placing mesh. Tried just appending a list into a list which sounds good initially until I actually take a second to think about it.
-Fixed Emitter, Stash, and Launcher reaction to power deficit.
-LURE can now be placed on void terrain.


VPAC Creeper Expansion:
-Air Sac Fab now displays the numerical health of its controlled Air Sacs when selected.
-Fixed the Air Sac self destruct when the Air Sac Fabricator is destroyed by some means. Was a typo of the function name being ":Destroy" rather than ":Destroyed". Whoops.
-Altered highlights of the Air Sac Fab to be a bit brighter and larger.
-HP of Air Sacs created by the fabricator changed from 9 to 10 (vanilla is 4 HP).
-Air Sac Fab now defaults to the targeting of "Specified Location" rather than "Random location".
-Removed extra T at the end of "Target" in the Air Sac Fabricator UI, ruining the look by adding an extra line to fit the extra character.


VPAC Vertu Expansion:
-Added vanilla shield unit to the priority sequence, being at the bottom of the special priorities.
-Armored LURE HP increased from 150 to 175.
-More quantum physics patched from the Lancer. I have renamed it to Quantum Lancer in renown to this even though the name doesn't even fit in the box.
-With the fixing of another quantum physics bug in the Lancer, the targeting priority now works correctly when the Lancer is set to target only units.
-Increased Light SAM lockon speed by 200%.
-Increased Light SAM Altitude detection from 50 above itself to 65 above itself.
-Increased Light SAM projectile turning speed by 2 additional degrees per frame, 18 -> 20.
-Fixed Lancers being unable to begin self destruct on command. Literally 1 character was changed to
fix this.


Creep Forge:
-FORGE has been ironed out. Should be working perfectly as intended now in all situations.
-FORGE renamed to NEXUS along with some other name tags in its build menu, I stuck with "FORGE" to smooth the transition of shock for newer players but at the same time, how can the name "FORGE" imply power production? This convinced me to give it a more appropriate name.

[close]

Life isn't fair because we say it isn't. Not because it is unfair. In fact, it is so fair we want to say it isn't and do.

Vertu

#4
V2.7.1.6 - Heavy refinement update.
Spoiler
VPAC Main:
  • Default mesh size selection set to the max size of 9 when first selecting Mesh Control.

VPAC Creeper Expansion:
  • Air Sac Fabricator no longer resets specified target location upon loading an in-progress save.

VPAC Vertu Expansion:
  • Buffed TCM damage from 3 to 4.
  • Reduced TCML power cost from 4 to 3. Seems to be in a really good spot now.
  • Lancer now halves the ammo of any unit stunned by it.
  • Lancer now destroys vanilla shield units when firing a stun onto it!
  • Fixed strange missile behavior of the Light SAM when rotated.
  • THE LANCER FINALLY OBEYS THE ORDER TO NOT SHOOT ERNS ON SIGHT! IT REAAALLLLYYY WANTS TO SHOOT ERNS![ (Except that sometimes it will STILL shoot ERNs. At least there are times where it won't kill an ERN before the NEXUS steals it.
  • Invading Emitters now enter the map on an angle rather than straight down.

Vertu's Creeper buildings:
  • V-Lab can now throw very tough Particle when the mission has my Particle Fleet CPACKs.
  • Increased SCM health from 50 to 75. This is to account for Particle Fleet ships being
    good at dealing with the SCM. Now you will REALLY need ERNed Missile Launchers if fighting it.
  • SCM now has a health bar.
  • V-Lab SCM targeting should now finally not target flying units.
  • TCML will now not countdown its initial delay until activated within Creep.
  • TCML Specified Target path now becomes invisible when deselected, visible when selected.
  • TCML now displays texts above vanilla shield units stating that the TCM can not penetrate shields.
  • TCML no longer has phantom UI text when reloading an in-progress mission.

Creeper Forge / NEXUS:
  • Bolden singularity status when the singularity is available in the mission in any way.
  • Added descent animation to the NEXUS which now conducts atmospheric entry when joining the mission.
  • The NEXUS will work as intended when multiple are placed on the map. Multiple Nexi is now considered and an implemented feature.
[close]
Life isn't fair because we say it isn't. Not because it is unfair. In fact, it is so fair we want to say it isn't and do.

Vertu

I have come to the realization that the current version has a missing feature.
This feature is the ability for the Display text in VPAC Main to update the stated amount of power used for a unit in the event a map maker changes that value in any of the CPACKs.
For now, you will have to fix this manually until I implement this feature (and since 99% of people aren't modders, I don't recommend actually doing that). Besides, I highly discourage changing how much power any unit uses for it is heavily balanced already but this will still be fixed. How soon? Indeterminant. Been working on my old Particle Fleet in CW4 project a lot lately (and have experienced what it is like to update something and have other things seemingly unrelated to the update COMPLETLY BREAK and exhibit very strange and unrelated behavior).

-This reply will morph into an update note when this feature is added.
Life isn't fair because we say it isn't. Not because it is unfair. In fact, it is so fair we want to say it isn't and do.

Vertu

#6
v2.7.2.1 Polishing update.
Spoiler
Global changes:
  • Gave health bars a background!

VPAC Main:

  • Changes default mesh control size to 4 from 9.

VPAC Creeper Expansion:

  • Unchanged!

VPAC Vertu Expansion:

  • Invader Emitter heavily messed with to be completely stable and functional again when the player is using them.
  • Light SAM laser targeting visual tampered a bit to be more Vertu-styled.
  • Light SAM has been reworked to fire in a salvo rather than a volley.
  • Gave the Light SAM projectile a lens flare mimicking affect.

Vertu's Creeper buildings:

  • Fixed missed logic for the Advanced Emitter on :Gameload which would display its emission as 0 if MVerse compensation was disabled.
  • Massive refinement to code for many units.
  • Cleaner display text of units.
  • Updated Burst Emitter's meshes to allow proper coloring.
  • Updated CSMD meshes to allow proper coloring.
  • Updated SCM meshes to allow proper coloring.
  • Changed textures of SCM.
  • Updated TCML meshes to allow proper coloring.
  • Improved mathematics of the reclaim factoring of the Advanced Emitter. It now behaves (so far) as originally intended. Expect more consistency.
  • Added more units to the blacklist of impervious units for displaying the impervious unit icon when selecting TCML(s).
  • CPACK is now too barely too large to be placed on the forums here for download. Snatch the latest version from the map: VPAC Trouble on an island

NEXUS.IOUS V.S (VPAC):

  • Added proper textures to Nexus.
  • Added health bar.
  • Renamed scripts.
  • Improved NEXUS icon in build menu.
  • CPACK renamed to "NEXUS.IOUS V.S (VPAC" (character limit just 1 shy).
[close]
Life isn't fair because we say it isn't. Not because it is unfair. In fact, it is so fair we want to say it isn't and do.

Vertu

v2.7.4.0 some fixes and changes
Spoiler
Global changes:
  • Nerfed standard Blaster damage by 1.
  • Vertu's Creeper Buildings CPACK now downloadable again after removing 2 redundant texture, removing over 1MB.

VPAC Creeper Expansion:
  • Added some additional non-PAC mode properties to the Air Sac Fabricator.
  • Air Sac Fabricators now require 1,500 more Creep per Air Sac but now take 1,500 frames (50 seconds) less to create an Air Sac.

VPAC Vertu Expansion:
  • Fixed the Lancer not working outside of PAC mode.
  • Fixed the Light SAM not working outside of PAC mode. How where these two working before anyways?!
  • Changed non-PAC Lancer's disabled text to have "Revival progress" instead of Power Reclaim progress.
  • Attempted to enforce what targets the Lancer can not shoot at, now that they actually ignore ERNs properly to at least some degree.
  • Fixed Light SAM's beams sometimes not being deleted. At the very least, a failsafe is in place to destroy such beams when the SAM creates new ones.
  • Reworked the Lancer's behavior when assaulting units under shield coverage. Now deals direct damage but only 50% of that damage.
  • Lancer's stun mode now removes 80% of the ammo of all units in the stun range. (From 50%).
  • Added a level up system to the Light SAM, increasing its effectiveness after being active for 5 minutes.
  • Light SAM can now be moved around.
  • Decreased Light SAM Health from 25 to 5.
  • Light SAM can now be targeted by Snipers and anything else that has sniper targeting.
  • Light SAM now takes a considerable amount of time to deconstruct. Can be canceled during countdown just like the Stash and Air Sac Fab.
[close]
Life isn't fair because we say it isn't. Not because it is unfair. In fact, it is so fair we want to say it isn't and do.