Posted: Thu Sep 14, 2017 3:49 am Post subject:
Ares 0.E has arrived
With the new Ares 0.E, which is just fresh out of the oven (so grab it while it is still hot!), many more IFV modes are now possible, as well as Tunnel Networks known from Generals. Another focus was on warheads: Kill Driver got CellSpread support, sonar and disabling weapon effects are also possible now, and damage can be dealt using a similar logic like the MAD Tank from The Aftermath.
There are, as always, several new minor features like half a dozen of new Veteran Abilities, a new spy effect to blow up a structure, and more. As always, the inner workings of Ares have been overhauled and some noticable performance gains will now benefit players.
There's more to come, but for now that ought to be enough.
Happy Modding, and see you later!
Uhm, not sure if it was done intentionally but it appears that a 'fix' to DisableWeapons et al obeying warhead verses made it so that it has to actually deal damage to targets to apply, so just non-zero weapon Damage and warhead Verses is not enough (if actual damage ends up being 0 after all calculations, no effect is applied). Not sure if this is actually a good thing, considering it kind of renders the changes to decloaking pointless when these effects can't be used in context where target does not get decloaked and in general using them becomes lot less flexible (good luck making a weapon that keeps target weapons disabled only for as long as fired upon - with the rate of fire required for that kind of approach even single point of damage would hurt a lot). _________________ QUICK_EDIT
Congrats Alex for reaching another milestone! <3 The features on this one looks very promising on this version. Thank you for the KillDriver CellSpread, Veterancy Immunity extension and Versatile IFV features, _________________
Getting a crash randomly a few minutes into skirmish matches which previously did not occur.
EDIT: Going back to 0.dp1 fixes the crash.
Great to see that as the very first response because it cheers me up every time that happens. It reliably affects my happiness over finally completing a task after working on it for three months.
I would need the crash dump file to find out what the problem is.
Starkku wrote:
Uhm, not sure if it was done intentionally but it appears that a 'fix' to DisableWeapons et al obeying warhead verses made it so that it has to actually deal damage to targets to apply, so just non-zero weapon Damage and warhead Verses is not enough (if actual damage ends up being 0 after all calculations, no effect is applied). Not sure if this is actually a good thing, considering it kind of renders the changes to decloaking pointless when these effects can't be used in context where target does not get decloaked and in general using them becomes lot less flexible (good luck making a weapon that keeps target weapons disabled only for as long as fired upon - with the rate of fire required for that kind of approach even single point of damage would hurt a lot).
You're asking for applying Verses, and if verses isn't 0%, apply the special effects even though for example 1% of 1 hitpoint would be 0, thus no actual damage and the unit thus shouldn't decloak.
The last minute change I added had to reproduce several checks from another function to find out whether the unit's health actually changed, because Verses are applied in a subroutine in a function that is called before the effects are applied (iow. far away), and the game doesn't make a difference between damage being 0, unit being Immune=yes, damage being 0 after verses are applied and unit has been healed. For any change, these would have to be rethought.
Great to see that as the very first response because it cheers me up every time that happens. It reliably affects my happiness over finally completing a task after working on it for three months.
I would need the crash dump file to find out what the problem is.
Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Fri Sep 15, 2017 1:49 am Post subject:
And another update in need of a patch.
And AlexB, could you please try to add the 'Splits' logic's area of effect to be customizable... Let's say, instead of 7x7, make it 4x4?
Good update, and I can finally add the Third Veterancy like in C&C3 to be functional... _________________ all my posts before 2020 were made by a 13 year-old, forgive these if you see any, thank you QUICK_EDIT
Another set of wonderful additions! I'm particularly interested in the M.A.D. Tank and the various veteran abilities.
What is most pleasing of all though is the performance gains. They seem to go unnoticed with each new release, but it's been a few years since I've played YR without Ares. Now if you were to take away Ares, the difference in performance really shows. Great work as always. _________________ Tiberium Uprising (a few missions for TS): http://www.ppmsite.com/forum/viewtopic.php?t=31029 QUICK_EDIT
AlternateFLH is capped to 5 (since WW didn't think they'd need more than that with the Battle Fortress)
Could be a small request I guess for next Ares version to support AlternateFLH to go higher now that we also have something similar with Gunners. _________________ ~ Excelsior ~ QUICK_EDIT
Alex, you never cease to amaze me with your dedication.
Those of us left who still mod YR salute you.
ALL HAIL LORD ALEX! _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
I've only tested the MAD's relative damage WH on a animation based heal but after a certain amount of healing, units do not get healed anymore, even if below 100% HP. Does this cap at 100% worth of the unit's HP?
I'll do further tests with it as an actual weapon and come back with results. _________________
ayylmao on Discord QUICK_EDIT
Hey Alex, how complicated is it to allow EMPulse "buildings" use their primary weapon as per usual when not shooting the superweapon? _________________
ayylmao on Discord QUICK_EDIT
I can confirm the very goood performance of the game overall [no crashes here] - thank you Alex!
-A-
Edit:
The Love Tunnel in the Ares documentation Laughing well done! Smile
**Tunnel
(MaxSize=16)
1. Infantry on foot works fine
2. Subterranean and normal tanks only work if I send multiples inside the Tunnel - alone they only rotate their turrets and stand still
3. I found out, that mind controlled units in Tunnels are freed from being mind controlled and if they have initial passengers those shoot from within the tunnel at the tunnel.
4. Could there be a possibility to create an exit point like factories are able to do? Last edited by Ich-Henker on Tue Oct 24, 2017 11:11 pm; edited 1 time in total QUICK_EDIT
I think questions and discussion about future features and so on should go into another topic, though let me answer these ones quickly:
AlternateFLH is limited to 5, and every other one one would use the first AlternateFLH, iirc. This can be expanded later like IFV modes have been with 0.E, but maybe not with all the desirable options like attaching to turret or body.
EMPulseCannon=yes is there to prevent a bulding from firing except by the related super weapon. If you don't want that behavior, just don't use EMPulseCannon . Instead, you could set up the building type as EMPulse.Cannons= on the super weapon so it doesn't rely on EMPulseCannon=yes.
I don't at the moment why healing doesn't work. Maybe it's a rounding issue. I'll have to check.
Tunnels could be made better. There have been a some requests already, though I don't collect them. I do remember things like weird interaction between naval and land turrets, though. This will have to wait until after this release though. _________________ QUICK_EDIT
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