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Stavrozium
Stavrozium - - 13 comments @ Supcom2 STORM

That is indeed good news! :D

a bit of bad news though:
the next update will be delayed by probably another week, maybe 2,
i have less free time the next month or so, due to IRL stuff..

Good karma+1 vote
Stavrozium
Stavrozium - - 13 comments @ STORM 3.1.1

there is a version history text file included in the download,
that lists the changes for each version (youll have to scroll down)
but ill give a brief overview here:

1: fixed a bug where UEF research stations caused desyncs
2: RP production is set back to how it was in 3.0
3: Megaliths get a DPS nerf (back to how it was in 3.0)
4: Recycler gets a range nerf (back to vanilla range)
5: PD Turrets/Loyalists/Shotjas get a range buff

This was only a small update,
mostly to fix another desync issue.
At the moment there should be no more desyncs,
although i havent tested every single unit..
And i added a few small balance changes, based on feedback.

PS version 3.1.2 coming up soon! :)

Good karma+1 vote
Stavrozium
Stavrozium - - 13 comments @ Supcom2 STORM

it took a bit longer than intended,
but STORM 3.0 has finaly been uploaded!

after doing some testing in multiplayer,
and with some feedback of another modder,
i found out that the "Mithysmodsupport" file
is the cause of the desyncs.
removing that file should fix it,
but this may cause some issues elsewhere,
i would have to do more testing to make sure..

In any case, ill be working on the next update,
ill fix some of the remaining bugs,
but the mod should be playable, at least. Have fun! :)

Good karma+1 vote
Stavrozium
Stavrozium - - 13 comments @ Supcom2 STORM

I have been steadily working on the next version of STORM, (3.0)
for the last few months, im planning on uploading it next weekend:
its as good as done, im now mostly testing/doublechecking,
to see if everything works as intended, before i upload.
(edit: it may take a little bit longer than expected,
i am adding some extra changes, including a few bugfixes)

i did make a few changes that could fix the desync issue:
f.e. a "mod detected" warning pops up when clicking multiplayer,
and i removed some files that were based on other mods.
I removed some stuff, like the research station shields,
(the shields do indeed cause performance issues)
but i did add a ton of new stuff, like quite a few bugfixes,
an overhaul of units and economy and research trees,
i tried to improve the games performance, and more.
I did try to keep it as vanilla as possible:
i only change existing files, i dont add new stuff.
It is possible it will still desync though..

the files for the scale and the ranges are the same files,
so i would essentially have to start over, (twice..)
by removing either scaling or ranges from the ("merge") files..
Its not impossible, but it will take a lot of time.
Also, after i publish version 3.0,
i will probably take a (short) break from modding supcom2;
due to RL stuff i dont have that much spare time these days..

If the next (3.0) update still has desync issues,
ill give it a try, its a good idea to find the source of the desyncs ;)

Good karma+2 votes
Stavrozium
Stavrozium - - 13 comments @ Supcom2 STORM

Thanks for the compliment!
i started making this mod exactly because
all other mods i found make too many changes,
(up to the point where it becomes a different game, like revamp mod)
and/or they added too much stuff that noone really wants, (2020 mod)
and/or they slow down the game too much, (performance issues)
up to the point that it becomes (almost) unplayable..

I did look in the files for the zoom,
and i think i did find it, but to be honest,
i dont think i will add this,
because changing the zoom could cause issues,
(and the more files i decompile/change, the more possible errors)
and quite frankly, i do not see the point of doing this..

Good karma+1 vote
Stavrozium
Stavrozium - - 13 comments @ Supcom2 STORM

So far i havent had any connection issues,
but to be fair, i havent tested it that much in multiplayer..

the backup you make of the files is for
when you want to uninstall the mod; to uninstall,
you place them back and remove the added files.
Ill add this in the description when i upload the next update.

one more thing you could try,
if you still have connection issues:
make sure all players use the lowest graphics settings.
i removed/changed quite a few unit animations,
in an effort to make the mod/game run more smoothly,
so playing the game at high graphics settings could cause issues..
(i havent tested this, its just an idea i had)

Also, if you have connection issues with other mods,
then it could be possible that it is unrelated to STORM..
i have read (on old forums) that some people also have
the same connection issues on vanilla supcom 2,
and as you say, with other mods, while others dont..
So it is almost impossible for me to fix this issue,
if i dont know what exactly is causing it..
I did try something for the next update, (3.0 coming soon!)
but im not sure if it will fix the connection issues..

Good karma+1 vote
Stavrozium
Stavrozium - - 13 comments @ Supcom2 STORM

i dont think any supcom 2 mods work in the campaign?
Not even the DLC units can be used in campaigns, afaik

i have actually looked in the files again for this,
and i think i have found the files for this:
but any DLC units will still be unavailable,
the research trees will probably be buggy if i change them,
and it will be a LOT of work to implement
all the changes from STORM, into the campaign,
and im not even sure if it will work properly..

In any case, the campaign isnt a priority,
i am currently working on the next update,
so maybe ill start working on the campaign after that. ;)
(i wont make any promises though)

Good karma+1 vote
Stavrozium
Stavrozium - - 13 comments @ Supcom2 STORM

If you and your friend are getting desyncs in multiplayer,
but only after 15-20 minutes, this is indeed most likely
due to poor internet connection, this can also happen in vanilla..
So do you and your friend also get this desync issue in vanilla?
Or: do you also get these desyncs when playing with other mods?
(and do you also get desyncs when playing with someone else?)

If it only happens with STORM, (consistently)
try making sure you both installed the mod correctly,
that any/all other mods are uninstalled correctly,
and that noone is trying to cheat/hack.. (you never know..)
(if its a files issue, the desyncs should happen sooner, though)

I have tested STORM in multiplayer multiple times,
(to be fair, not that extensively, i could do more testing..)
and i have never had any desyncs/game crashes, so far,
however i have heard that this happens for some other people..
(but those desyncs could have been caused by any of the above..)

In any case, in the next update i changed a few files,
that may (or may not..) fix this issue...
(assuming STORM is the cause of the problem)
I will try uploading the update this weekend

Good karma+1 vote
Stavrozium
Stavrozium - - 13 comments @ Supcom2 STORM

i think i have been able to lower the popcap in 2020 mod,
to 1000, but not lower, with the revamp mod manager,
but yeah i agree, this is still way too much...
i have looked a few times in their files,
to see if i can change this, but couldnt find it..

This is one of the reasons why i started making my own mod,
cuz 2020 mod (and also revamp mod) goes way over the top...
(my computer simply cannot handle these mods properly,
and i dont like some of the changes they made)

i think i saw one of the 2020 mod devs say,
that 2020 mod is balanced solely for 1vs1 multiplayer...
(so it is meant to play this way, not for larger team/FFA games)
maybe you can ask about this on their discord?

Good karma+1 vote
Stavrozium
Stavrozium - - 13 comments @ Supcom2 STORM

well with my mod changing the gameprefs file should work,
but i usually use the revamp mod manager myself,
which is probably one of those mods you mentioned.
(i dont know which file inside that mod that does this,
though, and afaik, it simply changes the gameprefs file;
and i only use it to set it back to 500, if necessary)

Joining a multiplayer game that has popcap set to (f.e.) 500
should also automatically change this in your gameprefs file.
(so the host determines the popcap in multiplayer)

as far as i know, (i saw this in revamp mod manager settings)
in vanilla sc2 you can only set popcap to 250/500/750/1000,
so no, it is not possible to set the popcap to 300..

Btw, i do not recommend setting the popcap higher than 500;
unless if it is a multiplayer game without any AIs,
and/or if you have a (REALLY) good computer...

Good karma+1 vote
Stavrozium
Stavrozium - - 13 comments @ Supcom2 STORM

yeah i want to keep it as "vanilla" as possible ;)

i have just tried scaling down mass extractors,
which kinda worked, but they only look smaller,
they are technically still the same size, (6x6)
because i cant find the files for the mass deposits themselves,
and you can see the green hexagon of the deposit,
so it looks a little bit weird... but ill get used to it..
(i guess it does make them easier to spot, which is good)

so for now, this is fine;
once i do find the the files for the deposits,
ill try making the deposits/extractors size 4x4,
but like i said, this could cause problems, so no promises ;)

Good karma+1 vote
Stavrozium
Stavrozium - - 13 comments @ Supcom2 STORM

ah i intentionally havent changed the size of some structures,
like f.e. turrets and shields and artillery/TML (i.e. combat structures)
As for mass extractors, if i scale them down,
i would also have to scale down the "unoccupied slots",
otherwise it will look weird, and if i do that, (when i find out how..)
this may cause problems with some (custom) maps..
i havent really tried/tested this before though,
so ill see what i can do. ;)

as for research stations, i could make them cheaper again,
500M/1000E maybe is a bit too much, especially in early game..
But 400M/800E is still too low though, (imo)
so maybe ill make it 450M/900E, ill do some testing first..

as for making extractors generate 1.0 mass: (from 0.6)
this would mean that at full veterancy,
they generate 4.0M/s, (from 2.4) which is way too much..
Believe me, i have actually tried doing this before;
i would have to redo the entire economy, based on this...

instead, i changed the eco upgrades so that they are more useful:
aeon/uef mass extractor upgrades now grants +50%; (from +25%)
this does not account for veterancy, so now thats +0.3 per mex;
structure training upgrades provide an additional eco boost.
(aeon/uef can get up to 3 mass/s per mex, which is enough)
Also, mexes should reach full veterancy +/- 20% faster now!

I also doubled the resource income from ACUs;
(to 2M/10E per second, from 1M/5E)
which i did for the lack of mass early on, as you say,
increasing this further would be a bit too much, imo..
(its meant to allow players to build up a bit more quickly,
any more than this would change opening builds too much..)

PS thanks for the feedback! :D

Good karma+1 vote
Stavrozium
Stavrozium - - 13 comments @ Supcom2 STORM

Hi, to answer your question first: i am planning on making a separate mod without the rescaling, but i am currently working on the 2.1 version of STORM, this may take a few more weeks, after that i will start on the other mod, when i have the time.

I do highly recommend the rescaling though, once you get used to it, its hard to go back, since you will then see how absurdly HUGE units are in the vanilla game... (which causes several problems on its own..) The scale will be a bit different in the next version btw, it will be a bit less drastic.. you could say i scaled down some of the downscaling.. xD
-----------------------------------------
As for the suggestion: i do agree, in fact,
i have already made a few changes for the next version of the mod:
the cost of research stations is increased further, to 500M/1000E;
(so the cost of factory shields is simply added,
to the cost of vanilla research stations; 375M/750E + 125M/250E)
they will take a bit longer to build, (50 seconds, from 42)
and their shield effectiveness is now the same as factory shields, while in 2.0 they have the stats of shield generator structures, which was indeed a mistake i made...

Also, shield generator structures will get 1 simple buff:
x1.5 max shield hitpoints, so 12k for cybran, 15k for aeon/uef;
to make them more useful, especially vs long lange artillery/TML/MML;
while they are still vulnerable to units getting inside the shield.
(they now also cost 300M/1500E, so x2 energy compared to vanilla)

If shields on research stations are still too OP after this nerf/fix,
i may remove them altogether, but i'd prefer to keep them in the mod.
They are supposed to be an (early game) alternative to factory shields,
while at the same time slowing down overall RP production,
(since Research Points can now be converted to mass!)
but yes, i agree, they are too OP in the 2.0 version..

Good karma+1 vote