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werejew
werejew - - 1,451 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

Yeah you can't get around the fact that coc won't necessarily spawn all factions when the stalker population factor is set to 0.25.

However, I will add the faction resurgence option back in. What this will do is, every time the faction updates (every 3 to 15 in-game minutes), it will have the specified resurgence chance to spawn an invasion.

Thinking further, I imagine including a variable like resurgence_cooldown_time will also help, as the user could do something like make a faction come back with extreme fury when defeated, or come back only a few squads and rarely, making a fairly futile attempt.

Gonna work on those options tonight actually, kinda want that now. I will also be adding in non-warring factions very shortly (technically it is already in the bitbucket version, but they don't do ANYTHING other than chill at their spawn points), after I get random patrols implemented - non warring factions will basically just be like random patrols, going through the vanilla coc targeting to choose targets and wandering the zone.

Good karma+2 votes
werejew
werejew - - 1,451 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

You likely had random starting locations enabled.

If you're using the version from bitbucket, its also possible fog of war is enabled. The newer version makes it so that you cannot see who occupies bases or where squads are unless you have a squad within a distance specified in the options menu.

Could you post your warfare_options.ltx to pastebin.com for me to tae a look at?

Good karma+1 vote
werejew
werejew - - 1,451 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

Absolutely. I think I'll work on getting some new presets going, ones that actually are useful. As well, a window now appears when you hover over an option in the options menu which explains what it does (in teh 1.5 version), so hopefully things will make some more sense.

Good karma+2 votes
werejew
werejew - - 1,451 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

Is this for 1.4.22 version or 1.5?

Good karma+1 vote
werejew
werejew - - 1,451 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

I will likely update this page soon to be for 1.5; I've been adding features to warfare in the form of patrol squads etc which should make warfare more interesting (and allow for an even greater variation of faction settings and behaviors you can craft with warfare).

What are some features people would like to see moving into warfare? I have a ton on the issue tracker Bitbucket.org that I'll be working on; if you add new suggestions there I would appreciate it. I may not respond but its good to catalog the ideas so I can go back and easily begin working on them rather than scouring through the comments section here; helps a great deal with bug reports to. You can make anonymous issues.

I'm going to try and become more active on moddb as well.

Good karma+2 votes
werejew
werejew - - 1,451 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

Yeah, there IS a check that occurs for target validity, but I don't have it running every time the smart updates for performance reasons.

Are you using the version from moddb? If so, I believe the version of warfare for 1.5 on Bitbucket.org fixes this issue (it also uses invasion forces so they will send more than one squad to avoid that issue).

Good karma+1 vote
werejew
werejew - - 1,451 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

Thanks! Hopefully I'll be able to make warfare much more fun and stable moving forward.

Good karma+1 vote
werejew
werejew - - 1,451 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

Try what pavolpi said. I removed those keybinds in the most recent version of warfare on bitbucket to avoid this confusion, since I literally never mention anywhere that those keys do that I'm pretty sure.

Good karma+1 vote
werejew
werejew - - 1,451 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

No patches required. I imagine you're likely using an older version. The version here is for 1.4.22. If you're using that, then could you post a crash log for me?

The bitbucket version of this mod is for 1.5 r6. Heavily considering updating the moddb file now.

Good karma+1 vote
werejew
werejew - - 1,451 comments @ Balance overhaul for Warfare

Warfare has DEFINITELY needed balancing haha, thanks for doing this. Going to install this myself; some of these modifications are actually stuff I had wanted to do myself, specifically the bases and resources (will probably also help with the not enough IDs issue).

Did you do anything with territory points? In the 1.5 version of warfare on bitbucket the territory points are used by patrol squads (bases will send patrols to territory points around them and keep cycling them through various points; patrol squads can also be given a chance to hunt down enemy patrol squads on the same level which is to add the ability to create a kind of ambient battle while making invasions rare so its still intense with periods of extreme chaos).

If you're interested in helping out with warfare I can give you access to the repo; definitely could use more help since I'm busy with work a lot nowadays. Wouldn't mind eventually just merging portions of this into warfare to be honest, if that's cool with you (with credit of course).

Good karma+2 votes
werejew
werejew - - 1,451 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

Yeah, mixture of too many bases currently along with too many active squads. I'm probably going to go ahead and implement some further precautions to make this less common.

Good karma+1 vote
werejew
werejew - - 1,451 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

The factions keep last base thing isn't actually implemented, that option shouldn't be in the UI right now. I'll add it in shortly though, along with resurgence chance for factions.

You can edit the Min respawn and Max respawn options in the options menu for each faction. If your faction owns a ton of bases then overall the respawn time will be shorter for them. I think I'm going to change this to reflect the bases local resource count (bases consider resources on their own level, neighboring levels, and far away levels differently).

It sounds, however, like your issue is that some bases just have a large max population? I don't really edit those too much, other than bases with 0 max population.

And yeah, I guess the one thing I should do is make some actual fun presets. The ones currently with warfare are halfassed. That and find a good way to implement that in the new options menu which should be fairly easy.

Good karma+1 vote
werejew
werejew - - 1,451 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

1.5 r6 release of warfare is here: Bitbucket.org

Good karma+1 vote
werejew
werejew - - 1,451 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

1) You can drop it in, yeah. Don't have random starting locations enabled if you do, I'm slightly concerned it could spawn a bunch of squads if you do (I don't think it will but I'd have to look again).

2) You can customize warfare really however you want. If you want something that can bring even the most powerful machine to a halt, you can. If you want something where its mainly patrol squads and then every now and then you get a large invasion force which would be easier on FPS, you can.

Warfare is extremely customizable, so really it just depends on finding the correct settings for you and your machine.

3) If its mainly graphics sounds and arsenal stuff it should be fine. Warfare tries to not overwrite many vanilla files anymore, so for the MOST part its a standalone plugin for coc.

4) I would not play in story mode, but I have not tried either. Would be interested to see how it goes I guess.

Good karma+1 vote
werejew
werejew - - 1,451 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

Those are just vanilla spawns, I didn't touch those. The most I did to vanilla spawns was remove a unique squad or two, but I think those are all there still.

I can, however, modify that and remove them from vanilla spawns (although, it may just be a unique squad that I can add to the ignore list)

Good karma+1 vote
werejew
werejew - - 1,451 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

Honestly, I'm considering removing presets. I'm redoing the options menu currently to be less atrocious and fix any options that aren't working, will be updating warfare soon with that stuff.

Good karma+1 vote
werejew
werejew - - 1,451 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

You're likely running 1.4.12. The current version on ModDB is for 1.4.22, and the version on Bitbucket.org is for COC 1.5 r6

Good karma+1 vote
werejew
werejew - - 1,451 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

Hey guys, really sorry I've been neglecting the ModDB page.

I've still been working on warfare, just mainly focused on bitbucket. Right now, the current version of warfare is compatible with 1.5r6 (only the Bitbucket.org version), so once the official 1.5 release happens, I'll update ModDB with a fairly large update.

Patrol squads are back for one thing, but they aren't random whatsoever. Bases will manage a group of patrol squads (equivalent to some multiplier option times the base max population) and send them to territory points around the base, effectively projecting the bases power around to its surroundings. For larger bases, you get more presence in an overall area than with smaller bases. This also allows people to cut down on invasion times immensely, making it so that patrol squads are the primary point of action and invasions are fairly rare and terrifying.

I'll have to look at what else has changed since this version on moddb, but patrol squads is one of the larger additions I've done.

If you find a bug, please report it here: Bitbucket.org

Even if I don't respond immediately or at all, I will read it and WILL get around to fixing it. Much easier to keep track of the issue tracker than moddb.

Also, I'm going to be going and answering whatever questions I can in the comments. Feel free to ask a repeat question since I've been gone so long.

Good karma+6 votes
werejew
werejew - - 1,451 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

Max invasion size is working correctly, I think you just misunderstand it. It is a multiplier, not a squad count. Invasion size is calculated by this line:

math.max(1, target.max_population * (warfare_factions.faction_information[smart.owning_faction].invasion_size))

As for the other options, get a list of ones you think are broken and I'll see if they are.

As for max active squads, that is kinda deprecated. Now the active squad count is tied to max_active_squads_per_target, max_smart_targets_per_base, and the min and max invasion sizes. Using those options you ultimately end up having more control over the system while also having factions less centralized so they don't stop doing things in CNPP when they are attacked in Cordon or something and have to spawn some squads.

Good karma+1 vote
werejew
werejew - - 1,451 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

I believe you're the one I responded to from bitbucket, but ultimately my issue is this:

I really dislike the idea of creating a branch of warfare that has features cut out specifically for compatibility with CoM. Then again, I guess its just the PDA stuff that would mainly be the issue.

I'll download CoM now and see what I can do, but it isn't very high on my todo list unfortunately :\

Good karma+4 votes
werejew
werejew - - 1,451 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

So yeah, clearly I am the best at checking ModDB nowadays.

I want to point out to everyone, bitbucket is 100% the best way of getting in touch with me. Even if I haven't responded for a bit, I leave those emails in my inbox as a reminder that I have **** to work on haha.

I'll try to be more vigilant on ModDB like I used to be. Definitely not done working on warfare, not by a long shot.

Good karma+5 votes
werejew
werejew - - 1,451 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

You're running on 1.4.12. Warfare is only compatible with 1.4.22, which only exists as a patch in the downloads section.

Good karma+1 vote
werejew
werejew - - 1,451 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

Yup, that's likely it. Try disabling offline combat for mutants, that will very very likely increase their quantity and will make territory you own still dangerous (otherwise your own squads will likely kill mutants after they spawn or when they begin moving to a new location).

Also, in the warfare options menu, there are three options:

Max monster squads per level
Min monster respawn
Max monster respawn

Now, max monster squads per level will only STOP mutants from spawning, it won't stop them from moving into the territory and freeing up space in neighboring levels for other mutants to spawn. This COULD potentially lead to mutants propagating over time and taking up more of the zone with offline combat disabled, but it'd only be lairs still ultimately.

Min monster respawn and max monster respawn are in-game minutes, so if you set min to 1, and max to 10, the level will attempt to spawn a new mutant squad somewhere between 1 and 10 in game minutes.

Good karma+1 vote
werejew
werejew - - 1,451 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

It does nothing. I shouldn't have left it in the options menu at all (or at least made it much more clear it does nothing lol).

I'll have it in this weekend. As for mutants, what issues are you seeing with them?

Good karma+1 vote
werejew
werejew - - 1,451 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

Warfare relies on weapon packs for handling loadouts. Warfare deals with increasing equipment by increasing the chances higher leveled squads will spawn when factions own more resource points. So if the weapon pack you're using uses character_desc_general.ltx, then it'll use whatever is in there, and ifs using a random loadout script, that'll handle weapons instead.

Good karma+1 vote
werejew
werejew - - 1,451 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

I'll have to go in and make him invincible.

Good karma+1 vote
werejew
werejew - - 1,451 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

Its likely not that; warfare has no need for compatibility patches with the major weapon packs.

I would make sure you're running warfare 1.4.22. I'd wager that you're running 1.4.12 or something.

Good karma+1 vote
werejew
werejew - - 1,451 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

I didn't think it would work at all lol. Yeah I'll get that in as well.

Good karma+1 vote
werejew
werejew - - 1,451 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

I just got distracted with learning how to use the spring framework and ****; trying to do a lot in my free time lol. I'll be updating warfare this weekend though.

Good karma+1 vote
werejew
werejew - - 1,451 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

I'll add some extra options to control offline combat behavior in regards to dynamic relations. Probably just display them near the top of the options when warfare detects dynamic relations. I'll get that implemented this weekend.

Good karma+1 vote