BrewLAN is a mod for Supreme Commander: Forged Alliance that has been in on and off development by a team of one for almost a decade. It adds a wide variety of new units for all factions, as well as offering several new game modes and features. The core design goals for the mod are simple; to add new, interesting, and visually aesthetic units which complement those already in existence and to maximise technical compatibility with other mods.
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EXP Factory Bug or Intended Feature? | Locked | |
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Jun 16 2019 Anchor | ||
I've encountered a behavior with the experimental factories and I'm not sure if it is a bug or if its designed to work this way. My friend and I enjoy the longer "slug fest" style game from time to time so we occasionally disable air units to make the game last longer. I recently started making a custom mod which would disable all air units except for scouts and transports. This works fine for normal air factories and direct build units (Soul Ripper, CZAR, etc). The issue that I am running into is that the BrewLAN experimental factories (AEON & UEF) can still build the flying experimentals despite my mod disabling them. In a human vs. human game, this wouldn't be a problem since we could just say "OK, don't build those...". Since we play against AI opponents, it becomes an issue since they will still build the flying EXPs (from the factories), but we can't build anything to counter them. Is this how the factories are designed to operate or is this a bug where they should be honoring the build restrictions? After looking through the various code files for the factories I think this would be a part of the BuildModeChange and/or the ChooseExperimental functions. Thanks, RoboticSith BrewLAN: V0.79 Blueprints file from my mod below: (I took several key parts from the "Build_Restrictions_Modpack" by MagicPower and changed them to my needs)
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Jun 17 2019 Anchor | ||
You're not actually restricting units with that script, you're removing build categories and you're not removing the Gantry build categories. I'm fairly sure you would also be able to build those units from those factories, well from the Aeon and UEF ones anyway. Edited by: Balthassar |
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Jun 22 2019 Anchor | ||
Thanks for the feedback. I completely missed that the Gantries had their own build categories. Adding those tags to my list gives me the result I was looking for. When I was testing this, I was actually seeing if I could build them since the AI would also be able to build them in that case. |
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Jun 22 2019 Anchor | ||
The AI can build stuff from the non-UEF gantries that players can't; while the UEF Gantry can toggle between air/land/naval freely, the Arthrolab is land only for players, the Independence Engine is air only for players, and the Seraphim one is naval only for players, but when used by the AI they lose their layer only restrictions, so you actually wouldn't necessarily have the same build list as the AI. On the ALT-F2 cheatspawn menu though, if you double click on an AI name, you take control of that AI and can see what they can see. I should also mention, one side effect of doing it that way; if there are any wreckage's on the map of units you don't want enabled, the Seraphim reconstruction engineer will be able to learn it's blueprint still. Only map I can think of where that'd be an issue is Ian's Cross with the CZAR wreckage. |
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