MIRAGE 2.5.7

A custom mode with cool features including the SEAS as a playable nation
(knows also as Funmode)
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MrMorgana
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MIRAGE 2.5.7

Post by MrMorgana »

MIRAGE 2.5.7

>>> DOWNLOAD <<<

Since there were many balancing related changes, gameplay improvements and bugfixes in this version (and most people don't care about reading ReadMe.txt after the installation has finished, so that they are uninformed about these, but are often times suprised seeing new or changed things) i thought i should post the change log also here, at least a few more people would know about them this way

ChangeLog:
------------------

General:
  • Fire damage frequency has been decreased (from ticking each second it does now every 2 seconds)
  • Probably fixed a bug causing client crashes using group hotkeys in certain situations
  • Players without any hq or population buildings/units, will have a minimal of 2 population capacity (so like dustrider can still produce a mobile hq, if they only have a small farm left)
  • Fixed zeppelin corpse's bug, which caused the wreck to move higher first, only then to sink
  • Inventing epoch 2 was too fast for AI (since 2.5.3 probably) so it has been restored to original settings
  • English help file about heroes had parsing error (missing tag), that was why heroes had no names or descriptions -> this has been fixed
  • Some animals (like kentrosaurus, parasaurolophus units of dc) had gfx issues becaue of scripting error -> the problem is fixed
  • Formerly if the player wanted to level up a unit by 2 levels (like from AC level 1 to 3) while there were no free slots in the level between (in this case AC level 2) only with a drag-and-drop action on the pyramid card could this be done -> from now on, right clicking on the pyramid (AC) card, or using the level up command bar button will level up the selected unit to the closest level, if it has a free slot (and the player has enough skulls to do so)
  • From now on, if a player gives his ally shared unit control or takes it back, both players will receive text message about it
  • Set rally point button in command bar could only set the rally target to a position, but not to a target, like a building -> from now on, if the hit object at left clicking is a building, the building itself will be the target
  • Even if a trade building's rally point was set to an own or allied trade building, the newly produced trade units didn't start the trade route immediately, but only after a couple of seconds, while targeting the building which produced them -> this has been 'fixed'
  • If a water trade unit started its route to the target building, but this building has changed its position (floating harbour or carrier) the trade unit once arriving at the target's old position, made the profit and started its way back, although at that location there was nothing to trade with anymore ('the building swam away') -> this has been fixed (if the target building isn't there anymore, the trade unit will go to the target again
  • Zeppelin's boarding mechanic has been changed, so that the potential passengers gather to the same location, while the zeppelin moves to there
  • The last 5 IP addresses (which the player has joined to) are saved from now on, and can be selected in the Join Direct IP window (multiplayer) in a droplets (the number of saved addresses can be increased manually in Settings.cfg)
  • In multiplayer window (opened from main menu) the Internet button has been removed, since gamespy doesn't provide paraworld services anymore -> the Starting button from now on will be Host IP, next will be Join IP and the last is LAN
  • Defence values can be from now on 100(%), which results in full protection against attacks without armour piercing
  • Diplomacy changes didn't update effect regions (like warcry, warpaint) which was at the very least unfortunate, but in some cases (like smoke tower's hiding) really bad -> this issue has been solved :)
  • Resurrection started cool down for all abilities of the unit which was brought back to life -> from now on, only the cool downs the unit really had before death will be continued after resurrection
  • Added some basic descriptions to the new hero abilities (they could still be described better)
  • Zeppelin of all tribes got nerfed -> hitpoints have been decreased from 1200/1300/1500/1800/2300 to 200/300/500/800/1300
  • Initial search radius for finding wood to harvest has been increased from 5 to 15 m
  • After clicking on the 'Abandon Game' button in game menu a message box will popup, and ask if the player really wants to abandon the game, so that miss-clicks in game menu won't result in premature game endings (at least less often)
  • Delete function can be disabled in options menu -> change applies to both Delete key on keyboard and Del button in command bar
  • Updated a trigger action mechanic, which handled ownership changes (like the player gets units and villages under his control), so that many mission maps will be playable again
  • Updated some other new game mechanics as well, which rendered many campaign missions unplayable
  • Toolkit artefact's effect was not loaded correctly from a save game (mirage related problem) -> this has been fixed
  • From now on repairing buildings takes only half the time than before. Repairing walls or gates is 6 times faster than before
  • After clicking on the 'Retry Game' button in game menu a message box will popup, and ask if the player really wants to retry the game, so that miss-clicks in game menu won't result in accidental game retries (at least less often)
  • Changed how weapon frequency data is displayed in info window's tooltip, so that will be easier to understand (formerly it showed a real number value, like 2.00000, now it will say 30 attacks per minutes)
  • Tower upgrades (nm, dr and dc) conflicted with the figting task of the respective tower -> this has been fixed
  • Updated copyright's date from 2012 to 2014 at several occurances
AI:
  • AI players will use flying units (nm and dr pteranodons, battle cruiser) from now on
  • Changed army composition of dustrider AI, so that it will produce more Titans (hopefully)
  • Dustrider AI couldn't place any animal farms (small/medium/huge) since version 2.5.3, which rendered them practically useless -> this has been fixed
Heroes:
  • If a player is annihilated, abandoned the game or got disconnected while having Babbit's mobile suit, then a normal Babbit got created in the player's ownership -> this has been fixed
  • Babbit and his Mobile suit can't be frozen while performing jetpack action anymore
  • Bribe ability of Miyagi had some problems, which have been fixed
  • Graveyard ability was way too strong, so it got nerfed -> only 5 zombies are produced from a single gravestone at a time
  • Zombies from graveyard won't attack wild animals on their own from now on -> this has caused way to much server work and with is lagging in some cases (at nests which immediately spawned new animals once any has died)
  • Arch Druid's level 5 ability, Sacred forest gas been replaced by Fatal Bonds (the forest created by previous ability wasn't blocking the path, so one of its main function was not working, without it, it's a pretty much useless ability, besides, if it was working (could be done) it would be OP)
  • Anesthetic dart ability had various scripting shortcomings -> these have been fixed
Dragonclan:
  • Battle cruiser was only producible as a level 1 unit, instead of 2 -> this has been fixed
  • If a Seismosaurus (in explosive payload mode) was ordered to attack the scape, and was upgraded into high impact payload mode, the titan still attacked the scape, although it didn't deal area damage anymore -> this has been fixed
  • Upgrade of High impact payload mode and explosive payload mode couldn't be cancelled by right clicking the icon, only by pressing the Backspace key -> this has been fixed
  • Jitter of Battle Cruiser was removed, since the unit doesn't deal area damage anymore
  • Attack frequency of Battle Cruiser has been increased (from 15 attacks/minute to 30)
  • Battle Cruiser's weapon damage has been changed (from 6/12/20/30/50 to 10/20/30/50/90)
  • Purification's channelling time is decreased from 7 to 5 seconds
  • Monk can be produced only on level 3 (again)
  • Battle cruiser didn't get icons for vehicle damage upgrades -> this has been fixed
Dustriders:
  • If normal Taslow towers and Taslow towers upgraded from small or medium towers were selected together, the Taslow tower upgrade was still visible -> this has been fixed
  • If a small tower and a medium tower upgraded from small tower (or normal Tesla~ and Tesla~ upgraded) were selected together, changing the focus (with Tab key) didn't update the info window (and many other things neither) -> this has been fixed
  • Double clicking on upgraded towers many times selected also different towers together -> this has been fixed
  • If to a selection of small towers was added a medium tower (or vice versa the whole...), after changing the focus to medium tower and clicking (or using hotkey) on the Taslow tower upgrade, didn't start the upgrade, while individual producing option was enabled -> it is been fixed (the problem (probably) was also with different dr animal farms in the same selection)
  • Feign death upgrade was moved from huge farm to small farm (for hotkey's sake) in version 2.5.3, but was not listed in the change log
  • Carcha nest could spawn maximal 4 animals -> from now on it can only 3
  • Pteranodon rider's weapon damage has been changed (from 5/15/25/35/60 to 5/15/25/45/85)
  • Pteranodon rider can't be frozen anymore
  • From now on if a player sets mobile centre or mobile camp to be a rally point for newly workers, the workers will start collecting automatically the closest resources
  • Allosaurus-Brachiosaurus swap (with all the upgrades together) has been changed back
  • Brachiosaurus siege is from now on producible from the huge farm (again) and on AC level 3
  • Huge farm is buildable from epoch 2, but can only produce siege brachio on epoch 2
  • Weapon builder is buildable from epoch 2
  • Shaman can be produced only on level 3 (again)
  • If the player started the 'tear down' (recycling) of a tower, that tower couldn't attack -> from now on, it can even during the recycling
Norsemen:
  • Meteor upgrade at temple didn't have any hotkey -> it has now: 'M'
  • Ballista Pteranodon doesn't have armor piercing anymore
  • Ballista Pteranodon's weapon damage has been increased (from 5/15/25/45/85 to 15/25/35/55/95)
  • Jetpack warrior can't be frozen while performing jetpack action anymore
  • Jetpack warrior can't be frozen while he is flying, ascending or descending
  • Ballista Pteranodon can't be frozen anymore
  • Battle ram doesn't have special armour (reducing projectile damages) anymore
  • Battle tank doesn't have special armour (reducing projectile damages) anymore
  • Battle ram's ranged defence is 90 from now on
  • Battle tank's ranged defence is 90 from now on
  • Battle rhino's pennant effect won't work on the rhino itself, so to have pennant effect on a battle rhino, at least 2 rhinos must be close to each other
  • Druid can be produced only on level 3 (again)
  • Point buy bug of steam tank (from 2.5.3) has been fixed
SEAS:
  • Exo flamethrower's fire damage (vs buildings) has been reduced for each level (from 30-30-40-50-100 to 10-20-30-40-60)
  • Stinger in fighter mode can't be frozen anymore
  • Upgrade of fighter mode and assault mode couldn't be cancelled by right clicking the icon, only by pressing the Backspace key -> this has been fixed
  • Medic can be produced only on level 3 (again)
  • Added new sound set for Cyborg Titan (from sc2)
  • Construction costs of seas healing well were way too low (10 wood + 10 stone (probably stayed so after a testing)) -> the costs are now 250 wood + 100 stone
  • If immortality protocol is researched, the level 7, 8 or 9 AI players will automatically start the repair sequence
  • Fixed reactor core producing system (it only worked properly with normal producing, not with individual one)
  • Added basic icon and description for all robot-wreckages
and its still possible i left out some changes, sorry for those ^^
jiajia
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Re: MIRAGE 2.5.7

Post by jiajia »

Sometime AI is No response

In Skirmish. Game Start. But Sometime AI is No response, AI unit cant move cant build cant do anything...
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Scrat
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Re: MIRAGE 2.5.7

Post by Scrat »

wonderful, looking forward to downloading :D

@ jiajia did you set the AI to passive, then they don't do anything.
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Re: MIRAGE 2.5.7

Post by jiajia »

Scrat wrote:wonderful, looking forward to downloading :D

@ jiajia did you set the AI to passive, then they don't do anything.
I set the AI to Random
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Re: MIRAGE 2.5.7

Post by MrMorgana »

jiajia wrote: I set the AI to Random
Random in Mirage can only be Defensive, Balanced or Offensive, but not passive (the ServerApp.usl doesn't allow random to become passive)
but the ai can still be sometimes broken (i play almost always vs balanced and very rarely it does nothing)
jiajia
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Re: MIRAGE 2.5.7

Post by jiajia »

MrMorgana wrote:
jiajia wrote: I set the AI to Random
Random in Mirage can only be Defensive, Balanced or Offensive, but not passive (the ServerApp.usl doesn't allow random to become passive)
but the ai can still be sometimes broken (i play almost always vs balanced and very rarely it does nothing)
CEP and Mirage can't setup together?
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Re: MIRAGE 2.5.7

Post by Scrat »

cep and mirage are two different mods, you can only play one at a time.
jiajia
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Re: MIRAGE 2.5.7

Post by jiajia »

If AI(Balanced) Level is set 9, AI's Worker only Collect stone, don't Collect wood or food
If AI(Balanced) Level is set 8,7,6... AI's Workers are no problem
I test it in MAP "Apokalyptisch" .

In Mirage Skirmish, Default AI is 9 ... It is so hard !
I think Default AI must be 5 or 6
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Re: MIRAGE 2.5.7

Post by MrMorgana »

jiajia wrote:If AI(Balanced)In Mirage Skirmish, Default AI is 9 ... It is so hard !
I think Default AI must be 5 or 6
well
the difficulty was previously (original game and boosterpack) 5 always by default
in mirage the default ai difficulty is called from settings.cfg (if the corresponding node and value exists) otherwise its set to 9 by default, but you can change it before every match. just with the other guys (Tric, Adder, Anakey, Arvinder, simmi, etc) we are almost always playing vs level 9 ai, so its easier to have it on level 9 by default
to have it set to 5 automatically, you need to create an entry in your settings.cfg -> Server/GameplayOptions/DefAI
and the value should be 5 or 6, as you would like
its should look like this:
DefAI.jpg
Marcel Schramm
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Re: MIRAGE 2.5.7

Post by Marcel Schramm »

hi, i have question: has anybody of you an older version of this mode? in the old one, there is a special unit, with that you can train wild dinosaurs and you control them. thats why i search for an older version.
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PhelX
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Re: MIRAGE 2.5.7

Post by PhelX »

This ability is included in 2.5.7 too
stina can use it once she reached level 4
It's called "domestication"
Last edited by PhelX on Sat May 10, 2014 18:24 pm, edited 1 time in total.
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Re: MIRAGE 2.5.7

Post by PhelX »

And when you use the supply system she doesn't occupie a slot in the armycontroller :wink:
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Re: MIRAGE 2.5.7

Post by Marcel Schramm »

Thank you
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Re: MIRAGE 2.5.7

Post by PhelX »

It was a pleasure :)
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Re: MIRAGE 2.5.7

Post by PhelX »

Is it MIRAGE that makes the animals stand near the borders of their territory all the time?
Or is it another problem caused by something different?
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MrMorgana
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Re: MIRAGE 2.5.7

Post by MrMorgana »

PhelX wrote:Is it MIRAGE that makes the animals stand near the borders of their territory all the time?
Or is it another problem caused by something different?
its a Mirage specific problem, but because a mistake in the original code (which i already fixed in the test version)
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PhelX
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Re: MIRAGE 2.5.7

Post by PhelX »

Do You mean test version of 2.5.8 ?
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MrMorgana
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Re: MIRAGE 2.5.7

Post by MrMorgana »

PhelX wrote:Do You mean test version of 2.5.8 ?
yep
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Re: MIRAGE 2.5.7

Post by PhelX »

Thats fine
I started to wonder where all my animals were because the regions of my maps are big and so the whole herd concentrated near the border 8)
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Re: MIRAGE 2.5.7

Post by PhelX »

By the way should I upload the translation official so it is a second download next to the Mod itself or is it going to be included in the mod-main-download?
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Re: MIRAGE 2.5.7

Post by MrMorgana »

PhelX wrote:By the way should I upload the translation official so it is a second download next to the Mod itself or is it going to be included in the mod-main-download?
it will be included
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Re: MIRAGE 2.5.7

Post by PhelX »

Why are the rivers in jungle setting purple and white? I didn't recognize this yet because there are only a few jungle-maps with rivers ...
Is it a MIRAGE specific problem or not.
I think it is since I installed CEP too. Did it mess up or something like that?
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AnthonyCole
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Re: MIRAGE 2.5.7

Post by AnthonyCole »

River Textures are sometimes buggy, especially in the Editor. Might disappear when you place a new river object.
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Re: MIRAGE 2.5.7

Post by PhelX »

No it doesn't work !
And I didn't edited Mission 9 or Waidach Kreidezeit too ... :(
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Re: MIRAGE 2.5.7

Post by MrMorgana »

PhelX wrote:No it doesn't work !
And I didn't edited Mission 9 or Waidach Kreidezeit too ... :(
es ist keine Mirage-Problem, wahrscheinlich ist wegen deinem PC
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