{"id":1832,"date":"2016-11-27T18:06:38","date_gmt":"2016-11-27T17:06:38","guid":{"rendered":"https:\/\/www.entropywins.wtf\/blog\/?p=1832"},"modified":"2018-07-31T14:06:11","modified_gmt":"2018-07-31T13:06:11","slug":"final-rush-pro-5","status":"publish","type":"post","link":"https:\/\/www.entropywins.wtf\/blog\/2016\/11\/27\/final-rush-pro-5\/","title":{"rendered":"Final Rush Pro 5"},"content":{"rendered":"<p>I&#8217;m happy to announce the immediate availability of the <a href=\"https:\/\/github.com\/JeroenDeDauw\/FinalRushPro5\/blob\/master\/README.md\"><strong>Final Rush Pro 5<\/strong><\/a> map for <a href=\"http:\/\/www.faforever.com\/\">Supreme Commander Forged Alliance Forever<\/a>. During the past few weeks I&#8217;ve been reworking version 4 of the map, and have added many <strong>new features<\/strong>, fixed some bugs and <strong>improved balance<\/strong>\u00a0in the team vs team modes.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" data-attachment-id=\"1822\" data-permalink=\"https:\/\/www.entropywins.wtf\/blog\/2016\/10\/29\/refactoring-horrible-lua-code\/final-rush-pro-5-large\/\" data-orig-file=\"https:\/\/www.entropywins.wtf\/blog\/wp-content\/uploads\/2016\/10\/Final-Rush-Pro-5.large_.png\" data-orig-size=\"256,256\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}\" data-image-title=\"final-rush-pro-5-large\" data-image-description=\"\" data-image-caption=\"\" data-medium-file=\"https:\/\/www.entropywins.wtf\/blog\/wp-content\/uploads\/2016\/10\/Final-Rush-Pro-5.large_.png\" data-large-file=\"https:\/\/www.entropywins.wtf\/blog\/wp-content\/uploads\/2016\/10\/Final-Rush-Pro-5.large_.png\" class=\"alignright wp-image-1822\" src=\"https:\/\/www.entropywins.wtf\/blog\/wp-content\/uploads\/2016\/10\/Final-Rush-Pro-5.large_.png\" alt=\"final-rush-pro-5-large\" width=\"178\" height=\"178\" \/>Version 4 has a Game Mode setting with\u00a0Paragon Wars, Survival\u00a0Versus, Normal and 4 different difficulties of Survival Classic. Version 5\u00a0has a dedicated Survival Difficulty setting, so it&#8217;s not possible to change the difficulty for Survival Versus. Furthermore, a ton of <strong>new lobby options<\/strong> have been added that allow changing the delay of the various tech level waves, their frequency, how quickly the units should gain health, how often random events should happen, etc. This gives you much <strong>greater control over the difficulty<\/strong> in all survival modes, and\u00a0adds a lot of replayability by enabling alteration of\u00a0the nature of the challenge the map provides.<\/p>\n<p>The team vs team modes, Survival Versus and Paragon Wars, both had some serious <strong>balance<\/strong> issues. In Survival Versus,\u00a0<strong>random events<\/strong> and bounty hunters would attack a random player. While that works fine in Survival Classic, in the modes with two teams, it makes things unfairly harder for a single team. I&#8217;ve observed this\u00a0several times, where suddenly one team gets whacked by a few random events even though they where doing better than the other team. In this new version, random events and bounty hunters <strong>target a random player from each team<\/strong>.<\/p>\n<p>In <strong>Paragon Wars<\/strong>, the issue was that the <strong>civilian base<\/strong> protecting the Paragon Activator would be <strong>randomly constructed<\/strong>. Within a certain bounding box, the Paragon Activator and a bunch of\u00a0defensive structures would spawn. This means the Activator could be at the far side of the bounding box, and the\u00a0defenses mostly on the other side, making it a lot <strong>easier for one team<\/strong> to approach the Activator than for the other. Now the base is entirely <strong>symmetrical<\/strong> (using a circular layout) and spawns at the exact <strong>center of the map<\/strong>.<\/p>\n<p>Version 4 had 6 working lobby options, while version 5 has 23. Besides the new difficulty related options, it is now possible to <strong>turn off aspects of the game<\/strong>. For instance, you can now completely disable random events, MMLs and &#8220;aggression tracking&#8221; (punishing of fast tech, high eco and aggressive ACU placement).<\/p>\n<p>Some significant <strong>bug<\/strong>s were fixed, most notably\u00a0<strong>Paragon Wars<\/strong> not working\u00a0correctly when playing with <strong>less than 8 people<\/strong>. You can now play it 2v2, 4v1 or however else you see fit.\u00a0Another thing that was fixed is the <strong>Auto\u00a0Reclaim<\/strong> option, so there is no more need for the Vampire mod.\u00a0Unlike the mod, this option allows you to <strong>specify how much<\/strong> resources you should get, all the way from none, to over 9000% (that is an actual value you can select yes).<\/p>\n<p>Another mod that is no longer needed is the FinalRushPro3 itself. You now just need the map, and it will <strong>function properly<\/strong> <strong>without any mods<\/strong>. Due to removing integration with the FinalRushPro3 mod, the special UI is no longer present. In a lot of cases it did not work properly anyway and just took up space, and I&#8217;ve not gotten around to making a better replacement yet.<\/p>\n<p>You can <a href=\"https:\/\/github.com\/JeroenDeDauw\/FinalRushPro5\/#final-rush-pro-5\">download the map as a zip<\/a>. Unfortunately the FAF map vault infrastructure is rather broken, so I&#8217;ve not been able to upload the map to the vault. Hopefully this gets resolved soon.<\/p>\n<p>For a full list of changes, see <a href=\"https:\/\/github.com\/JeroenDeDauw\/FinalRushPro5\/blob\/master\/README.md\">the readme<\/a>. I got a number of <a href=\"https:\/\/github.com\/JeroenDeDauw\/FinalRushPro5\/issues\">ideas for future enhancements<\/a>, which might become part of a version 5.1, 5.2, etc. Feel free to <a href=\"https:\/\/github.com\/JeroenDeDauw\/FinalRushPro5\/issues\/new\">submit your own feature requests<\/a>!<\/p>\n<p>If you&#8217;re interested in how I\u00a0went about creating version 5 from a technical point of view, see my post on\u00a0<a href=\"https:\/\/www.entropywins.wtf\/blog\/2016\/10\/29\/refactoring-horrible-lua-code\/\">Refactoring horrible Lua code<\/a>.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I&#8217;m happy to announce the immediate availability of the Final Rush Pro 5 map for Supreme Commander Forged Alliance Forever.&hellip;<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":true,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[5,8],"tags":[24,32,411,435,95,433,181,219,252,434],"class_list":["post-1832","post","type-post","status-publish","format-standard","hentry","category-gaming","category-software","tag-aod","tag-art-of-defence","tag-faf","tag-final-rush-pro","tag-forged-alliance","tag-forged-alliance-forever","tag-open-source","tag-rts","tag-supreme-commander","tag-survival"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.0 - 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This has been a ton of fun so far, and I learned many new things about Lua that I'd like to share. Such\u00a0Horrible Code The code in question is that of a scripted Supreme Commander Forged Alliance Forever\u2026","rel":"","context":"In &quot;Gaming&quot;","block_context":{"text":"Gaming","link":"https:\/\/www.entropywins.wtf\/blog\/category\/gaming\/"},"img":{"alt_text":"","src":"https:\/\/i0.wp.com\/www.entropywins.wtf\/blog\/wp-content\/uploads\/2016\/10\/final-rush-loc.jpg?resize=350%2C200&ssl=1","width":350,"height":200},"classes":[]},{"id":834,"url":"https:\/\/www.entropywins.wtf\/blog\/2010\/05\/19\/supreme-commander-strategic-warfare-3\/","url_meta":{"origin":1832,"position":1},"title":"Supreme Commander: Strategic Warfare 3","author":"Jeroen","date":"2010-05-19","format":false,"excerpt":"Two days back I did the effort of recording a replay (download) of a Supreme Commander Forged Alliance game I did a little over a month back. 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It's been said that it is to Star Craft what\u2026","rel":"","context":"In &quot;Gaming&quot;","block_context":{"text":"Gaming","link":"https:\/\/www.entropywins.wtf\/blog\/category\/gaming\/"},"img":{"alt_text":"Supreme Commander Fogred Alliance: Four Corners map","src":"https:\/\/i0.wp.com\/www.entropywins.wtf\/blog\/wp-content\/uploads\/2016\/01\/four-corners.jpg?resize=350%2C200&ssl=1","width":350,"height":200,"srcset":"https:\/\/i0.wp.com\/www.entropywins.wtf\/blog\/wp-content\/uploads\/2016\/01\/four-corners.jpg?resize=350%2C200&ssl=1 1x, https:\/\/i0.wp.com\/www.entropywins.wtf\/blog\/wp-content\/uploads\/2016\/01\/four-corners.jpg?resize=525%2C300&ssl=1 1.5x, https:\/\/i0.wp.com\/www.entropywins.wtf\/blog\/wp-content\/uploads\/2016\/01\/four-corners.jpg?resize=700%2C400&ssl=1 2x, https:\/\/i0.wp.com\/www.entropywins.wtf\/blog\/wp-content\/uploads\/2016\/01\/four-corners.jpg?resize=1050%2C600&ssl=1 3x"},"classes":[]},{"id":500,"url":"https:\/\/www.entropywins.wtf\/blog\/2009\/10\/25\/new-cc-generals-map\/","url_meta":{"origin":1832,"position":3},"title":"New C&#038;C Generals map","author":"Jeroen","date":"2009-10-25","format":false,"excerpt":"I've created a new version of an unique C&C Generals map that introduces the player to a totally new experience in the game. In essence, the map, called [extreme] buggy survival, is a so called 'AoD map'. AoD stands for 'Art of Defence', and is a type of map where\u2026","rel":"","context":"In &quot;Gaming&quot;","block_context":{"text":"Gaming","link":"https:\/\/www.entropywins.wtf\/blog\/category\/gaming\/"},"img":{"alt_text":"","src":"","width":0,"height":0},"classes":[]},{"id":1669,"url":"https:\/\/www.entropywins.wtf\/blog\/2016\/04\/30\/name-all-the-things\/","url_meta":{"origin":1832,"position":4},"title":"Name All The Things!","author":"Jeroen","date":"2016-04-30","format":false,"excerpt":"I've created a new release of the \"NameStuff\" mod for Supreme Commander Forged Alliance, now titled \"Name All The Things\". So no, this is not a post where I rant about good variable naming :) The mod automatically sets names for your units, which can change based on their status.\u2026","rel":"","context":"In &quot;Gaming&quot;","block_context":{"text":"Gaming","link":"https:\/\/www.entropywins.wtf\/blog\/category\/gaming\/"},"img":{"alt_text":"","src":"https:\/\/i0.wp.com\/www.entropywins.wtf\/blog\/wp-content\/uploads\/2016\/04\/atn-game2.png?resize=350%2C200&ssl=1","width":350,"height":200,"srcset":"https:\/\/i0.wp.com\/www.entropywins.wtf\/blog\/wp-content\/uploads\/2016\/04\/atn-game2.png?resize=350%2C200&ssl=1 1x, https:\/\/i0.wp.com\/www.entropywins.wtf\/blog\/wp-content\/uploads\/2016\/04\/atn-game2.png?resize=525%2C300&ssl=1 1.5x, https:\/\/i0.wp.com\/www.entropywins.wtf\/blog\/wp-content\/uploads\/2016\/04\/atn-game2.png?resize=700%2C400&ssl=1 2x"},"classes":[]},{"id":314,"url":"https:\/\/www.entropywins.wtf\/blog\/2009\/08\/13\/final-changes-for-maps-and-sm-0-3\/","url_meta":{"origin":1832,"position":5},"title":"Final changes for Maps and SM 0.3","author":"Jeroen","date":"2009-08-13","format":false,"excerpt":"Maps and Semantic Maps are almost ready for release now, with all but some small issues resolved. As a follow up to my 2 previous posts about both the structural changes and new feature in maps, this one will address the things changed or added since then. 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