This one is not going to be the easiest place to start learning. The clients will somehow need to send chat messages that get parsed by the host and stored in a json on the server (likely the system json). That would allow people to connect or F5 and still be able to read the messages that had already been sent. This is all so that I can track the picks and bans process from inside the lobby.
I gave the Quitch an anti-air, anti-orbital flak weapon Queller Cannon. It's not very powerful right now but it just gives me one more lever I can pull on to adjust the balance on this one.
Just had a game of this great fun, massive fan of the command that live in orbit with the epic ubercannon but with 2.5 min cool down.
If that commander turns out to be OP, I would probably make the cooldown even longer rather than nerf the weapon. I love the idea of having a super weapon that you need ti time perfectly and might even be afraid to use.
It is still a work in progress so I haven't released it anywhere. There are still three more commanders to make and then I need to get started on the user interface for the lobby. The Conundrum will be used in the Orbital Commanders round of Saturday's mini-mods tournament, though. I'm working on getting out an update to that now.
Added to PAMM This is still a work in progress, but I think it is ready to move beyond closed playtests. Every player should be using the UI mod for this. There are two game modes; Free pick: This is the default. Each player can select their commander as normal and use them in the game. People without the UI mod can play this, but they will not see the commander options correctly in the lobby. Pick rotation: The host gets a "Start picks button in the lobby. when everybody is ready, the host can press that button to start the pick rotation. At this point nobody can choose a commander unless it is their turn and no commander can be picked twice in each game. A team is randomly chosen to get first pick of their commander. After that, the picks rotate through the teams letting each team pick two commanders until everyone is finished.
The PRoeleert not being able to make walls was an oversight and will be corrected in the next update.
I highly recommend the Digital Deluxe DLC from Uber's store if you like this mod. It will unlock the PRoeleert as well as two upcoming commanders that I haven't added yet.
What do you have in mind? I have one that I am working on now but there are still two more that I haven't decided on yet.
On Steam this is $5 right now. The three commanders in that pack will all unlock separate commanders in this mod (only the PRoeleert is in the game so far).
I hope it will be Armalisk or Theta: Twice energy production. Can build T2 energy plant. Uber Cannon twice larger and stronger. Explosion at destruction twice larger and stronger. I will try think something yet.
I am trying to avoid changing the eco much if I can. A few commanders do make small changes to eco, but I think it would be very hard to balance and not as fun to play as a commander with a crazy gun. The bigger uber cannon AOE and stronger death explosion are certainly ideas that could be worked into one of the new commanders though.
The next commander will be a multi-unit transport amphibious vehicle. It will move very fast in straight lines, but with low acceleration and low turning speed. Combine it with a Martenus to quickly position snipers around the map or just load a couple other commanders into it and rush their base.
ok I see what you mean. That wouldn't be too bad then but I'm still not sure about it building t2 energy.