Mod ideas

Discussion in 'Mod Discussions' started by trialq, January 28, 2014.

  1. igncom1

    igncom1 Post Master General

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    Although that was only useful when they couldn't shoot at anything, which kinda contradicts their purpose.
  2. wondible

    wondible Post Master General

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    Cannon Fodder

    Disable nukes, and some or all orbital. Arrange everyone to start on a different planet as in Annihilaser Race. Astraus (alternate troop drops) and radar satellite (target selection) might be interesting (which could necessitate fighters), but if you want a teleporter, UC some troops. Or to get really crazy, disable teleporter and require mass UC buildups to invade.

    Cannomader

    Replace the commander with a unit cannon. Spit out some fabs and get to work, anywhere in the solar system. Biggest concern would be early snipes, so it might need some additional built-in weapons systems.

    https://forums.uberent.com/threads/unit-cannon-yard.66719/
    Last edited: December 24, 2014
  3. wondible

    wondible Post Master General

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    Last edited: December 11, 2014
    cola_colin likes this.
  4. cola_colin

    cola_colin Moderator Alumni

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    [​IMG]
    Do you have an idea why it has no texture?
  5. wondible

    wondible Post Master General

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  6. carn1x

    carn1x Active Member

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    Planet-wide order icons

    When viewing a unit or when "show all orders" mode (Capslock) is active, don't show planet-wide area orders on the overlay, and instead show an icon in the top left which may highlight the area and affected units when hovered, although this is really to just reinforce the purpose of the icon.

    Keyboard Shortcut Reference Card

    Would be useful for both in-game and in-editor, have a new keyboard shortcut that when held or toggled will fill the screen with a single or hover-tabbed page showing all bound keyboard shortcuts.

    Remember Custom Game / Skirmish settings

    Such as, remember the last system used if not random, remember the last AI difficulty

    Deselect all except type ____

    Either keyboard shortcut or icon to select all units of type (fab/land/air/naval/orbital) from the current selection
    Last edited: December 7, 2014
  7. wondible

    wondible Post Master General

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    I've created a list on the wiki so I don't have to page through all the tangents when looking for prior ideas or next projects.

    http://pawiki.net/wiki/Mod_Ideas
  8. wondible

    wondible Post Master General

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    Beachhead

    Make amphibious units buildable by the naval factory.

    https://forums.uberent.com/threads/beachhead.68357/

    Auto Economy UI

    The auto energy orders are probably still in the engine. Like line formations, the UI just needs to be restored.

    Engine support appears to be unavailable.
    Last edited: March 22, 2015
    carn1x likes this.
  9. duhreaper

    duhreaper Member

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    i claim the coveted title lord of the fireflies
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  10. nomadafirefox

    nomadafirefox New Member

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    Really I miss the submarines. More orbital units or structures would be great.

    Have anybody thought a Star Wars mod?
  11. radaxer

    radaxer New Member

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    is there a way or create a mod that shows kill stats or kills per unit ? like the original TA did. hold mouse over to see how many a unit destroyed.
  12. cola_colin

    cola_colin Moderator Alumni

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    not that I know of.
  13. wondible

    wondible Post Master General

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  14. wondible

    wondible Post Master General

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    Enemy Selection

  15. wondible

    wondible Post Master General

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  16. ViolentMind

    ViolentMind Active Member

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    How would anyone build any units to kill though, if there are no factories that can build units?

    Edit: Nevermind, just realized that it would not be the only factory type that could be built. :oops:
  17. trialq

    trialq Post Master General

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    @ViolentMind
    All the other factories are present, the suggestion adds one more.
  18. ViolentMind

    ViolentMind Active Member

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    Right, I think that I ninja'd you with my edit on that one. ;)
  19. xankar

    xankar Post Master General

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    Mod Idea/Request: Unit attack range always on when selected

    I find myself always holding control in order to discover my units attack range. Would it be possible to make a mod that enables the attack range when you select a unit? Much like how supreme commander did it
  20. wondible

    wondible Post Master General

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    I believe I've looked and it's handled entirely in the engine and we can't touch it right now.

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