- Description - Second Wave or unit addon is a medium-sized mod, which intends to expand on the core game's unit roster. Our goals: Improved late-game Better inter-terrain options More army options Very much work-in-progress mod, so expect changes and improvements. While this mod is playable with legion, this requires host to enable the merge feature (located on the left side of the screen when in community mods). - Changes - Gil-E can target Kempela Missiles Increased Energy Storage to 500,000 from 100,000 Glata Turret changed alt build to be spherical Flak Cannon changed alt build to be spherical - Credits - Anonemous2 - Models, Textures, Animations and unit implementation BillTheBlueBot - Models CyberPanda - Models Quitch - AI support Reckoner - AI implementation Github Repository Change Log - Units - Bots Rex (T1 Bot) - Mobile Anti-orbital launcher - Fires slow-moving homing missiles at orbital targets or drop-pods. Adorable but incapable of protecting itself. Base Metal Cost - 300 Max Health - 150 Navigation Move Speed - 14 Turn Speed - 720 Recon Sight - 100 Orbital Weapon Rate of Fire - 0.5 (Once every two seconds) Max Range - 180 Damage - 180 Splash Damage - 0 Velocity - 150 Anti-Drop-pod Weapon Rate of Fire - 0.25 (Once every four seconds) Max Range - 150 Velocity - 200 Stinger (T1 Bot) - Anti-Air Bot - Equipped with basic anti-air missiles. Base Metal Cost - 120 Max Health - 80 Navigation Move Speed - 16 Turn Speed - 360 Recon Sight - 80 Air Weapon Rate of Fire - 2 (Twice every second) Max Range - 100 Damage - 10 Splash Damage - 2 Splash Radius - 0.75 Velocity - 150 Centaur (T2 Bot) - Advanced Anti-Armor Bot - Does 200% damage against vehicles. High health, slow rate of fire. Priorities attacking advanced tanks. Base Metal Cost - 1000 Max Health - 1900 Navigation Move Speed - 12 Turn Speed - 60 Recon Sight - 120 Land Weapon Rate of Fire - 0.5 (Once every two seconds) Max Range - 130 Damage - 380 Splash Damage - 380 Splash Radius - 3 Velocity - 175 Armor Damage Vehicle - 2.0 (200% damage against vehicles) Vehicles Stalker (T2 Vehicle) - Stealth Attack Vehicle - Good vision, fast, adaptable, and equipped with small radar jammer. Has a rapid-fire/splash cannon. Attacks surface targets. Base Metal Cost - 600 Max Health - 500 Navigation Move Speed - 18 Turn Speed - 250 Recon Sight - 140 Radar Jammer Radius - 15 Land Weapon Rate of Fire - 2 (Twice every second) Max Range - 110 Damage - 75 Splash Damage - 50 Splash Radius - 5 Velocity - 120 Naval Kampela (T1 Naval) - Anti-Orbital Ship - Long range with radar. Equipped with tactical missiles. Attacks land, sea, and orbital targets. Base Metal Cost - 550 Max Health - 750 Navigation Move Speed - 10 Turn Speed - 75 Recon Sight - 150 Radar - 250 (Uses energy) Land/Orbital Weapon Rate of Fire - 0.25 (Once every four seconds) Max Range - 220 Damage - 250 Splash Damage - 0 Velocity - 120 Anti-Drop-pod Weapon Rate of Fire - 0.2 (Once every five seconds) Max Range - 180 Velocity - 200 Air Swordfish (T1 Air) - Basic strafer - Fast. Equipped with two cannons and a torpedo launcher. Attacks land, sea, and undersea targets. Base Metal Cost - 500 Max Health - 300 Navigation Move Speed - 70 Turn Speed - 70 Recon Sight - 150 Land Weapon Rate of Fire - 2 (Twice every second) Max Range - 120 Damage - 30 Splash Damage - 0 Velocity - 125 Sea Weapon (Unable to target Hover or WaterHover) Rate of Fire - 0.6 (Once every five-thirds of a seconds) Max Range - 100 Damage - 140 Splash Damage - 0 Velocity - 30 Pegasus (T2 Air) - Interplanetary Air Transport - Load a land unit to transport for snipes or expansions. Jams radar in a tiny radius around itself. Base Metal Cost - 420 Max Health - 310 Navigation Move Speed - 75 Turn Speed - 120 Interplanetary travel Recon Sight - 120 Radar Jammer Radius - 10 Orbital Andreas (T1 Orbital) - Orbital Attack Platform - Equipped with a rapid-fire beam weapon. Good against weak targets. Low healthed. Base Metal Cost - 900 Max Health - 180 Navigation Move Speed - 25 Turn Speed - 90 Recon Sight - 40 Land Weapon Rate of Fire - 1.5 (Once every two-thirds of a second) Max Range - 100 Ammo Capacity - 3000 Ammo Demand - 200 (energy) Ammo per Shot - 400 Damage - 100 Splash Damage - 0 Velocity - Hitscan Factory Fabrication Tower (T1 Factory) - Can build structures, and assist in construction. Durable. More efficient than other fabricators. Base Metal Cost - 400 Max Health - 1500 Recon Sight - 100 Build Arm Max Range - 75 Metal Usage - 18 Energy Usage - 1000 Advanced Fabrication Tower (T2 Factory) - Can build structures, and assist in construction. Durable. More efficient than other fabricators. Base Metal Cost - 2000 Max Health - 5000 Recon Sight - 100 Build Arm Max Range - 100 Metal Usage - 75 Energy Usage - 2250 Combat Pounder (T2 Combat) - Artillery - Long range for siege and area denial. Attacks land and sea targets. Base Metal Cost - 2000 Max Health - 2500 Recon Sight - 100 Land Weapon Rate of Fire - 0.2 (Once every five seconds) Max Range - 245 Damage - 1000 Splash Damage - 800 Splash Radius - 10 Velocity - 150 Anti-Missile Tower (T2 Combat) - Anti-Missile Tower - Dedicated anti-missile defense. Base Metal Cost - 1200 Max Health - 1500 Recon Sight - 160 Anti-Missile Weapon Rate of Fire - 5 (Five times every second) Max Range - 120 Ammo Capacity - 4000 Ammo Demand - 200 (energy) Ammo per Shot - 400 Velocity - Hitscan Utility Metal Generator (T1 Utility) - Produces metal, but drains vast amounts of energy. Not worth building if you can't provide the energy. Base Metal Cost - 350 Max Health - 650 Production Metal - 2 Consumption Energy - 1250 Recon Sight - 100 Solar Cell (T1 Utility) - Can produce energy for little initial metal, but takes up alot of space and is quite vulnerable. Base Metal Cost - 100 Max Health - 75 Production Energy - 175 Recon Sight - 50 Advanced Metal Generator (T2 Utility) - Produces metal, but drains vast amounts of energy. Not worth building if you can't provide the energy. Base Metal Cost - 2000 Max Health - 4000 Production Metal - 10 Consumption Energy - 5625 Recon Sight - 100 Advanced Energy Storage (T2 Utility) - Increases maximum Energy storage capacity. Base Metal Cost - 1200 Max Health - 24000 Storage Energy - 5,000,000 Recon Sight - 120 -Legion Units- Vehicles Lynx (T1 Vehicle) - Mobile missile launcher - Equipped with homing missiles. Only attacks air and Orbital. Base Metal Cost - 500 Max Health - 300 Navigation Move Speed - 10 Turn Speed - 180 Recon Sight - 150 Air/Orbital Weapon Rate of Fire - 4 (Four times every second) Ammo Capacity - 4 Ammo Demand - 1 (time) Ammo per Shot - 1 Max Range - 180 Carpet Fire Damage - 20 Splash Damage - 0 Velocity - 200 Armor Damage Orbital - 2.0 (200% damage against Orbital) Anti-Drop-pod Weapon Rate of Fire - 0.25 (Once every four seconds) Max Range - 150 Velocity - 200 Orbital Almaz (T1 Orbital) - Orbital Attack Platform - Equipped with a splash weapon. Good against weak targets. Low healthed. Base Metal Cost - 1200 Max Health - 210 Navigation Move Speed - 25 Turn Speed - 90 Recon Sight - 50 Land Weapon Rate of Fire - 0.75 (Once every four-thirds of a second) Max Range - 100 Ammo Capacity - 4000 Ammo Demand - 250 (energy) Ammo per Shot - 1000 Damage - 150 Splash Damage - 150 Splash Radius - 40 Velocity - 200 Factory Fabrication Turret (T1 Factory) - Can build structures, and assist in construction. Durable. More efficient than other fabricators. Base Metal Cost - 600 Max Health - 2000 Recon Sight - 100 Build Arm Max Range - 80 Metal Usage - 22 Energy Usage - 1500 Advanced Fabrication Turret (T2 Factory) - Can build structures, and assist in construction. Durable. More efficient than other fabricators. Base Metal Cost - 3000 Max Health - 7000 Recon Sight - 100 Build Arm Max Range - 110 Metal Usage - 90 Energy Usage - 3000 Utility Mass Generator (T1 Utility) - Produces metal, but drains vast amounts of energy. Not worth building if you can't provide the energy. Base Metal Cost - 350 Max Health - 650 Production Metal - 2 Consumption Energy - 1250 Recon Sight - 100 Advanced Mass Generator (T2 Utility) - Produces metal, but drains vast amounts of energy. Not worth building if you can't provide the energy. Base Metal Cost - 2000 Max Health - 4000 Production Metal - 10 Consumption Energy - 5625 Recon Sight - 100
Well this is certainly interesting. Is it balanced with the Legion expansion in mind, or are the two mods functionally incompatible?
Legion balance was not a consideration for this mod, but it should work with legion, assuming the merge option is used when activating the mods. Maybe at an latter date, a legion might receive some of its own addon units
You might want to add a bit about enabling the unit merge behaviour in Community Mods when using this with mods like Legion. I'd also recommend a changelog, or a link to one, as well as making a copy of this post on Steam.
Your Steam post is very lazy There's a button in the text editor that switches to the BB Code Editor, which provides you with the formatting Steam uses. Edit your main post, click that, boom, you have a complete Steam post (though you need to remove the quote marks around URLs, Steam doesn't like that). People don't follow links. I'd also recommend posting changelogs. It shows the mod is active, which is a plus for people.
there is ONE suggestion i have you may consider to put in ... which would be Hovercraftfactories, since those were a thing in TA and could make both naval and lavaplanetplay a bit more intresting ... may aswell include hovecraftfactory exclusive units the bot, tank and naval factory don´t produce one thing i´m not sure about is if it is such a good idea to already include t1 units like orbital antigroundunits and antiorbital ground and naval units ... especialy considering how the orbital launcher is often build quite a bit later than bot and naval factories this would potentionaly make it harder to get a invasion going in a lategame multiplanetmatch imo ...
We floated the idea of making tank factories buildable on water, but a full blown hover factory would require a lot of redundant unit roles to fill it out.
ok but wouldn´t that become troublesome with non amphibious tanks, trying to disable them from a floating factory or otherwise have the game bug out or tanks immediately be destroyed when building? And obviously you would not be able to build this on lavamaps .. so these Maps would still be pretty limited with just locusts and drifters, and not be realy any different from any landbased map without any chasms in it, were were groundunits could not operate in .. i of course don´t know what you already tried but i would think you would have to use a dedicated vehicle factory for that anyway even if you use the same 2 Vehiclefactorymodels, at the very least i THINK that would be easier .. i´m not a modder though so ... .. yea my personal idea/suggestion here would be to create just one Hovercraftfactorymodel useable on Land and water, that has a cost between a T2 factory, like maybe the navalfactory or vehiclefactory and the orbital launcher; and make it only buildable by constructers, not the Commander ... i don´t think it does require many units with redundant unitroles the general idea of the hoverfactory should be to bridge the gap were land can´t get into water and/or naval into land, and were naval can´t be build on and land not travers lava ... added benefit would be hover not beeing as vulnerable as air but also not as fast and/or flexible .. and technically you can already take 2 or 3 units into it, being the drifter at the very least, maybe the Kaiju, MAYBE the Locust ... otherwise i think a hoverconstructer, a hoverlongrangeunit (direct or indirect fire) and a Antiorbital hovercraft might be more than enough .. AA should come from the area it fights in instead bringing its own ..
So factories won't try to build a unit if it can't leave the factory (why naval factories made on land don't work except for kaiju), so effectively you can only build hover/amphibious land units on naval. We plan to add a t2 hover tank soon (just waiting on a good model, making unique looking hover units is hard). We won't break the consistently between t1 factories. If we added a hover factory, it should cost the same, have approximately the same power, be the same size and tech level, ect, as the other factories. And making units that are good against naval, but bad against land is challenging. Naval units have better range, dps, health, and sometimes speed. Without the use of alot of armor-type damage, hover would be difficult to balance. If a hover factory were to be made, it'd be its own mod.
uhh well unless it is a thing in your mod building a navalfactory on land is generaly not possible anyway, unless i missed something big .. never assumed any work ever to be easy fair enough, but personaly i would see a bit of a problem in how the metagame would escalate ok sure it´s theorycrafting on my side but .. like as mentioned before with the idea of the t1 antiorbital bot ... it might become an issue with how rather late the usual orbital platform gets build even in a multiplanetmatch with a orbital-launcher-rush .. in which case you would always have earlier access to Antiorbital ground than you would have to orbital units in general so the idea of extra creating 2 hoverfactories while being similarly priced to your other t1 and t2 factories might bring said issue were you may end up with a lot redundant unitroles having all the more a of a challange to keep the whole unitpool viable .. hence my thought on rather just havin one T1.5 or 1.75 specialised factory that doesn´t mess too much with the early game ballance .. doesn´t have to be armor-type .. i mean if it needs to be primarily antinaval wouldn´t be a mobile torpedolauncher like the obvious choice, similarly to a submerged commander and slammer? but yea .. the endless curse of trying to get ballance right ... yea kinda hoped someone would try that .... i THINK there was one started but discontinued unfortunately... ... that or a Titangantry ? it´s a bit of a personal petpeeve of mine how so many futuristic or near future RTS games are not willing to add that extra bit in flexibility like i think the only 3 examples i can think of would be Total annihilation which has said single hoverfactory, KKND and i think C&C Red Alert 3 .. though iirc KKND does not have naval and red alert has a lot of flexible units than a dedicated hoverfactory ..
Could make a t2 building where it changes the landscape around it to be water/lava/normal land solves the issue of hover factories figuring out. But then it brings about issues with balance and all, could do something where it's either a radius or between multiple points. Also pls add t2 walls just with more hp.