Yeah, it may be my mod breaking the game for some reason. I can't figure out why though. May need to just recreate the folder and do it again, didn't do much thankfully. Edit: Alright, this finally works. Had quite a bit of fun replacing the commander with the avatar commander.
Okay adding in an experimental testing build to the main post so people can muck around with some of the stuff... Commander given is the Avatar so you might want to disable AI eco because otherwise it'll build things like no tomorrow. ChangeLog: Given separate roles to all turrets: Single is sniper, double is all round, and triple is rapid fire low alpha. (Hopefully) added in a hover tank to t1 tank fac, I'd really appreciate conformation as I can't test it. (It'll have no icon.) Avatar is base comm for the moment (for testing purposes) T1 Bot AA now uses a modified dox weapon, it fires up into the sky with high damage shells. T2 Fighter now has wide AOE with low damage, decently slow movement speed and slow acceleration. Range is also limited. (may change range later.) (There might be more that I'm forgetting...) Please Note: This is a development test build, I really just want to test out if the hover tanks shows up... and felt like people might want to play around with some of the stuff.
I was using Tortoise SVN with Zombiefan564, we could commit then download without needing to upload the files anywhere nor download said files from anywhere, they just updated whenever we hit commit... It's a confusing process though. You could set up a git repo if you'd like to simplify things.
We now have a github! https://github.com/Stuart1998/Statera Reminder, if you want to help, send one of us a p.m.! @stuart98 @thetrophysystem @squishypon3 @zombiefan564
Version 0.2.0 has been released. We are still experimenting with many things. Much of the game is still unbalanced. The new name, Statera, means balance in latin.
Updated to version 0.2.1. What's new? Shotguns! Slammer is now a shotgun bot. Also, this mod is BradNicholson approved.
0.2.2 Includes some small balance changes to the previously unbalanced T2 veh. Play around with this please. We need your feedback!
Updated to 0.2.9 Fixed a bug with the combat fabrication boat, did a quick and dirty balance pass to T2 buildings, messed with other balance things.
Version 0.2.91 fixes a few issues with 0.2.9, notably nukes doing too much damage, battleships being OP, and peregrines not shooting.
I nerfed their cost to make them more accessible and meant to reduce their damage down to about 1/3 of its former amount. Evidently I forgot to change enough numbers.
I really don't know if you should do that honestly. It already takes two to take out an advanced factory. Edit: Like I said we shouldn't nerf the nuke that hard, it'd make more sense to just make a separate missile for lower damage higher aoe.
The way I see it: Halley: Complete area destruction. Nuke: Army destruction. Precision: Structure Destruction Might change this, or just add in a few types of nukes. Going to buff the precision missile a bit. Armor types mean that we can buff them vs structures without compromising them vs coms.
Why is nobody raiding? 10:00 mins into the game and there's a complete lack of interaction between players.