Updated to 0.4.1! Fixed assorted issues with 0.4.0. Notable: Boom renamed to Boomer to fit name conventions. Health lowered from 100 to 60. Crasher missile speed increased from 40 to 50, damage increased from 160 to 245. Leveler turret turn rate increased slightly. Energy plant cost increased by 100, energy production increased by 325. Health decreased by 50. Stomper should be working again. No matter what I do, it either aims too low, too high, or doesn't aim at all (What happened here). Ideally it should go over walls but the projectile should take no more than 1.5 seconds to hit its target. Sunfish and Seabass speed increased from 10 to 12.
The mod now has a page here: Statera balance mod I copied the description from the OP for now, and the changelog is a little rough. Can you get together some representative media of the game (images or video) in its current state that I can add to the page please? I would add the existing videos, but I don't know if they're new enough to be representative. In particular, images representing things that differentiate the balance from vanilla, that are certain to stick around, would be great (saves constantly updating the page). I would get them myself, but I don't have an intimate knowledge with the mod, so don't know what is representative, and what will stick around.
Been messing with the mod a little, and the Lobber seems unable to attack targets at range. It will expend the shot and recharge but the shot doesn't actually fire out of the end. It seems to function at short range.
I played a game against the AI just now and i was unable to us transports of any kind to pick up any of my units. Not sure if this is related to the mod or the current build but i thought it would be worth mentioning.
Of /any/ kind? Are you sure?.. that's odd, I know hover tank can't because we hadn't put it in yet, the commander can't be picked up by the basic transport as its too heavy (takes of five slots of the t2 transport) We'll have to go check it out! Also for future games, this isn't the best with ai yet, as it hasn't been taught to use our units at all.
Stuart I'm having an odd problem with the new bomber, it seems to be crashing my game. Either that, or my computer sucks and just happened to work (Finally) after disabling the mod. (Like I can't even get into the game without my PA crashing, I get to the lobby, load planet, then try... nuthin, even after multiple rejoins.)
By they way, to anyone interested, I'm working on a new bomber, thinking of making it a naval bomber. Here's what will hopefully be in soon: Edit: At the moment it's about the size of the T2 bomber, I might down size it to be about the size of t1 fighter or t2 fighter... or just some random in-betweener.
I think T2 if it's going to be specifically an anti-naval bomber; that's the sort of specialization I feel T2 was designed for.
Wing span wise it's about the same size, but the tail does go a bit further back than the Hornet's does.
Okay so I was pretty satisfied with where I was, but after some thought I decided it didn't have enough random useless triangles/squares (The PA's aesthetic it seems. ) So here we go! (With comparison to T2 bomber)