You were working on a fairly old branch and a bunch of stuff I did got reverted when you merged everything. I'd recommend copying over your naval bomber files, reverting everything you did, copying them back, and fixing the unitlist.json and build.js files.
Here, have a little internal build. I can't seem to get into the game, but I'm not sure if it's me, or the mod. Someone give this a try please. http://www.filedropper.com/balancedannihilation Ooh and it has the naval bomber in it. I think it's in the basic though.
Announcing the first Statera tournament! https://forums.uberent.com/threads/statera-tournament-1.62003/ Gogogo Balance issues? Please, post them below!
New version will be released within the next couple of days. In the mean time, eat up this changelog: Boomer renamed to detonator. Added new heavy nuke. Current nuke uses different model. New model for strider. Smasher no longer uses ammo system (Was laziness on my part that it ever did. This shouldn't affect much) Slammer now fires 6 shots at a time instead of 3. Slammer damage per shot is now 35 (from 50) Lobber shells now have initial velocity of 300 (From 200) , max firing velocity of 2400 (from 1200). Missile Offense Tower RoF 0.75 (from 1.5), missile velocity 150 (from 220) Smasher turret rotation speed 40 (from 360) Added kingfisher torpedo bomber. Coms no longer leave wreckage (Because TA) Walls now leave wreckage, self destruct whenever an enemy unit is visible (Do 0 damage, in nearly all scenarios means that walls turn into wreckage before they could ever get shot at) Gil-E renamed to Hunter, new ammo trail (Teamcolored!) Sniper tower now uses Hunter ammo trail. Damage 2000 (from 330) Riot Laser Tower ammo trail now team colored by secondary (was primary). Heavy Laser Tower ammo trail no longer uses secondary color, just primary. Planet smashes now do less damage in a smaller area. (Will be rendered irrelevant if new build is out before the Kingfisher gets textured) Halley cost is now 20000 (from 48000) Hunter now uses ammo system. Sniper tower now uses ammo system. Naval sped up across the board (Likely not enough). Strider cost is now 160 (was 150); speed is now 11 (from 10); damage is now 7 (from 13; but now uses two turrets so DPS is slightly higher than before); Range increased by 5 (to 65). Bumblebee vision reduced from 200 to 120. Teleporter can now be built on water. Naval is now teleportable (Don't do anything stupid with this and then complain about it; use common sense please!) Storages are now T2 and store more. Eco structures now increase storage slightly. Armored Metal Extractor cost increased from 750 to 1000 (Payoff time is 3 minutes 20 seconds). Changed firing SFX for Scamperer and YOLO. Again, this will be pushed sometime within the next couple of days as soon as we have the Kingfisher textured.
New version is out! Changelog: Boomer renamed to detonator. Added new heavy nuke. Current nuke uses different model. New model for strider. Smasher no longer uses ammo system (Was laziness on my part that it ever did. This shouldn't affect much) Slammer now fires 6 shots at a time instead of 3. Slammer damage per shot is now 35 (from 50) Lobber shells now have initial velocity of 300 (From 200) , max firing velocity of 2400 (from 1200). Missile Offense Tower RoF 0.75 (from 1.5), missile velocity 150 (from 220) Smasher turret rotation speed 40 (from 360) Added kingfisher torpedo bomber. Coms no longer leave wreckage (Because TA) Walls now leave wreckage, self destruct whenever an enemy unit is visible (Do 0 damage, in nearly all scenarios means that walls turn into wreckage before they could ever get shot at) Gil-E renamed to Hunter, new ammo trail (Teamcolored!) Sniper tower now uses Hunter ammo trail. Damage 2000 (from 330) Riot Laser Tower ammo trail now team colored by secondary (was primary). Heavy Laser Tower ammo trail no longer uses secondary color, just primary. Planet smashes now do less damage in a smaller area. Halley cost is now 20000 (from 48000) Hunter now uses ammo system. Sniper tower now uses ammo system. Naval sped up across the board (Likely not enough). Strider cost is now 160 (was 150); speed is now 11 (from 10); damage is now 7 (from 13; but now uses two turrets so DPS is slightly higher than before); Range increased by 5 (to 65). Bumblebee vision reduced from 200 to 120. Teleporter can now be built on water. Naval is now teleportable (Don't do anything stupid with this and then complain about it; use common sense please!) Storages are now T2 and store more. Eco structures now increase storage slightly. Armored Metal Extractor cost increased from 750 to 1000 (Payoff time is 3 minutes 20 seconds). Changed firing SFX for Scamperer and YOLO. T1 factories no longer extend far out from their model (They don't cover mexes when they shouldn't) Sheller cost reduced to 600 (From 1500; this never got balanced evidently) Thumper cost reduced to 600 (From 1200) Leveler cost reduced to 550 (from 800) Sheller move speed reduced to 6 (from 10) Thumper damage per shot increased to 80, splash increased to 40. Air fabbers should now be using the correct death effect. Removed precision missile launcher. Anti-nuke added back in. Cost of anti-nuke missile increased to 5000. Light Laser Tower cost reduced to 150 (from 250) Crasher move speed reduced to 12 (from 14) Astreaus cost reduced to 300 (from 1000) Eat it up.
Been trying this out (mostly to get some screenshots for Stuart ) and it seems really good so far! My only issue is trying to work out what all the units do while in the middle of a game cos there's no list anywhere! Dunno if it's possible / how much work it'd be, but it would be great if this could interface with Raevn's Unit Database mod!
It might be possible if you ran it as a client side mod, or it might break it completely. *shrugs* I'm going to try to get a guide with a description of all of the units out soon.
Just need to run through the unit list .json and then use a windows grep to run through all unit jsons for descriptions, that should let you tab through and copy-paste real fast. The in-game descriptions are accurate and try to explain unit role and it's weapon type.
I might work on one actually, similar to ZeroK's indepth descriptions, with not only a description of what it does, but also how to use it affectively.
-------------------------------------------------------------- Statera Unit Handbook --------------------------------------- Basic: Vehicle: Vehicle Fabricator: Slow and slightly cumbersome, with higher HP, and faster build rates, this fabricator is much better suited for general base building. Setting up factories, defenses, and etc... Ant: The basic general purpose tank, it's role is that of a bulk unit, with large HP and decent damage per hit, but with a slow fire rate, turret turn speed, and etc... it can be flanked easily. Vanguard: A mobile wall of sorts, equipped with radar, it serves a nice role as a damage soaker as well as aiding longer ranged units in seeing enemies afar. It has emense health, but no weapon, leaving it defensless when alone and serving no purpose. I'd advice building a few to hold back the fire whilst units behind deal the real damage. Strider: A fast tank, a little bit of a middle man between the bots and vehicles. It's good for close quarters combat as well as raiding. With very low alpha damage and a very high fire rate, it'll slowly chew an enemy up. It's great when it's able to get close enough, having lower range that that of the dox, but higher dps. It's your basic DPS unit essentially. Skitter: A very fast vehicle, great for scouting out the enemy as well as doing some light raids on undefended points. It can do some weak punishment to a fast expander, as well as serve a purpose later in the game to be mixed in armies to give further vision and increase the weapons capabilities of some units with longer range than their vision. It's slower than the air scout but compensates with it's raiding abilities. Slasher: General purpose Anti-Air unit equipped with average surface to air and surface to surface missiles, tracking capabilites make it work well against the faster air units and it gains the ability to fire at something from any angle. It is also effective against low hp units, and serves as a great counter to early Scamper harass. Bot: Bot Fabricator: Cheaper, faster, and less efficient, this fabricator is good for expansion, metal extractors in particular. If you need a fabricator that can get from point A to point B quick, and set up something- This is your fabricator. Scamper: General purpose light assault and heavy raiding unit. It's fast speed, cheap cost, and duel laser weapons make it an excellent raider, as well as a nice bulk unit. It's high maneuverability also gives it an advantage over the ant, having the ability to dodge incoming shots, the light weapons also allow it to deal nice dps without wasting any damage on one single unit. These work very nicely when paired with striders or any unit that can hope to keep up. Stomper: Basic artillery unit, with long range, a decent fire rate, and a low arch it is able to shoot over enemy walls and world terrain. This gives it the ability to deal damage to fortified areas where other direct fire units would have no chance. It works very well when paired with the Scamper, as it can keep up nicely. It easily assists them in the more defended areas. It also works well when paired with the Vanguard as it gets the vision over enemy units afar. Smasher: Basic bot anti-air unit, equipped with a rapid fire minigun it dishes out heavy dps to air and land units. Works well against bulks of air units at clearing the sky above it. Combat Fabrication Bot: Cheap and fast, with an efficient nanolathe, it's a basic medic unit persay, capable of repairing units and structures on the go, or after a battle. These work exceptionally well when paired with units such as vanguards, units with a high HP per metal ratio, in the fact that they can repair them quickly and keep the whole army live just those couple seconds longer. Detonator: Weak, fast, and moderately priced. This thing deals heavy damage when it gets in range, sacrificing itself to eliminate the enemies, essentially a self destructing bomb on legs; it works well against enemy structures, especially unguarded metal extractors, and when it can fire off it deals good damage over a wide area, damaging multiple units at once with it's aoe explosion. Crasher: Fast, agile, and even amphibious; this little guy is the supreme basic raider for the bots. Equipped with a high damage, long range rocket launcher which doubles as a long range torpedo launcher, it's great for skirmishing, and harassment. Sneaking under water and popping up from the shore dealing good damage against economy and etc... It works very well at sneaking up on undefended ships when the enemy carelessly avoids building torpedo boats. Air Air Fabricator: The least efficient of the bunch, but also the most maneuverable and fastest. It's helpful when you have a nice mixed landscape as it can build on water, as well as land. The fabricator works well when you need to build something on multiple layers, or really need to get a fabricator to an area, quick. Be careful though, they are very flimsy, and one fighter can take out multiples. Air Scout: Very fast scout, with a good vision radius, this is the premier scout and that is it's role entirely. It's very flimsy but can sometimes still slip in past fighters, avoiding their missiles. Hummingbird: Basic air fighter, equipped with average air to air missiles. It can fire at any direction due to the tracking missiles, and can make attempts to avoid incoming missiles. It's very fast an maneuverable as most aircraft. Dragonfly: Heavy gunship, equipped with twin air to air missile pods, and twin plasma guns, this thing is a slow, and hardy gunship. It works well as a bulk air unit capable of taking a couple hits and dealing damage over both layers. It's slow and bulky, and is outnumbered easily by humming birds of equal cost. Pelican: A fast, weak carrier, capable of carrying one unit at a time, it does not have the ability to carry a commander however, as it's to large and bulky. This transport is very nicely used for rapid response, and bringing in units to hot zones. It's prime counter (When grouped as they normally will be) is flak, as they can do heavy damage to multiple ships. It works well when trying to sneak past single shot AA guns. Bumblebee: Medium speed, and a wide turn range, this is the basic bomber. It drops a single precision bomb straight on the heads of the enemy. This bomber works well against higher HP units and buildings, or lone small groups. Naval: Naval Fabricator: A fast and highly efficient fabricator, this fabricator builds at excellent speeds, and can expand very nicely in the water, it works well as both an expansionist when within water as well as a general base builder. Seabass: Basic torpedo boat, capable at taking out undersea units. It works nicely when paired with general ships at defending them against sneaky crashers. Sunfish: A basic gunboat, capable at taking out aircraft as well as land targets with decent surface to air and surface to surface missiles. It also works nicely as a scout, it's high speed and weapons make it a nice naval raider as well. It works best against air threats and okay against some ships. Bluebottle: Basic destroyer, the premier bulk unit of anyone's naval. It's decent speed, combined with high weapons capabilities allow it to face off with higher tier ships, as well as bombard the coast. It also comes equipped with torpedoes and works well at taking out generally unseen threats under water. Combat Fabrication Boat: A fast and very efficient fabricator, it's catch is- similar to the combat fabrication bot, it has none of it's own blueprints, and is only capable of reclaim and maintaining repairs, it's great at keeping your ships up to spec when going into battle. Most efficient on units with high HP per metal ratios. Pg.1 (What I have so far, more to come... Hope this helps a bit for now!) Update, can't finish as I need to go very fast... I think there's stuff I missed for basic naval, but meh.