Thanks for update this is awesome the only thing I could say, is the nuke ammo of the sub-nuke ship which too soft, i now its a mini-nuke but compare to price and his speed and short range(8000metal, =2 levithans) its hard to nuke with it, that a good think but when he happen that disappointing,
There are a lot of things to balance it against. The Stingray is cheaper and better at tactical strikes (and uses energy not metal), I don't want to make the nuke ship t3. The leviathan is also better at mass attacking multiple units but not structures themselves. The nuke ship is supposed to be more "dense crowd control" support, in case multiple cheap units rush a leviathan or so, as well as a "single hit snipe". But, consider this. A normal nuke is very costly but very long range. This is 5x cheaper, half as strong, shorter range. Now, it's primary use is against unit-blobs and secondary use is if it succesfully is escorted to a high priority target like economy/factories/commander. Now, it can do both of those simply by sticking around a large army. So, it is just generally useful is why it's range and power is limited. -I didn't want it to compete with other t2 at same range -It is meant to stick around an army as a one time panic button. -If the army runs into blobs of any unit, AND THIS INCLUDES AIR, it can wipe it. -If the army fails to run into another army, when it hits a base it will wipe many structures or a commander out. -This is only 1, imagine 2-3 But, as weak as it is, I hope I made it diverse. You don't use it against other t2 well, so it places importance to get other t2 ships. Yet, you are still tempted to get it once you have some t2 ships, or if you have t2 first to get it early and try to make a big hit with it. I want to see if it is used. If not, I can increase it's range to 220 and maybe it's AOE, and really turn it up to 11. The problem is, that would make it outrange t1 entirely and be an entirely easy-to-land long-range snipe.
A series of updates, currently 1.71 Added some things. Also fixed some things, which were broken and nobody told me. THANX GUIZ, SRSLY Y'ALL. Lol, I know this damn mod gets downloaded and used, if something like this is noticed please rush it to me lol (Yes it is my fault for not updating this for the better part of half a year...): --reasonable priority selection for leviathan against mobiles, stingray against large-healthed, sunfish to specify air over what other ol' ships can hit. --Grenadier splash reduction. They really messed up blobs of dox because it was rather large. I made them where hitting the ground also score a hit but not on any more than 2 of them. --Landmines given larger aoe and trigger because they were often not set off easy enough, along with a lesser damage max range to prevent from countering bots any more super harder than it does. --Added turret balance, another thing that needed tweaked due to excessive disuse. Single was mild, 50 more hp 50 less metal and atop that less rof and more damage to equal dps. Double was actually a health reduction and noticable metal reduction to about double the cost of a single. Triple was actually nerfed in health as well, a little less metal, and a lot less rate and even less dps despite stronger shots, but its 160 range which makes it less likely to die to long-ranged t2 units without effect. 1.72: --fixed mines again again. This time I found out, like com explosion, their problem occured from legacy code in the mines ammo. Started from what the game currently uses.
I would reckon i caused this somehow. Ah. I know why. My mod predates catalysts. That's why. Ugh. Legacy code. I'll add uhh, whatever unit type the catalysts use to be buildable by t2, and/or add to unitlist.json when I get home tomorrow. Today is a busy work day. Yes, I know its thanksgiving. Pity me... and jigs. They should for every same reason suffer from the same bug.
Mining platform turns out has been in unitlist.json since beta, just sitting there not doing anything until finally implemented. Same was not true for "control points". I fixed it, as well as courtesy-added commanders to it (ahead of most the mods in mod tourney meyhem I believe, ahem...), and will submit it any moment now. Version will be 1.75
In your PAMM download image, you suggest that you've made a naval teleporter, I've got a couple questions about it, if it is the case... 1. Can it connect only to other naval teleporters? 2.Can only naval units use it? 3. If the above two are true, how did you do this?
Nope I only made the original teleporter buildable across all horizontal surfaces. Land can link to water and fudge stuff up at the responsibility of the player (just delete the teleporter and units) I did think, while doing Commander Tech Wars, that a naval teleporter would be more "fakeable" if a naval only faction could build a teleporter only on water, and land factions could build only on land. However, to do real naval-only-link-naval, you would need more parameters than just "teleporter" in the .json. Like Teleporter1-5, that way 1 can only link to 1 and 2 can only link to 2. You could even then give a teleporter both if you wanted. Since there is no multiple teleporter parameters in the engine, Uber has to add them, and they should because we really need naval teleporter Even in-planet naval teleporters makes 1 naval force dangerous across 2 lakes, which is a real limit to current naval in divided-sea planets.
In PA stable build 77443 this mod(Version: 1.75, build 75539) causes the unit cannon and Phoenix to become non-build-able.
Yeah, I couldn't build subs with this mod activated today. I assume it needs some form of update? Subs change naval dramatically so I'm not surprised. Looking forward to being able to use this!
True. If anything, I will just re-add the mod as a "unit expansion" at a later date, because all it needs is naval teleporter and nuclear subs. The new subs in-game spice up the naval-siege vs naval-strike so most my mod is unnecesary. But I will do that after stable, when I am SURE they aren't actually adding a naval teleporter or nuke sub
@@squishypon3 , @@stuart98 , @@thetrophysystem, @@zx0 , @@zombiefan564 Hey i can´t download you mod. Something wrong may have ocurred to you uploaded file. It says it can´t extract the file. This has only happened to me with this mod.
1) Too many @ signs, I was only paged as I marked this as "watched" 2) This mod predates the current naval changes, so I withdrew it from PAMM 3) The zip file here SHOULD work, except it won't have anything added in last 3 months. 4) I am working on a new mod called TotalRedux, that just changes vanilla units to a bit more specialized and adds functioning naval stuff where it is deemed fair like teleporter and unit cannon. I will link it, but it too is broken since the last update and I will update it shortly. I hope a week most. Thank you anyway.
Lol the @ are just a copy paste error that I didn´t noticed And I don´t know why it still appears on pamm
@stuart98 and @Mereth said they would clear pre-submarine server mods from PAMM. I assume they did lol.