I'd guess I'd fall in love with that commander ... and then it would be found to be imba and always banned.
Making advanced bots isn't so crazy because early game you won't always have the eco for it. also, using a commander to make advanced bots means you are not using it to make factories or eco. Conundrum making jigs is a strange one. The only time I ever saw someone try, I sent avengers and ended the game. Conundrum always looks really powerful until somebody picks a TotalAnnihilation and snipes it with early avengers.
For now I want to try to get the balance better with the 9 commanders we have and the new one I am making. I think 10 commanders is enough for 2v2 and 3v3 for now, but I assume the balance is all wrong because I haven't had much time to work on that. @Xankar was on irc with me last night and we worked out a list of balance changes that will be going in soon.
How about this Armalisk version: Twice energy production. Havent main cannon. Havent anti-aircraft guns. Havent torpedoes. Uber cunnon has twice large explosion. Have flamethrower. Explosion at destruction twice stronger. Vision radius 20 Radar radius 200 And @cptconundrum , you can do so, that would reclaim regenerates him?
So I only noticed this because Jables was viewing it, but I have to say it looks AMAZING. When will it be downloadable?
It already is on PAMM. Players should all use the UI mod and the host needs the server mod. There are 9 commanders so far but I am getting close on the next one. I will have an update in the next day or two with the new multi-unit transport commander and some balance changes.
I'm setting up for an update that will change some balance issues and add a new commander. Here are my rough patch notes. Code: Conundrum's Yamato Cannon does 0 damage against commanders PRoeleert now builds walls bsport speed: 20 bsport acceleration: 5 bsport turn rate: 20 zaphodX uber cannon fire rate slight increase zaphodX uber cannon range slight increase zaphodX health: 14000 Tripax range: 150 Marshall health: 9000 PRoeleert health: 7000 New commander: Sambasti Air unit High speed, low acceleration and turning Carries up to 6 units 20% less vision 3x AA rate of fire Builds Sentry (Small invisible sentry post that reports back everything it sees.) Health: 11500 The Sambasti gives you good mobility if you move in a straight line but has trouble turning. Pair it with a Martenus to quickly position snipers all around the map or load up a couple commanders and fly into the enemy base! Another good use for this is to drop sentries in key areas. Eventually I plan to make a pa-db for this mod.
Well, big updates mean big bugs. somehow I pushed that without noticing that two of the commanders were causing a crash on game start. It should be fixed now.
Pa-db probably works if you host a game of league and go to mainmenu pa-db without quitting the game.
For some reason I only get these 8 commanders, I have both the UI and server mods installed. Am I messing something up?
maybe the missing ones are the ones you have to buy? For technical reasons adding completely "new" commanders is not easy, so the changes existing commanders and only a limited number of "free" commanders exist.
Thing is the ingame models of several commanders are not actual commanders. eg. Proeleert is a oversized TII combat fab, and Conundrum is a rocket model. So not sure if that's the issue.
Before getting into this, please note that I may have completely misunderstood what you are getting at and what your issue was; and this may have all been in vain, but it took me 3 minutes to write this all up so it's all good. Those are in fact actual commanders from the game. In effect, they are merely reskins of already existing commanders (to simplify things) except they are given different attributes. In the case of the PRoeleert, it is a reskin using the SpiderOfMean, Chronoblip, Stickman9000, and Alpha commanders and are thusly reskined as a combat fabs because that is what the attributes of the commander(s) are (a combat fab commander) as well as what CptConundrum wanted it to be. The same thing with the Conundrum, it's basically just a reskin given attributes of an orbital unit. As for how it actually, works I do not know; therefore I speak in layman's terms. And as cola_colin said: You have to purchase these commanders if you want to use them since, at the current moment, there is no (easy) workaround that lets everyone use every commander such as in a server mod per se.
This is true. The only way to play with all commanders unlocked is to use a custom server that has none of those restrictions. I did my best to make sure most people get at least a couple commanders beyond the 6 free ones and I do see the Theta and Alpha in that screenshot. @Xankar is right that each of the locked commanders can be unlocked by owning at least one of the commanders I listed in the original post. The mod works by replacing just one existing commander with a new one and then replacing two or three others with dummy files that inherit all traits from the main one. The client mod then detects duplicates and filters them out so that you don't see PRoeleert twice if you own both Stickman9000 and Alpha. I would love to remove the restrictions on locked commanders, but as the other two have said that isn't really possible even though I don't think it would be wrong to do. I have been careful to not use any of the locked models on those commanders just in case it ever becomes possible to add them to the game in a different way.
Updated to v0.3.0 This one updates the lobby UI to show a description of each commander when hover your mouse over it. There is a very good chance that this has bugs (or doesn't work at all) for anyone other than the host, but I needed to test it so I pushed the update. I'm mostly sure that if it doesn't work it won't cause any actual problems. The update also removes the textures for PRoeleert and Sambasti from the client mod and puts them in the server mod. Now the only thing the client mod changes is the lobby.
Updated Client to v0.3.1 It should actually work for all players now. 0.3.0 seemed to only work for the host. I had to set the date to a day in the future in order to prompt you with the update because I saw that a few of you already downloaded it. That should be fine as long as I don't update again tomorrow.