Angry Robots mod 1.0 **Terrible mod name i know. Goal and Scope To make unviable units viable To increase the scope of unit interactivity and strategic choice available To address cookie cutter issues in vanilla PA titans To standardise unit variables so that they mesh together better This mod does not add new units etc. It aims to improve gameplay within the PA: titans design paradigm. You should be able to play this mod in the same way you would an un-modded vanilla game - the only difference being more interesting choices within the existing unit roster. Your feedback improves the mod and my understanding of what the hell i'm doing, so please leave some if you have any. Main improvements Air Air speeds anywhere up to 30% slower with a standardised cap of 60. This was to limit the effectiveness of yolo air balls attacking and defending at the same time. Air fab tuned down to fit on the same power curve as the other basic fabricators. They were putting too much importance on taking and preventing ninja mex. Icarus is now a fun early game unit for harass and anti-harass that excels with dancing. Hornet functions properly as long range missile siege Wyrm launches drone fighters instead of bombs, which means I can make the entry barrier cheaper and less risky instead of having to kestrel spam. Same with angel, lower cost and effectiveness scaled to match. Kestrels better at aoeing light units with rocket pods in hit and run attacks instead of being flying levellers. Land Combat fabs buffed to be mathematically beneficial (instead of detrimental as currently) to your unit composition. Adv combat fabs in particular had some really wonky troll bait unit values. T2 bots a viable choice against t2 vehicles due to specific buffs to sniperbot and slammer (turret yaw rate and 50hp respectively). Sheller vs sniperbot is now an actual fun fight like in beta, and levellers don't completely smash slammers in metal efficiency. Support Commander down from 7000 to 5000 metal cost. Though I'm not entirely sure where on the power curve it sits because lets be honest it's never been used by anyone ever. Your feedback on support commander viability is appreciated. Drifters are faster (+2) and now viable to build despite lack of water. The vehicle factory choice is not just ant spam all day erry day. Long range tank titan no longer has twice the hp as melee titan. It no longer benefits from the crazy 2x health restored per metal repaired. Sea pirahna sight range increased so that it actually functions as a scout and stays viable within mid and late game unit compositions. Carrier attack range slightly greater than leviathan, but the drone fighters expire more health per second. Stingray slightly cheaper Orbital Orbital infrastructure is cheaper and properly fits inline with the t2 metal cost curve. The goal is for orbital to be a respectable build choice within competitive as a different type of supporting playstyle. Rail gun also shoots ground targets. Vanilla orbital was problematic as it takes too much to get units that can interact with the ground layer. And when you do they are easily countered due to always on orbital vision Probe is now viable as a super super fast interplanet warping scout. Want to know what they are doing right this second? Then use a probe instead of a slow radar. Detailed breakdown https://docs.google.com/spreadsheets/d/1eD6NHeOYNHuNf1hA7GbrDa4H_wuCCOr7lbBNv5793Bc/edit?usp=sharing Known issues: Grenadier is still bad due to the bug which prevents them from attacking at max range. The only solution is to redesign it and I don't have any ideas right now except for an uninteresting rocket bot.