Changelog 2.3 Gameplay Commander torpedo dmg increased from 250 to 300 (one shots combat fab) Commander metal value increased from 25k to 35k Missile bomber weapon energy storage and consumption per shot changed to 130/130 from 150/75 Some better unit descriptions Fixes Combat fab can reclaim subs Sonar/adv sonar dummy ranges should show properly now without firing infinite torpedos. I promise! Sorry for any inconvenience due to last minute changes before admiralty tournament. Felt like I needed to address significant issues that could have very likely have resulted in bad games. Summary of effects are a combat fab nerf against commander, and overall decreased missile bomber dps so destroyers can mitigate more of the damage for longer. Hope that helps you understand the impact on your strategy.
Changelog 2.4 Gameplay Added new unit Heavy Harry. An improved Holkins that fires salvos of artillery bombardment Added new unit orbital repair station. Repairs orbital units. Will also repair land units if certain uber bugs get fixed Added new unit Orbital Teleporter Avenger splash damage removed and direct damage by 2x Orbital unit hp's (except for astreus) increased by 2x to balance for metal/hp ratios with addition of orbital repair station Orbital unit speeds standardised and decreased about 50% between planets, with exception of astreus and radar satellites Gunboat hp increased to 140 from 120 Frigate splash damage decreased to 15 from 20 Battleship range increased from 450 to 500, rof decreased from 4 seconds to 5 Anti nuke range increased to 400 from 350 Nuclear sub nuke splash radius decreased from 100 to 90 Fixes New Commanders in the armoury store now work Pgen and Mex can no longer see underwater layers (subs) Adjusted push classes so gunboats don't shove battleships around Orbital units will drop wreckage
REQUEST: "lite-version" for GW Right now this mod would be bit too overkill for GW Some minor tweaks: Battleship: - Small AA-gun, fast firing, very low damage - Small torpedo-tube, slow rof, poor damage - VERY in-accurate main guns, for more area coverage Missile-ship: - LOTS of small missiles - Low damage per missile - Missiles can be shot by AA (doable?) - Able to fire at multible targets (doable?) - Longer range, close to BS - Small AA-gun, fast firing, very low damage - Small torpedo-tube, slow rof, poor damage Both "big guys" now have teeth against _single_ subs and planes but will still lose against swarms of both. Bit more fun, not super-imba. AI of cource able to use these too
No one makes galactic war mods. I spent around three hours trying a couple of days ago, and the result insta crashes on commander landing without discernable reason. The galactic war is broken for modders, stops working for no reason at all, is a pain to edit, and is just overall a waste of our time.
Pity. GW has the only charter progress in this game and I enjoyed that part a lot. My connection is too poor for MP games.
Hey @elodea, the build.js format has been changed. If you don't fix it, the game hangs on the 'generating planets' screen. For the build bar location numbers refer to this: https://forums.uberent.com/threads/fyi-adding-new-units-and-build-bar-icons.69893/ Otherwise, here is what I had to do to fix it for Guma Guma Slide (showing before and after to see what was done )
hehe i promise i will update this when i find some solid time!!! @Swatti nice ideas, but like stuart said this mod is only multiplier basically Thanks for the heads up @dom314!!
@theawesomedog86 ok I will update it this week. Just didn't think people were still interested in playing it.
Updated for Titans. You can find a changelog in the new thread as well https://forums.uberent.com/threads/rel-battleship.70716/