[REL] Better Comm-Boxing Mod

Discussion in 'Released Mods' started by killerkiwijuice, December 16, 2014.

  1. killerkiwijuice

    killerkiwijuice Post Master General

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    This mod aims to create a much more enjoyable comm boxing experience, including economy changes, factory changes, wall improvements, turret changes, and much more. Units and features are underlined to find them quickly.
    • No T2 fabricators nor T2 factories. All T2 structures AND T2 units will be made by fabricators. T2 units are specifically made by combat fabricators.
    • Direct counter-counter units; just like MOBA games, there is a full cycle of units that counter each other to make the gameplay dynamic and fun.
    • Linear turret effectiveness increase; T3 turrets are more powerful than before, and T1 is weak.
    • Economy efficiency increase; T1 power buffed to 800 power/second and T1 mex buffed to 11 metal/second. T2 mex buffed to 34.
    • New units; bringing back the old turrets and old units like that OP Gil-E from beta. Also including an entirely new turret model that is still a WIP.
    • Artillery: Pelters, holkins, and shellers removed due to some fundamental balance limits. @ZaphodX :p
    • Flak counters tactical missiles.
    More changes:
    • T1 Air factory can now build all T1 and T2 Air units, except fabricators. Like everything else, there is no T2 air factory.
    • Commander Uber cannon buffed. Deals more damage against structures. I might change this weapon to a "Wall breaker" that destroys all walls in a medium AOE.
    • SXX laser cost decrease to 10k metal. Orbital factories are rare and this intends to give high reward for managing to fit in an orbital factory.
    • Umbrella size decreased by 20%
    • T2 bomber no longer shoots tactical missiles. Instead, it drops a single, high damage, high AOE bomb.
    • Gunship health increased.
    • Giant T3 dox added
    • Giant leveler added with side mounted machine guns
    As usual, the AI will be terribad with this mod.
    DL on PAMM!
    [​IMG]

    So yeah this mod will continue to be updated for a while, version 1.0 might not be perfectly balanced. So please leave some suggestions here!

    This mod uses the Server Mod Help Chat created by Wondible. Type !topics in game to view a list of topics and see what something does.
    Last edited: March 28, 2015
    stuart98, mishtakashi and xankar like this.
  2. killerkiwijuice

    killerkiwijuice Post Master General

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    [​IMG]

    If anyone wants to help develop a commander "punching" animation, PM ME! I will include your name in the credits and you'll get 10 forum likes :p. I'd like the commander to be able to "punch" other objects, like walls and units. I already know how to create this kind of weapon, but not how to have the ACTUAL commander arms "punch" and move like they're boxing.

    HELP WANTED! xD
    Last edited: December 16, 2014
  3. killerkiwijuice

    killerkiwijuice Post Master General

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    Balance Pass 12/16/14

    • Turrets balanced. T3 turret cost increased, ROF and damage decreased. All turrets turn speed decreased. T2 turret cost increased.
    • Catapult and tactical missile bot removed, for now.
    • Added the C4 Skitter. This vehicle acts like a boom bot. but has far greater damage and DOES NOT deal very much damage to the commander. Boom bots should be left for snipes. This promotes aggressive behavior.
    Happy boxing!
  4. BulletMagnet

    BulletMagnet Post Master General

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    This sounds like fun. Will give it a shot tonight.
    xankar and killerkiwijuice like this.
  5. killerkiwijuice

    killerkiwijuice Post Master General

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    V1.2 Hotfix Balance Pass 12/17/14
    • Advanced (triple barrel) turret range decreased to 110. Used to be 120.
    • Explosive Skitter cost decreased to 175. Used to be 375.
    Happy comm boxing!
  6. Alpha2546

    Alpha2546 Post Master General

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    I haven't tried this mod yet but I'll definately will! Those flamethrowers look dope!
    killerkiwijuice likes this.
  7. killerkiwijuice

    killerkiwijuice Post Master General

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    Update V1.3 12/18/14
    • Leveller cost increased to 800 from 600.
    • Vehicle factory can now build combat fabricators.
    • Giant experimental dox cost increased to 8300 from 7300.
    • Beam sniper bot cost decreased to 800 from 1200.
    • Vanguard cost increased to 1800 from 1500.
    • Added native CPlosion effects, in case you don't have the mod. @Alpha2546
    • Theoretical mod loading times improved significantly.
    Merry Comm Boxing!
    Last edited: December 19, 2014
    Alpha2546 likes this.
  8. stuart98

    stuart98 Post Master General

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    Pelter ammo json is broken, needs a comma after the bracket concluding the armor damage map array.
    killerkiwijuice likes this.
  9. killerkiwijuice

    killerkiwijuice Post Master General

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    This mod has been revived, updated, balanced, and the Giant Leveler has been added to be built by the combat fab.
    [​IMG]
  10. killerkiwijuice

    killerkiwijuice Post Master General

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    Updated OP and added native server mod help chat support. Thanks to @wondible for creating this wondible mod :)
    Type '!topics' in chat to view the available commands if you need help with something in the mod due to the drastic changes from vanilla. You will need to have the server mod help chat mod enabled through pamm on your computer, it is a client mod.

    Balanced some things.
  11. stuart98

    stuart98 Post Master General

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    Disabled. Please update to include Titans units as desired and new commanders and to fix localization errors.

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