This could possibly be very hard to fix since I do not yet know why this happens. I will try to fix it.
Balance Update V1.2, 11/09/14 Main changes: Nuke no longer destroys all dox on planet; cost increased to 41k metal, damage increased to 35k, and splash radius increased compared to the normal PA nuke Antinuke cost increased to 8750 metal Holkins build cost metal increased significantly, decreased ROF; now costs 20k power to operate Other changes/fixes: AI improved slightly Fixed commanders not being able to build Things coming soon: Another nuke weapon More orbital units; orbital fabbers will not be able to build teleporters until server performance is increased Possibility of experimetal dox; T3 dox built by T2 fabbers that can win the game and end stalemates (this is not decided yet) Known bugs (post on this thread if you find any more bugs): AI likes to keep units in a spiral and sometimes keeps them inside it's base. Absurd AI lessens this behavior.
Hotfix Added CPlosion effects to the Holkins; Thanks @Alpha2546 for making these awesome effects Holkins scorch effect improved
Quick Update V1.3, 11/10/14 Changes: Fixed unit names and improved descriptions Improved AI build percents Increased Giant Dox damage to 20 and doubled stomp radius; can now handle large dox groups without getting overun Added a weak flamethrower weapon to the Borv; now functions as a shield, bomb, and weak inferno Added Avenger orbital unit Advanced fabricators can now build advanced factories Other minor fixes that will not be noticeable Dox4Lyf
Update 1.3, 11/12/14 Changes Improved/added icons Added a second nuke, the "H1PP0"; this is a mini nuke that deals high damage across a small AOE. Land mines improved and are now useful More changes including minor balance tweaks Dox4Lyf
Extra Strategic Icons client mod released ^"Doxstroyer" icon ^"H1PP0" icon ^Giant Dox icon More on the way too
Update 2.0, 11/14/14 Changes/new features Added experimental t3 Uber Dox; can be built by advanced combat fabrication bots. The Experimental Uber Dox is meant to end stalemates. It has dual weapons, a flamethrower and a laser. It also has a high damage stomp mechanism that deals high damage to anything, including structures. It explodes with the radius of the H1PP0 nuke, decimating anything within a medium radius. improved mines Added advanced combat fabrication bot to be built by advanced vehicle factory; costs 3500 metal to build. Can build mines and experimental dox, but can also assist production. Some AI tweaks Some more minor balance changes New T3 Dox icon : New known bugs/issues AI cannot build experimental dox T3 dox movement sound does not match feet Dox4Lyf
Hotfix 11/15/14 Experimental dox now have a Uber cannon Experimental dox HP increased to 10600 Experimental dox guard radius and laser range increased Commander death explosion fixed
Balance Update v2.1, 11/15/14 Advanced combat fabrication bots now need 2500 energy to operate Experimental dox no longer damage allied units (team units and your own units included) Anti-nuke can now block the H1PP0 mini nuke new screenshot added to OP
Just played this mod and I had a lot of fun with it. I swarmed his *** with dox and more dox and gave my dox a little bit of doxlove so everything got doxed a lot more! DOX4LIFE. I think you should make the adv combat fabber walk faster so that you can win distance when you want to build a experimental doxbot. BTW if you're interested. I have a really neat small doxlaser pewpew thingy for you. I'll add it to my post. Nice work!
Thanks I'll check out that thing tomorrow Btw i'm planning on adding some more defenses, like flame turrets and shotgun turrets. The combat fabs will be able to build them.
I have this weird bug, and I am pretty sure it is due to Dox4Lyf strategic icons. It makes all of the icons to be the same colour - so I have to zoom in really far in order to see which team the units are from.
Hmmm not sure why the strategic icons would do this. Did you try pressing F5 when it happened? It might have just been a native bug.
just watched a game of this, 4 ffa, its insanely good. keep up the good work. feedback (having not actually played), as spec I didn't get an icon for the experimentals (client mod needed as above?), and they fire the laser off axis to their rotation. apart from those (very) minor things, looked great, seemed fairly smooth. pelter actually looks useful, but yeah, didn't see any other turret builds, that would be a tricky one, i'm not even sure if turrets should be in this i saw someone try some landmines, but he didn't seem to know the mod very well, was just building wrong buildings.
Thanks. The icons are enabled by a client side mod, and yeah the Uber dox has a minor problem with the laser, which might not be able to be fixed. Anyway if you have any ideas or suggestion to improve the mod, I'd be very happy to listen, I'm kinda running out of ideas.
Yeah I'm thinking of adding some more orbital units. I'm not sure if I should allow the orbital fab to build teleporters since the game already lags from dox on single planet systems.