[REL]Energy Wars

Discussion in 'Work-In-Progress Mods' started by elodea, October 20, 2014.

  1. elodea

    elodea Post Master General

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    [​IMG]


    The goal of this mod is to create interesting gameplay that rests on the following foundations
    • Emphasis less about when you spend resources and more about how you spend them
    • Basic tier units remain viable throughout the game without rendering tech progression obsolete
    • All units must serve some unique function (no fluff units)
    • The decisions you make should depend alot on the decisions your opponent makes
    • Players should implement a diverse composition of units in their army
    • Super awesome mega units and explosions
    How can i get it?
    You can get the latest stable version on PAMM under server mods.

    There are two options
    1. Standard 'energy wars' pack which does not include textures, reducing mod size to 3mb to minimise time spent creating games. However, every player who subsequently joins will also require Colacolin's 'Rescale Textures' client mod to see the textures.

    2. The standalone version which includes textures so that every player who joins will not need the rescale textures client mod. This increases the mod size to 18mb.

    How does it work?
    You can't move the commander so choose where you want to spawn wisely. He's only there to kickstart your first seed generator unit.

    Simply building a basic bot fabricator from a seed unit will grant small +metal income and +storage, which you can then spend on cheap basic tier units (or more seed units), all without any energy cost whatsoever. Having more seed units than your opponent means you will produce more fabbers, and thus get higher metal income. Protect your own fabbers, and kill your enemies fabbers.

    To build higher tier tech units, you'll need to build refineries on resource points across the map in order to gather the necessary ammount of energy. Each advanced unit has a fixed energy cost. Some unit abilities require energy to fire and recharge, such as the commander uber cannon or the battleship yamato bomb.

    Tech Tree/Unit roster
    Fabbers can only assist production of structures on their tier level, and factories cannot be assisted when building units.

    [​IMG]

    Announcements

    As of version 8 I consider this mod essentially feature/unit complete and released. Won't be spending as much time on energy wars from now on except for balance changes. As a reminder, you'll also need colin's rescale textures client mod for textures to display correctly. Enjoy

    Version 8.2 - 14/11/2014
    - Fix for some of the new commanders not working.

    Version 8.1- 5/11/2014
    - Fix for wrong value on destroyer orbital radar range

    Version 8- 4/11/2014
    - Added new unit. The vaporizer is a fast assault tank good at quickly melting high value single targets with it's strong energy beam cannon. It has slower turret yaw rate however, so be careful against swarms of spread out units.
    - Improved weapon effects for Assault bot, Terminator, Bull ant
    - Terminator, Bull ant, and battleship now leave wreckage when they die. The huge battleship wreckage will fall down onto the land sphere, blocking pathing.
    - Battleship can now create craters with the yamato bomb. However, you need to be s-moved onto the ground for it to work unfortunately
    - Battleships now have 15 second orbital arrival cooldown
    - Yamato bomb now does only 47% damage to structures so that it will no longer 1 hit kill advanced factories but leave ~100hp.
    - Refinery cost increased to 250
    - Orbital factory cost increased to 900
    - Rof reduced on anti-orbital railgun to minimise lags
    - Fabricator bot metal income further reduced from 1.15 to 1
    - Other balance and pacing changes inline with metal income reduction
    - Other stuff i probably forgot
    Last edited: November 14, 2014
  2. elodea

    elodea Post Master General

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    Mod has been renamed to Energy wars after finding out another mod was already called tech wars.

    Version 3 now has every unit i wanted to put in from the outset, except the ones i figure are actually impossible to do (units that can move in both orbital and air layer freely). Mod is up on pamm. Next goal is to start play testing and tweaking unit interactions and balance.

    The techtree was changed to be easier and simpler to understand.
    Energy storages -> bot fabber
    bot fabber -> bot factory -> adv bot
    adv bot -> adv bot factory, vehicle factory -> vehicle fabber
    vehicle fabber -> adv vehicle factory, air factory -> air fabber
    air fabber -> orbital factory -> battleship, orbital fighter

    Here's some battleships in action. Some yamato cannons.
    [​IMG]

    Some orbital bombardment.
    [​IMG]
    xankar, Jaedrik and CryFisch like this.
  3. Maldor96

    Maldor96 Active Member

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    I'll take a look when I get home, but out of curiosity what in the user Cannon files did you change?
  4. elodea

    elodea Post Master General

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    I didnt change much.

    - Uber cannon death effect changed to commander explosion
    - balance variable changes
    - WL_Orbital added to target layers
    - Stick it onto the battleship

    Not sure if should keep it manual fire, since it seems to be terrible at targeting other orbital units if you try and do it manually.
  5. stuart98

    stuart98 Post Master General

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    [​IMG]

    [​IMG]
    Remy561, xankar, Raevn and 3 others like this.
  6. Illmaren

    Illmaren Active Member

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  7. elodea

    elodea Post Master General

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    Version 4 - 24/10/2014
    - Proper unit descriptions
    - Balance, pacing, usability tweaks
    - Reduced battleship size. Thanks for the feedback Illmaren
    - Fixed some bugs
    - Added cloaked units (sniperbot, boombot, gunship), and radar mechanics (missile turret, adv radar, commander, sniperbot).
    - Commander uber cannon now actually useful.
    - Trees now give 0 metal
    - Added land scout, buildable from planetary seeding unit.
    - Big slammer bot now also has head laser and shoulder missiles (krogoth time?)
    philoscience likes this.
  8. elodea

    elodea Post Master General

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    Version 5 - 25/10/2014
    - Added orbital destroyer. Destroyer has orbital radar and can only target orbital layer units
    - Added orbital drop pod. Cheap spammable drop pod for picking up units and quickly dropping them onto another planet. They have low health though and will die quickly so protect them. Orbital fighters will chew them up
    - metal extractor model changed to energy plant to reduce confusion.
    - Stopping a factory mid-production from building a battleship will no longer cause server to crash
    - Orbital balance tweaking
    - Drastically increased power of yamato cannon(bomb?).

    [​IMG]

    [​IMG]
    Last edited: October 25, 2014
  9. igncom1

    igncom1 Post Master General

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  10. philoscience

    philoscience Post Master General

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    This is amazing. Casts please!
  11. philoscience

    philoscience Post Master General

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    Tried to play this yesterday and the commander could only build energy storage and walls.
  12. elodea

    elodea Post Master General

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    That would be correct :)

    Build bot fabricators from the 'energy storage' (seed units)
  13. philoscience

    philoscience Post Master General

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  14. elodea

    elodea Post Master General

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    Version 6 28/10/2014
    - Added land based anti-orbital rapid fire cannons. Weak against real ships. Only there to prevent people from camping their opponents with orbital fighter swarms and some limited defense against orbital drop ships
    - Build menu UI streamlined. No more swathes of empty boxes and units in weird orders.
    - Improved effects for hellfire (inferno) and other units.
    - seed generators increased to 600 metal, starting metal increased to 900. 2 seed generator rush is still the same. +50 metal if you only build 1 seed generator, and longer timings if you go +3
    - air unit speeds increased slightly
    - Fixed terminator (slammer) so it no longer moves like a spastic
    - Fixed factories being unable to set assist waypoints (fabbers can still only assist on construction on their own tier level)
    - Fixed some unit descriptions
    - Boombot reduced to 90 metal
  15. wpmarshall

    wpmarshall Planetary Moderator

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    THIS THREAD CONTAINS AN EXCESSIVE MAGNITUDE OF AWESOME!!!!

    APOLOGISE!!!!!!
    elodea likes this.
  16. wpmarshall

    wpmarshall Planetary Moderator

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    Duly noted ;)
  17. philoscience

    philoscience Post Master General

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    I'm playing around now, and i've got a lot of units just showing an all white texture instead of the actual texture?

    I'm not smart - had to install the client side mod too!
    Last edited: October 28, 2014
  18. stuart98

    stuart98 Post Master General

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    You need the rescale textures client side mod.
  19. stuart98

    stuart98 Post Master General

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    Elodea replace your modinfo.json with this:

    Code:
    {
      "author": "Elodea",
      "build": "73939",
      "category": [
      "in-game",
      "server-mod"
      ],
      "context": "server",
      "date": "2014/10/28",
      "dependencies": [
      "info.nanodesu.rescale.textures"
      ],
      "description": "Experimental gameplay minimod, previously known as tech wars",
      "display_name": "Energy Wars",
      "enabled": true,
      "forum": "https://forums.uberent.com/threads/wip-energy-wars.65387/",
      "identifier": "com.elodea.energywars.minimod",
      "priority": 100,
      "required": {
      "info.nanodesu.rescale.textures": "*"
      },
      "version": "9.1"
    }
    elodea likes this.
  20. philoscience

    philoscience Post Master General

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    One bug I noticed last night - the 'planetary seeders' and other factories will sometimes 'push' the in-progress unit out, making a weird effect where the building unit is outside the build zone and being nanolathed. Not really a big deal just wanted you to know.

    The AI of course can't use the mod at all, so until I find someone to play with, I have no idea how this plays. The ideas seem really rough and bizarre, but also interesting. I'll deffo be watching to see if you can pull together a good game mode.

    I wish the battleshits could have a different texture. It looks wierd having naval in the orbital. What about replacing their model with the upscaled bomber? I don't really like the way the mothership bomber looks in the sky layer anyway. The super-bot looks awesome though.

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