[WIP] Commander Tech Wars (Version 0.1)

Discussion in 'Work-In-Progress Mods' started by reptarking, October 8, 2014.

  1. thetrophysystem

    thetrophysystem Post Master General

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    I have sync'd 2. Maybe it took a while. Either way, should have reformatted.
  2. thetrophysystem

    thetrophysystem Post Master General

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    I am pushing a working copy to PAMM, it functions but mind that it is 0.8 so it isn't release, leave feedback on malfunctions and suggestions for balance or whatever, even other commanders tech or suggesting tech for shop commanders to have

    Notes:
    -Rallus>Bot; Aeson>Tank; Osiris>Air; Delta/Progenitor/SpiderofMean/Gamma>Naval; Theta/Calyx/Shadowdemon>Orbital; Invictus/AllOthers>Assault; Centurion>Structural; Nemicus>Superweapon
    -Commanders in lobby is BLIND PICK, I black-box the commander thumbnails. When you join, you will still see the commander you start with. Press f5 to get rid of that. If enemy chooses same commander, you can see his. if you press f5, yours and all commanders will all be black box. Even if not, you only see the 1, so still mostly blind-pick.
    -Each commander has weapons like their class. Bot has bot attributes, rapidfire, lower health, faster speed. Tank has heavier slow shots, higher health, lower speed. Structural has slightly longer range, slowest speed, most health. Superweapons commander has a nukelike ubercannon and combomb and flakshot but no threatening longterm combat weapons. Assault has best attributes of each unit commander, and a burst fire ubercannon, but can only build combat fabber like things and no other units or economy, he is just like an experimental combat unit.
    -Each "units" commander has access to both factories and can run at least 1 t2 factory off just their own eco. Not the commander as well, but meh.
    -Each "units" set has some changes to give them a variety of things. Mainly, bots are cheaper but 1 hit kill and balanced to be effective by numbers. Tanks are more expensive, but much greater health. All unit sets have at least 1 "tactical missile" unit that can target land/air/orbital, and 1 "antimissile" unit that can intercept tactical and nuclear missiles.
    -Economy is adjusted to 30 metal and 1800 energy per commander, and 6 metal and 600 energy per mex and generator. Build arms are usually 10, 15, and 30, and take 300, 600, 1200, and 1800 energy, so it is even numbers of pgen and mex to run each thing.
    -Structural commander AA can shoot down tac and nuke missiles directly overhead passing over, you can use them as point defences or a wall.
    -Superweapons and orbital commander has a slightly different economy. They can place their unique "Mex Equivalents" anywhere, but they require 4 pgens to run. Considering that is 20 pgens to run 30 metal, it is pretty restrictive to available space, regular metal is still better. They of course have "condensed" pgens to compensate some space issues, pgens that cost/generate worth 4 pgens.
    -Land tac missile units can shoot orbital. Orbital can shoot land. Also, SXX takes 5 strong shots with a minute recharge, instead of 1 strong shot, and have a mild range increase, to make them anti-structure and anti-army viable.
    -All fabbers auto repair if they are near something below full health. This is to make unit fabbers "combat fabber like" when escorted by their armies, and commanders "combat fabber like" when escorted.
    -Before I push, I am also making vanguards amphibious, and increasing commander health a bit.

    ToDo:
    -Make sure no bugs exist and is playable
    -Balance tweaks
    -Make AI able to play.
    Last edited: December 12, 2014
    evilhands likes this.
  3. stuart98

    stuart98 Post Master General

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    Anti nuke ammo is broken, the name of it is missing a quote at the beginning.

    Torp launcher is broken, has a comma after the last item in the unit types array.
  4. stuart98

    stuart98 Post Master General

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