[WIP] Second Wave - Unit Addon

Discussion in 'Work-In-Progress Mods' started by Anonemous2, June 27, 2020.

  1. Anonemous2

    Anonemous2 Member

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    - Description -
    Second Wave or unit addon is a medium-sized mod, which intends to expand on the core game's unit roster. Our goals:
    • Improved late-game
    • Better inter-terrain options
    • More army options
    Very much work-in-progress mod, so expect changes and improvements. While this mod is playable with legion, this requires host to enable the merge feature (located on the left side of the screen when in community mods).

    - Changes -
    Gil-E can target Kempela Missiles
    Increased Energy Storage to 500,000 from 100,000
    Glata Turret changed alt build to be spherical
    Flak Cannon changed alt build to be spherical


    - Credits -

    Anonemous2 - Models, Textures, Animations and unit implementation
    BillTheBlueBot - Models
    CyberPanda - Models
    Quitch - AI support
    Reckoner - AI implementation


    Github Repository
    Change Log
    - Units -
    buildbar_list.png

    Bots

    Rex (T1 Bot) - Mobile Anti-orbital launcher - Fires slow-moving homing missiles at orbital targets or drop-pods. Adorable but incapable of protecting itself.
    Base
    Metal Cost - 300
    Max Health - 150
    Navigation
    Move Speed - 14
    Turn Speed - 720
    Recon
    Sight - 100
    Orbital Weapon
    Rate of Fire - 0.5 (Once every two seconds)
    Max Range - 180
    Damage - 180
    Splash Damage - 0
    Velocity - 150
    Anti-Drop-pod Weapon
    Rate of Fire - 0.25 (Once every four seconds)
    Max Range - 150
    Velocity - 200

    Stinger (T1 Bot) - Anti-Air Bot - Equipped with basic anti-air missiles.
    Base
    Metal Cost - 120
    Max Health - 80
    Navigation
    Move Speed - 16
    Turn Speed - 360
    Recon
    Sight - 80
    Air Weapon
    Rate of Fire - 2 (Twice every second)
    Max Range - 100
    Damage - 10
    Splash Damage - 2
    Splash Radius - 0.75
    Velocity - 150

    Centaur (T2 Bot) - Advanced Anti-Armor Bot - Does 200% damage against vehicles. High health, slow rate of fire. Priorities attacking advanced tanks.
    Base
    Metal Cost - 1000
    Max Health - 1900
    Navigation
    Move Speed - 12
    Turn Speed - 60
    Recon
    Sight - 120
    Land Weapon
    Rate of Fire - 0.5 (Once every two seconds)
    Max Range - 130
    Damage - 380
    Splash Damage - 380
    Splash Radius - 3
    Velocity - 175
    Armor Damage
    Vehicle - 2.0 (200% damage against vehicles)

    Vehicles

    Stalker (T2 Vehicle) - Stealth Attack Vehicle - Good vision, fast, adaptable, and equipped with small radar jammer. Has a rapid-fire/splash cannon. Attacks surface targets.
    Base
    Metal Cost - 600
    Max Health - 500
    Navigation
    Move Speed - 18
    Turn Speed - 250
    Recon
    Sight - 140
    Radar Jammer
    Radius - 15
    Land Weapon
    Rate of Fire - 2 (Twice every second)
    Max Range - 110
    Damage - 75
    Splash Damage - 50
    Splash Radius - 5
    Velocity - 120

    Naval


    Kampela (T1 Naval) - Anti-Orbital Ship - Long range with radar. Equipped with tactical missiles. Attacks land, sea, and orbital targets.
    Base
    Metal Cost - 550
    Max Health - 750
    Navigation
    Move Speed - 10
    Turn Speed - 75
    Recon
    Sight - 150
    Radar - 250 (Uses energy)
    Land/Orbital Weapon
    Rate of Fire - 0.25 (Once every four seconds)
    Max Range - 220
    Damage - 250
    Splash Damage - 0
    Velocity - 120
    Anti-Drop-pod Weapon
    Rate of Fire - 0.2 (Once every five seconds)
    Max Range - 180
    Velocity - 200

    Air

    Swordfish (T1 Air) - Basic strafer - Fast. Equipped with two cannons and a torpedo launcher. Attacks land, sea, and undersea targets.
    Base
    Metal Cost - 500
    Max Health - 300
    Navigation
    Move Speed - 70
    Turn Speed - 70
    Recon
    Sight - 150
    Land Weapon
    Rate of Fire - 2 (Twice every second)
    Max Range - 120
    Damage - 30
    Splash Damage - 0
    Velocity - 125
    Sea Weapon (Unable to target Hover or WaterHover)
    Rate of Fire - 0.6 (Once every five-thirds of a seconds)
    Max Range - 100
    Damage - 140
    Splash Damage - 0
    Velocity - 30

    Pegasus (T2 Air) - Interplanetary Air Transport - Load a land unit to transport for snipes or expansions. Jams radar in a tiny radius around itself.
    Base
    Metal Cost - 420
    Max Health - 310
    Navigation
    Move Speed - 75
    Turn Speed - 120
    Interplanetary travel
    Recon
    Sight - 120
    Radar Jammer
    Radius - 10


    Orbital

    Andreas (T1 Orbital) - Orbital Attack Platform - Equipped with a rapid-fire beam weapon. Good against weak targets. Low healthed.
    Base
    Metal Cost - 900
    Max Health - 180
    Navigation
    Move Speed - 25
    Turn Speed - 90
    Recon
    Sight - 40
    Land Weapon
    Rate of Fire - 1.5 (Once every two-thirds of a second)
    Max Range - 100
    Ammo Capacity - 3000
    Ammo Demand - 200 (energy)
    Ammo per Shot - 400
    Damage - 100
    Splash Damage - 0
    Velocity - Hitscan


    Factory

    Fabrication Tower (T1 Factory) - Can build structures, and assist in construction. Durable. More efficient than other fabricators.
    Base
    Metal Cost - 400
    Max Health - 1500
    Recon
    Sight - 100
    Build Arm
    Max Range - 75
    Metal Usage - 18
    Energy Usage - 1000

    Advanced Fabrication Tower (T2 Factory) - Can build structures, and assist in construction. Durable. More efficient than other fabricators.
    Base
    Metal Cost - 2000
    Max Health - 5000
    Recon
    Sight - 100
    Build Arm
    Max Range - 100
    Metal Usage - 75
    Energy Usage - 2250


    Combat

    Pounder (T2 Combat) - Artillery - Long range for siege and area denial. Attacks land and sea targets.
    Base
    Metal Cost - 2000
    Max Health - 2500
    Recon
    Sight - 100
    Land Weapon
    Rate of Fire - 0.2 (Once every five seconds)
    Max Range - 245
    Damage - 1000
    Splash Damage - 800
    Splash Radius - 10
    Velocity - 150


    Anti-Missile Tower (T2 Combat) - Anti-Missile Tower - Dedicated anti-missile defense.
    Base
    Metal Cost - 1200
    Max Health - 1500
    Recon
    Sight - 160
    Anti-Missile Weapon
    Rate of Fire - 5 (Five times every second)
    Max Range - 120
    Ammo Capacity - 4000
    Ammo Demand - 200 (energy)
    Ammo per Shot - 400
    Velocity - Hitscan

    Utility


    Metal Generator (T1 Utility) - Produces metal, but drains vast amounts of energy. Not worth building if you can't provide the energy.
    Base
    Metal Cost - 350
    Max Health - 650
    Production
    Metal - 2
    Consumption
    Energy - 1250
    Recon
    Sight - 100

    Solar Cell (T1 Utility) - Can produce energy for little initial metal, but takes up alot of space and is quite vulnerable.
    Base
    Metal Cost - 100
    Max Health - 75
    Production
    Energy - 175
    Recon
    Sight - 50


    Advanced Metal Generator (T2 Utility) - Produces metal, but drains vast amounts of energy. Not worth building if you can't provide the energy.
    Base
    Metal Cost - 2000
    Max Health - 4000
    Production
    Metal - 10
    Consumption
    Energy - 5625
    Recon
    Sight - 100


    Advanced Energy Storage (T2 Utility) - Increases maximum Energy storage capacity.
    Base
    Metal Cost - 1200
    Max Health - 24000
    Storage
    Energy - 5,000,000
    Recon
    Sight - 120

    -Legion Units-
    buildbar_list_l_armour.png

    Vehicles

    Lynx (T1 Vehicle) - Mobile missile launcher - Equipped with homing missiles. Only attacks air and Orbital.
    Base
    Metal Cost - 500
    Max Health - 300
    Navigation
    Move Speed - 10
    Turn Speed - 180
    Recon
    Sight - 150
    Air/Orbital Weapon
    Rate of Fire - 4 (Four times every second)
    Ammo Capacity - 4
    Ammo Demand - 1 (time)
    Ammo per Shot - 1
    Max Range - 180
    Carpet Fire
    Damage - 20
    Splash Damage - 0
    Velocity - 200
    Armor Damage
    Orbital - 2.0 (200% damage against Orbital)
    Anti-Drop-pod Weapon
    Rate of Fire - 0.25 (Once every four seconds)
    Max Range - 150
    Velocity - 200

    Orbital


    Almaz (T1 Orbital) - Orbital Attack Platform - Equipped with a splash weapon. Good against weak targets. Low healthed.
    Base
    Metal Cost - 1200
    Max Health - 210
    Navigation
    Move Speed - 25
    Turn Speed - 90
    Recon
    Sight - 50
    Land Weapon
    Rate of Fire - 0.75 (Once every four-thirds of a second)
    Max Range - 100
    Ammo Capacity - 4000
    Ammo Demand - 250 (energy)
    Ammo per Shot - 1000
    Damage - 150
    Splash Damage - 150
    Splash Radius - 40
    Velocity - 200


    Factory

    Fabrication Turret (T1 Factory) - Can build structures, and assist in construction. Durable. More efficient than other fabricators.
    Base
    Metal Cost - 600
    Max Health - 2000
    Recon
    Sight - 100
    Build Arm
    Max Range - 80
    Metal Usage - 22
    Energy Usage - 1500

    Advanced Fabrication Turret (T2 Factory) - Can build structures, and assist in construction. Durable. More efficient than other fabricators.
    Base
    Metal Cost - 3000
    Max Health - 7000
    Recon
    Sight - 100
    Build Arm
    Max Range - 110
    Metal Usage - 90
    Energy Usage - 3000

    Utility

    Mass Generator (T1 Utility) - Produces metal, but drains vast amounts of energy. Not worth building if you can't provide the energy.
    Base
    Metal Cost - 350
    Max Health - 650
    Production
    Metal - 2
    Consumption
    Energy - 1250
    Recon
    Sight - 100

    Advanced Mass Generator (T2 Utility) - Produces metal, but drains vast amounts of energy. Not worth building if you can't provide the energy.
    Base
    Metal Cost - 2000
    Max Health - 4000
    Production
    Metal - 10
    Consumption
    Energy - 5625
    Recon
    Sight - 100
    Last edited: November 21, 2020
    emarkus, Quitch and stuart98 like this.
  2. billthebluebot

    billthebluebot Active Member

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    reserved post
    emarkus and stuart98 like this.
  3. fritz1776

    fritz1776 New Member

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    Well this is certainly interesting. Is it balanced with the Legion expansion in mind, or are the two mods functionally incompatible?
  4. Anonemous2

    Anonemous2 Member

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    Legion balance was not a consideration for this mod, but it should work with legion, assuming the merge option is used when activating the mods.
    Maybe at an latter date, a legion might receive some of its own addon units
    Last edited: July 5, 2020
  5. Quitch

    Quitch Post Master General

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    You might want to add a bit about enabling the unit merge behaviour in Community Mods when using this with mods like Legion.

    I'd also recommend a changelog, or a link to one, as well as making a copy of this post on Steam.
    Last edited: July 4, 2020
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  6. Quitch

    Quitch Post Master General

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    Your Steam post is very lazy :p

    There's a button in the text editor that switches to the BB Code Editor, which provides you with the formatting Steam uses. Edit your main post, click that, boom, you have a complete Steam post (though you need to remove the quote marks around URLs, Steam doesn't like that).

    People don't follow links.

    I'd also recommend posting changelogs. It shows the mod is active, which is a plus for people.
  7. Anonemous2

    Anonemous2 Member

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  8. emarkus

    emarkus Active Member

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    rip my hotkeys :D
  9. MrTBSC

    MrTBSC Post Master General

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    there is ONE suggestion i have you may consider to put in ... which would be Hovercraftfactories, since those were a thing in TA and could make both naval and lavaplanetplay a bit more intresting ...
    may aswell include hovecraftfactory exclusive units the bot, tank and naval factory don´t produce

    one thing i´m not sure about is if it is such a good idea to already include t1 units like orbital antigroundunits and antiorbital ground and naval units ...
    especialy considering how the orbital launcher is often build quite a bit later than
    bot and naval factories this would potentionaly make it harder to get a invasion going in a lategame multiplanetmatch imo ...
  10. Anonemous2

    Anonemous2 Member

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    We floated the idea of making tank factories buildable on water, but a full blown hover factory would require a lot of redundant unit roles to fill it out.
  11. MrTBSC

    MrTBSC Post Master General

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    ok but wouldn´t that become troublesome with non amphibious tanks, trying to disable them from a floating factory or otherwise have the game bug out or tanks immediately be destroyed when building? And obviously you would not be able to build this on lavamaps .. so these Maps would still be pretty limited with just locusts and drifters, and not be realy any different from any landbased map without any chasms in it, were were groundunits could not operate in ..

    i of course don´t know what you already tried but i would think you would have to use a dedicated vehicle factory for that anyway even if you use the same 2 Vehiclefactorymodels, at the very least i THINK that would be easier ..
    i´m not a modder though so ... .. yea
    my personal idea/suggestion here would be to create just one Hovercraftfactorymodel useable on Land and water, that has a cost between a T2 factory, like maybe the navalfactory or vehiclefactory and the orbital launcher; and make it only buildable by constructers, not the Commander ...

    i don´t think it does require many units with redundant unitroles
    the general idea of the hoverfactory should be to bridge the gap were land can´t get into water and/or naval into land, and were naval can´t be build on and land not travers lava ... added benefit would be hover not beeing as vulnerable as air but also not as fast and/or flexible ..
    and technically you can already take 2 or 3 units into it, being the drifter at the very least, maybe the Kaiju, MAYBE the Locust ...
    otherwise i think a hoverconstructer, a hoverlongrangeunit (direct or indirect fire) and a Antiorbital hovercraft might be more than enough .. AA should come from the area it fights in instead bringing its own ..
    Anonemous2 likes this.
  12. Anonemous2

    Anonemous2 Member

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    So factories won't try to build a unit if it can't leave the factory (why naval factories made on land don't work except for kaiju), so effectively you can only build hover/amphibious land units on naval. We plan to add a t2 hover tank soon (just waiting on a good model, making unique looking hover units is hard).

    We won't break the consistently between t1 factories. If we added a hover factory, it should cost the same, have approximately the same power, be the same size and tech level, ect, as the other factories.

    And making units that are good against naval, but bad against land is challenging. Naval units have better range, dps, health, and sometimes speed. Without the use of alot of armor-type damage, hover would be difficult to balance.

    If a hover factory were to be made, it'd be its own mod.
  13. MrTBSC

    MrTBSC Post Master General

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    uhh well unless it is a thing in your mod building a navalfactory on land is generaly not possible anyway, unless i missed something big ..

    never assumed any work ever to be easy


    fair enough, but personaly i would see a bit of a problem in how the metagame would escalate
    ok sure it´s theorycrafting on my side but ..
    like as mentioned before with the idea of the t1 antiorbital bot ... it might become an issue with how rather late
    the usual orbital platform gets build even in a multiplanetmatch with a orbital-launcher-rush .. in which case you would always have earlier access to Antiorbital ground than you would have to orbital units in general

    so the idea of extra creating 2 hoverfactories while being similarly priced to your other t1 and t2 factories might bring said issue were you may end up with a lot redundant unitroles having all the more a of a challange to keep the whole unitpool viable .. hence my thought on rather just havin one T1.5 or 1.75 specialised factory that doesn´t mess too much with the early game ballance ..

    doesn´t have to be armor-type .. i mean if it needs to be primarily antinaval wouldn´t be a mobile torpedolauncher like the obvious choice, similarly to a submerged commander and slammer?

    but yea .. the endless curse of trying to get ballance right ...


    yea kinda hoped someone would try that :( .... i THINK there was one started but discontinued unfortunately...
    ... that or a Titangantry ?
    it´s a bit of a personal petpeeve of mine how so many futuristic or near future RTS games are not willing to add that extra bit in flexibility like i think the only 3 examples i can think of would be Total annihilation which has said single hoverfactory, KKND and i think C&C Red Alert 3 .. though iirc KKND does not have naval and red alert has a lot of flexible units than a dedicated hoverfactory ..
    Last edited: November 20, 2020

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