[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).
    - Units -
    Bots
      • (T1) Rex - Mobile Anti-orbital launcher - Fires homing missiles at orbital targets.
        • 300 metal cost
        • 150 health
        • (orbital) 175 damage
        • (orbital) shoots every 1.667 seconds
        • (orbital) 100 missile speed
        • (orbital) 150 range
        • (drop-pod) shoots every 4 seconds
        • (drop-pod) 150 range
        • 100 vision
        • 14 speed
      • (T1) Stinger - Equipped with basic anti-air missiles.
        • 130 metal cost
        • 80 health
        • (air) 25 damage
        • (air) shoots every second
        • 80 vision
        • 16 speed
    Tanks
      • (T2) Stalker - Stealth Attack Vehicle - Fast, adaptable, and radar stealthed. Attacks surface targets.
        • 600 metal cost
        • 500 health
        • 120 damage
        • 50 splash damage
        • 2 splash radius
        • 105 range
        • 2 shots every second
        • 140 vision
        • 18 speed
    Air
      • (T1) Swordfish - Air support - Fast. Attacks land, sea, and undersea targets.
        • 400 metal cost
        • 210 health
        • (land) 120 range
        • (land) 2 shots per second
        • (land) 20 damage
        • (naval) 100 range
        • (naval) shoots every 1.25 seconds
        • (naval) 100 damage
        • 150 vision
        • 70 speed
      • (T2) Pegasus - Interplanetary Air Transport - Load a land unit to transport for snipes or expansions.
        • 420 metal cost
        • 310 health
        • 120 vision
        • 75 speed
    Naval
    None yet
    Orbital
      • (T1) Andreas - Orbital Laser Platform - Rains pains from above.
        • 900 metal cost
        • 180 health
        • 1 shot every 0.75 seconds
        • 100 damage
        • 40 vision
        • 25 speed
    Structures
      • (T1) Solar Cell - Produces energy for little initially metal, but takes up alot of space and is quite easy to destroy.
        • 100 metal cost
        • 75 health
        • 150 energy production
      • (T1) Metal Generator - Produces metal, but at the cost of vast amounts of energy.
        • 350 metal cost
        • 650 health
        • 2 metal production
        • 1600 energy consumption
      • (T2) Advanced Metal Generator - Produces metal, but at the cost of vast amounts of energy.
        • 2000 metal cost
        • 4000 health
        • 10 metal production
        • 6400 energy consumption
      • (T2) Pounder - Medium range for siege and area denial. Attacks land and sea targets.
        • 2000 metal cost
        • 2500 health
        • 245 range
        • shoots every 5 seconds
        • 1000 damage
      • (T2) Anti-Missile Tower - Dedicated anti-missile defense.
        • 1200 metal cost
        • 1500 health
        • 160 vision
        • 120 range
        • 5 shots a second
        • 4000 ammo capacity
        • 400 energy per shot
        • 200 energy draw
      • (T2) Adv Energy Storage - Increases maximum Energy storage capacity.
        • 1200 metal cost
        • 24000 health
        • 120 vision
        • 1,000,000 energy storage
        • (Legion T1) Mass Generator - Produces metal, but at the cost of vast amounts of energy.
          • 350 metal cost
          • 650 health
          • 2 metal production
          • 1600 energy consumption
        • (Legion T2) Advanced Mass Generator - Produces metal, but at the cost of vast amounts of energy.
          • 2000 metal cost
          • 4000 health
          • 10 metal production
          • 6400 energy consumption
    - Changes -

    - Planned -

    • Improved unit textures
    • Custom ground decals
    • (Hopefully) AI utilization of new units
    • Rework of orbital combat.
    • T2 hover tank
    • T2 Interplanetary Air Transport
    • T2 Storages
    • T3 Tank Combat Fabricator
    • T1 Anti-orbital ship
    • L T1 Anti-orbital vehicle
    • L T1 Anti-ground satellite
    • L T1 Naval bonber
    • L T2 Anti-missile

    - Credits -

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


    Github Repository
    Change Log
    - Art/In-game -
    andreas.PNG
    Pegasus.PNG
    Last edited: August 24, 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

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