[WIP][SERVER]MLA Subfactions mod

Discussion in 'Work-In-Progress Mods' started by manlebtnureinmal, August 26, 2018.

  1. manlebtnureinmal

    manlebtnureinmal Active Member

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    Hey, I'm currently working on an MLA subfactions mod. There's currently no plan to do custom modelling or even texturing, but if someone else jumps on the project, that will be added too. There will eventually be 4 subfactions, corresponding each to one of the lore factions. Each subfaction will be assigned 1 commander:
    Nemicus = Foundation
    Osiris = Revenants
    Invictus = Legonis Machina
    ??? = Synchronous

    Because the Legonis Machina's name resembles that of the Legion, it will be referred to as the Imperium Machina from now on, with the Imperium being the state and the Legonis being the military; as it is a military state, they are one and the same.

    It will inherit licenses from the Legion expansion, as I will utilize some assets from it. I have already borrowed the shield generator code from the Legion Team.

    Foundation is currently playable, sans support for hotkeys or hotbuild. Foundation will continue to receive balance updates and bug fixes.

    Outline of future plans:
    Foundation: Repair, high hp/metal ratios
    Revenants: Reclaim, lower hp, passive regeneration, converting wreckage into units(?)
    Imperium Machina: Fabbers doubling as combat units (and vice-versa), offensive turrets
    Synchronous: T1.5, no T2, highly specialized unit roles

    Each faction will have access to one modified Titan and lose access to another Titan.
    Foundation: No Ares. Mithras replaces Atlas and serves as a frontline support titan (shields)
    Revenants: No Atlas. Athena replaces Ares and serves as an intel denial titan (radar jamming, fake unit generation)
    Imperium Machina: No Ares. Janus replaces Zeus and serves as a transportation titan (teleporter creation)
    Synchronous: No Zeus or Atlas. Poseidon (maybe other name?) serves as a naval-based fabrication and carrier titan.

    Current Progress:



    _____

    Thank you to Nicb1, Stuart98, wondible, and others for the help I have received.

    Thank you to billthebluebot, Nimzodragonlord, Bot 1, and many others for giving me feedback and ideas.
    Last edited: September 8, 2018
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  2. manlebtnureinmal

    manlebtnureinmal Active Member

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    FOUNDATION:

    ____
    ECONOMY:

    Commander:
    energy production: 2000 -> 2400
    metal storage: 1500 -> 4500
    energy storage: 45000 -> 15000

    All Factories:
    1.2x energy usage per second

    Metal Storage:
    metal storage: 20000 -> 40000

    Energy Storage:
    energy storage: 100000 -> 50000

    Energy Plant:
    build distance: 15 -> 10
    mesh size: [5,5,5] -> [10,10,11.3]

    Energy Plant (circle) {new unit}:
    Same as energy plant, but built in a circular formation.

    Advanced Energy Plant:
    removed

    Font of Creation (new unit):
    Stationary fabber
    Cannot reclaim living units*
    Cannot support items that it cannot build*
    Does not use energy
    150 metal per second
    200 range
    Costs 2000 metal


    ___
    BOT:
    Dox -> Scamper:
    No longer attempts to target air
    Now fires seeking missiles
    projectiles per attack: 2 -> 1
    damage per projectile: 10 -> 15
    AoE radius: 0 -> 5
    AoE damage: 0 -> 10
    range: 75 -> 65
    turn speed: 720 -> 150
    break: instant -> 150
    acceleration: 50 - 20


    Grenadier -> Torchbearer:
    speed: 12 -> 11
    fire rate: 0.4 -> 0.3
    projectiles per attack: 2 -> 1
    range: 125 -> 200
    shot damage: 40 -> 120
    shot velocity: 90 -> 45
    splash radius: 6 -> 3
    shot deviation: 1 -> 0


    Spark:
    speed: 14 -> 12

    Martyr (replaces Boombot):
    Hover
    damage: 600 -> 500


    Priest (replaces Stitch):
    Does not use energy
    Cannot reclaim
    Cannot build Mines
    cost: 300 -> 62.5
    health: 50 -> 75
    metal usage: 30 -> 15
    range: 60 -> 80
    speed: 12 -> 10


    Bishop (replaces Mend):
    Only builds Passageways (Teleporters) and Shrines (Walls)
    Does not use energy
    Cannot reclaim
    cost: 1200 -> 400
    health: 150 -> 300
    metal usage: 60 -> 100
    range: 75 -> 100


    ___
    VEHICLE:
    Ant -> Histericlese:
    cost: 150 -> 140
    health: 250 -> 235


    Inferno -> Crusader:
    cost: 225 -> 135
    range: 20 -> 40
    damage: 100 -> 10
    speed: 10 -> 12
    acceleration: 180 -> 360


    Spinner -> Elysian:
    cost: 160 -> 120
    range: 120 -> 100
    damage per projectile: 25 -> 40
    fire rate: 2 -> 1.5

    Skitter -> Oracle:
    Radar does not use energy
    Radar applies to underwater units too
    speed: 25 -> 20
    vision: 200 -> 125
    radar: 200 -> 300
    detection: 200 -> 300


    Leveller -> Zealot:
    health: 1500 -> 1650
    range: 120 -> 110
    fire rate: 1 -> 0.5
    projectiles per attack: 2 -> 10
    splash radius: 3 -> 7
    splash damage: 300 -> 50
    yaw rate: 30 -> 25
    yaw firing arc: 0 -> 40

    Vanguard -> Paladin:
    Repairs units within 40 range for 80 metal per second
    Does not use energy
    Radar removed

    ___
    AIR:

    Icarus:
    removed

    Phoenix -> Omen:
    Omnidirectional Targeting
    cost: 820 -> 574
    health: 300 -> 450
    vision: 150 -> 30
    range: 120 -> 80
    fire rate: 3 -> 0.5
    damage per projectile: 150 -> 200
    AoE damage: 10 -> 200
    AoE radius: .75 -> 1.5
    speed: 80 -> 112
    rotaation speed: 270 -> 720
    acceleration: 80 -> 400
    break: 80 -> 400

    Kestrel -> Redeemer:
    Additional weak anti-air weapon (equivalent to 2 Hummingbirds, but 60 range instead of 100)
    cost: 600 -> 900
    health: 300 -> 500
    fire rate: 4 -> 2
    range: 80 -> 72
    damage per projecitle: 20 -> 30
    projectile velocity: 150 -> 75
    projectile lifespan: 2 -> 4

    Angel -> Saint:
    Does not use energy
    Missile interception removed
    cost: 5500 -> 550
    health: 1000 -> 700
    speed: 30 -> 60
    range: 120 -> 80


    ___
    NAVAL:

    Barnacle -> Vicar:
    Does not use energy.
    Cannot reclaim.
    Cannot build.
    Group preference changed to back.
    health: 500 -> 1000

    Narwhal:
    Group preference changed to back.
    speed: 9 -> 10

    Halcyon (new unit):
    Tanky low-range hover unit.
    Only attacks submerged units.
    350 range Sonar.

    Barracuda:
    removed

    Orca -> Oathkeeper:
    Both normal weapons removed.
    Fires barrages of 6 missiles, doing 75 damage each, every 2 seconds.
    Missile hit rate is lower at max range.
    Can only target watersurface and ground.
    cost: 600 -> 650
    health: 1500 -> 1800
    range: 180 -> 125


    Stingray -> Borealis:
    Rapid-firing anti-orbital and anti-air unit with 250 (massive) range.
    Does 1200 DPS split on up to 25 different targets.
    Cannot target ground, naval, or submerged units.
    Requires 2000 energy per second to maintain weapons.

    Kraken -> Riptide:
    range: 150 -> 170
    Main weapon fire rate: 5 -> 4

    ___
    ORBITAL:
    Solar Array -> Prelate:
    No energy generation
    Repairs units within 250 range for 400 metal per second
    Does not use energy
    health: 1000 -> 500
    speed: 10 -> 40
    acceleration: 10 -> 40
    break: 10 -> 40

    ___
    TITANS:

    Atlas -> Mithras
    (currently underpowered, probably)
    3.0x health
    Earthquake attack removed
    Mobile Shield Generator
    Bombards nearby units with highly inaccurate AoE; obliterates Dox; nearly useless vs t2 units

    Ares:
    removed


    ___
    OTHER:

    Wall -> Shrine:
    Repairs allies within 25 range for 1 metal per second

    Teleporter -> Passageway:
    Does not use energy
    cost: 800 -> 1600
    health: 9750 -> 14625

    Rapture (replaces Halley):
    2x effectiveness (1 Rapture = 2 Halleys)
    *needs testing
    cost: 40000 -> 60000
    Last edited: January 13, 2019
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  3. manlebtnureinmal

    manlebtnureinmal Active Member

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    Revenants:

    (nothing)
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  4. manlebtnureinmal

    manlebtnureinmal Active Member

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    Imperium Machina:

    (nothing)
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  5. manlebtnureinmal

    manlebtnureinmal Active Member

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    Synchronous:

    (nothing)
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  6. Quitch

    Quitch Post Master General

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    Have you considered just giving each faction one style of Commander i.e. all Imperial Commanders are Legonis Machina, etc.
  7. manlebtnureinmal

    manlebtnureinmal Active Member

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    I was originally planning to do that, but it would leave no vanilla MLA commanders left, and I realized that there's an extreme imbalance in the quantity of commanders of each type.

    On the other hand, there are so many raptor commanders that I could easily split off half of them as vanilla MLA while allocating the rest as Foundation.
  8. river39

    river39 Active Member

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    the teleporters don't work without energy
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  9. manlebtnureinmal

    manlebtnureinmal Active Member

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    Stuart has fixed this as of yesterday.

    As of today, I have implemented orbital, which should be fully functional now.

    The only Foundation unit that will definitely be added, that has not been implemented yet, is the Ragnarok and the Font of Creation, the Foundation fabrication structure.

    edit: forgot that I also need to add in the unit cannon
    Last edited: September 1, 2018
  10. manlebtnureinmal

    manlebtnureinmal Active Member

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    Foundation is now essentially "complete".

    I need to figure out how to get buildbar tab selection hotkeys working, and to figure out how to get hotbuild2 to stop hating the mod.

    Foundation may get some decent balance changes though.
  11. Quitch

    Quitch Post Master General

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    This is showing as disabled due to a mod identifier change. Intentional?
  12. manlebtnureinmal

    manlebtnureinmal Active Member

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    Made some new changes to Foundation. This is v1.08

    Dox -> Scamper
    Ant -> Histericlese
    Grenadier -> Torchbearer
    Spinner -> Elysian
    Skitter -> Oracle
    Kraken -> Riptide (this actually happened a long time ago, but undocumented, and without a name change)

    some other misc. changes that are mostly cosmetic too

    Also upped Foundation Spark's movement speed back from 10 to 12.

    The Torchbearer and Elysian were also in v1.07, but with highly-flawed projectile effects.
  13. stuart98

    stuart98 Post Master General

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