Discussion in 'Work-In-Progress Mods' started by emraldis, August 13, 2014.
Hehe Red Alert 2 anyone?
Hey, the ion blue SXX beam cannon and tesla lightning tower are in no way derived from C&C units lol.
Shhh people aren't meant to know about that.
Never be ashamed to admit you can recognize something good when you see it, and if it's the best one you know then don't hesitate to use it until something better comes along.
Has there been any discussion about my suggestion to restructure the mod into stand-alone dependencies??? I know it's a little pushy to bring it up again, but I was able to do it on my own system in just a few hours. A little copy paste, and edit the PAMM json... it would be an amazing convenience to be able to split the mod out into components and play with what we want... I can do it at home, but I'd also like to be able to just point my friends at a PAMM download rather than passing around rar files and explaining where everything goes.
The issue is that the mod is all balanced together, so if we release it in parts then it is not going to be balanced at all. If you want to split it up, you can but I don't our official mod to be a bunch of linked dependencys. That would just encourage people to play an unbalanced game and give a bad impression of our mod.
That sounds more inconvenient than convenient.
Looks like mgmetal13 beat me to it. He pretty much listed all the reasons for why we will not be separating our mod Into a bunch of modules. Basically the moment we begin to separate stuff this mod will be considered unbalanced as each part of this mod relies on various other parts.
You guys never update your update date whenever you update. You might want to do that.
Alright Darksteel, I know you and Mered are against the idea planetary invasions, especially since they lag up the game with tons of tier 1 units crowding around teleporters, but I thought of a way to get around that
The two things I would change with the mod to make >>Tech2<< planet invasions from orbit more common would be make the mod's Railgun (Lancer) ground to orbit defense towers shoot much faster but be much more expensive, so a few of them could basically shut down the area around the commander but it would be much harder to cover the planet with them (not to mention you can just nuke a random area of the map where nobody would bother building anti-nukes to open up an invasion window), meaning that you can't just park a fleet over the most defended part of an enemy planet and win, but the rest of the planet will be relatively undefended compared to the commander.
Then I would make a Orbital Carrier version of the Unit Cannon (honestly as far as this mod is concerned you can remove the unit cannon altogether from it, since this will be basically the same thing except it has to be in orbit of the enemy planet, allowing for more interesting gameplay, since as the defender you want to take out the enemy T2 factory in orbit around your planet) that can build only T2 units (not fabbers, since you want to avoid people planning on building teleporters to spam their massive tier 1 army on their planet over) and launch them at the surface below it to clear out the enemy orbital defenses or just straight up win the game with the support of the hailfires above
So you'd scout out or nuke out an area with very little defenses, send your fleet in to secure it from having more defenses being built, and then use the carriers as mobile interplanetary T2 factories that sit there and launch T2 units to the planet below to take out the orbital defenses
To be perfectly honest, I'm not against the idea of invasions. @mered4 is. He is also a lot louder than I am most of the time I think that with the correct preparation, you can use unit cannons to fire units into an undefended area of the enemy base, then build a teleporter there. Then you can stream your invasion right through. I've done it on a fair bit of occasions, and I noticed you and the other guy did it in the last proper game we played. The problem is that eventually not even unit cannons can penetrate defences, or if they can it's very slow, so we'd like hailfires and SXX's to be an expensive alternative, which they are. We're still tweaking the balance to be sure, but I think we've got the hailfire and the SXX in a place where we like them.
Also, on a side note, with 5 or more unit cannons, you're pretty much unstoppable unless the opponent has catapults EVERYWHERE. at which point you just need a few volleys in the right places. Which is why we made the wraith the way it is, so that you can find the right places. Good feedback though, if it continues to be an issue, I can definetly look into it, but I don't think invasions have been invalidated just yet. If anything, invasions are still easier than orbital invasions, just because there are less defences against them (most of the time).
If anyone watching this tread hasn't heard yet, we do have a tournament coming up that features this mod! https://forums.uberent.com/threads/orbital-warfare-mayhem-tournament.67978/
Hi ... first your mod are awsome, great Job!
But at the moment I have the problem that I can only use the mod on LAN Server
So is there a solution for this ?
If you host a game on Ubers servers depending on your internet speeds, it may take quite a while to upload properly. Once the spinning ring/loading ring next to your commander dissapears the mod should show up in the lower left portion of the screen. Uber has a weird way of running server mods where everytime you host a game the mod has to first upload to their servers. If you are doing LAN/local then the mod is already there, that is why you don't get the long load times then.
Hope this helps. Glad you enjoy the mod
Thank you for your quick response
Well it appears you guys have anti-fighter ships, anti-building, ground, etc. but what about anti-capital ships?
Something along the lines of how naval has destroyers for ship to ship combat would be fitting.
Is this mod in a stage where you don't have to micro siege ships all the time? I could see that becoming very annoying for some games.
I fully support the idea of space carriers landing units on beach heads and suggest replacing the unit cannon with a carrier factory of sorts. The carrier would then position itself over a planet and start chucking down drop pods. This would cut down on the clutter caused by having drop pods occupy the traveling space of orbital craft. On second thought I feel you should just keep the unit cannon.
So, you want a unit cannon AND a dropship? Doesn't that seem a little OP?
I don't know hot to get a SSX (aka Ion cannon), can you tell me plz!!
plus here are some suggestions:
Tier 2 Orbital Factory:
Cost: 5,000 Metal
vision radius: N/A
Energy Consumption: 55.172 energy per second
Info: Tier 2 Orbital Factory's are used to make tier 2 Orbital Units, They also make tier 2 Fabrication Units that make tier 2 orbital structures.
Cost: 2,500 Metal
Vision radius: N/A
energy consumption: 47.372 energy per second
Max speed: 30 meters per second
breaking rate: 15
turn rate: 140
Fabrication Metal Consumption: 154 metal per second
Fabrication Energy Consumption: 8,000 energy per second
Info: Clements are the nickname of the tier 2 Orbital Fabricators, They are used to make tier 2 structures.
In the case of the carriers, it would not be possible to implement. Currently in PA I am sure that it is not possible to create a mobile factory which also means that we would be unable to create a mobile unit cannon/carrier as you have suggested.
Some interesting ideas there that I quite like. I am not entirely sure if we will be implementing too many more units/structures to the mod, if any, but if the team decides that this is the case I may look at a small addon that goes over the top of this mod (Keyword "may", depends if I really have some good ideas or think it would work).
What do you guys think of another tier with a different form of specialised or generalist units. Perhaps change things up a bit so that T1 orbit factory is more generalist and T2 is more specialised/heavy hitting. Honestly the mod is fine as is so i'm not too fussed, but wanted to put the idea out there anyway.
The SXX is built from the Orbital factory, not the launcher. Basically the same factory that produces the larger ships in the mod.
With adding more stuff to the mod, I just wanted to point out that there may come a stage where there is just too much orbital content in the mod which in the end will move a lot more focus to the orbital layer over the other layers, which could be a bad thing. This means that the game could potentially become focused mainly around orbital with the other layers being second thought. This is not what we sought to achieve with this mod, so we have to avoid bloating the orbital layer too much.
Can you make it compatible to ModX ?
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