This version introduces parts fabbers which feed into a global resource pool that is used exclusively by factories. Currently 1 part = 25 energy, may be changed later. Unit energy costs have been cut but in turn they got part costs that add up to be higher than their old E cost. Howlers and Tanks come in larger squads now (drones get 50% more HP and bombers an 80% damage reduction after they have dropped their bombs). The Howler no longer has to refuel or rearm.
If more than half of a squad is eliminated the factory will stop sending reinforcements (newly made units will wait at the factory, already dispatched units will keep moving tho) until the squad is at full size. Of course all units will move if an order is issued. This should reduce the micro necessary to prevent units moving to their doom one by one, especially drones.
Also new buildings now prefer nodes with more charge instead of looking for the shortest connection to the citadel. This might lead to weird looking node networks but whatever...
So when making a node the node with the most energy in the build radius pays for it, thats good. does this also work for building inside 2 or more node radius's?
v9 adds a manual, makes parts more expensive, gives nodes a huge HP boost (2000->5000) and introduces the growing node costs option (on by default), which makes nodes have a parts cost that depends on the number of nodes you already have to reduce placing nodes just because there's room available.
Perhaps add an option to build connectors that are not nodes but can build nodes. They will not be able to build any buildings except connectors or more nodes. This will add the option to advance to a certain spot very fast but without making nodes that can actually build anytihng. These connectors should build a connector or a nod but that should drain their resources and keep them down until the node or connector thry have built has been destroyed.
Both of these errors aren't serious (one is recovered from, the other results in what the line was supposed to do anyway, i.e. remove the widget) but yeah, I'll see if I can fix them.
Yan you already said that in the lobby. I'm not sure it's a good idea, spamming a crapload of those = noone's ever going to break that node link.
Now with more buildbar, also adds three new buildings:
Globber: Shoots globs of napalm that burn for a while and provide excellent anti-swarm firepower.
Kraken: A turret for sea use, it has a Shredder flak on the top and a torpedo launcher at the bottom. While it won't be able to fight with ships at maximum range it's a very good reason for ships to keep their distance until it is destroyed. It cannot deal with drones so if you plan to engage those you'll need something else.
Shipyard: Produces ships if water is available. Ships have infinite movement range and extremely powerful attacks but they are only available where there's water.
EDIT: Oops, I forgot to mention one building:
Turret Launcher: An artillery building that fires three tiny turrets that activate on impact and proceed to shoot at anything in the area. The turrets have a powerful weapon (same as the laser turret) but little HP and a limited lifetime (30 seconds).
I'd like to share a bit of concern, though - I'm afraid that the mod is rapidly becoming too complex (as in, too many units sharing similar roles.) Please try to keep the mod easy to learn but hard to master, it'd be a big waste of awesome if people were scared away.
As for complexity, there's 5 attack turrets, 5 defense turrets and 5 factories (in addition to the infrastructure). Considering turrets are your main combat force it makes sense IMO that they come in several variants. It looks worse than it is because all buildings appear in one buildlist and each unit has its own factory.
It may be worth creating a new feature to replace geothermals that could also be used, so that map makers aren't forced to add geothermals which could change gameplay in other mods, whereas they can just add a feature with no model or blocking or attributes of any kind as a tag to indicate that a fibre geo replacement should be put there.
It may be worth creating a new feature to replace geothermals that could also be used, so that map makers aren't forced to add geothermals which could change gameplay in other mods, whereas they can just add a feature with no model or blocking or attributes of any kind as a tag to indicate that a fibre geo replacement should be put there.
I dunno, it's nice to be able to make map where you have "here be worthwhile ressources", without having to care exactly what they are, and have whatever mod being played decide what meaning to give it, than to hope having mappers knowing the idiosyncrasy of every special feature of every special mod present and future.
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