Challenge Mod

Challenge Mod

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Senna
Posts: 315
Joined: 17 Mar 2009, 00:20

Challenge Mod

Post by Senna »

Differences Betwen BA and Challenge

General;

-Allow faction change disabled
-Comnap is allowed as default
-Combomb is allowed as default
-All AA damage increased 25%
-Commander gains +500 hp, now 3500 hp
-T1 constructor hovercraft turnrate increased
-T1 and T2 constructor vehicle increased turnrate, now they turn faster

Unit limit, [Anti lag spam];

-All scouts now limit number 60 units max
-AK and Peewe unit limit now set to 70
-Flash unit limit now set to 100
-Gator unit limit now set to 100

Stationary Buildings:

T1 Factorys;

-Decreased buildtime by 2000 and metalcost by 100 on all t1 factorys
-Core Amphibious complex metalcost increased [917 to 1788], energycost increased [5285 to 13444],
Added amphibious crawling bomb and Shiva
-Arm Amphibious complex metalcost increased [860 to 1696], energycost increased [5144 to 15380],
Added amphibious crawling bomb and Marauder

T1 Defenses;

-Guardian Range nerfed [1220 to 1075], metalcost reduced 50%, Impulse power on hight traj disabled,
damage against commander improved on hight trajectory, [1280/1366], buildtime increased +30%
-Punisher Range nerfed [1245 to 1090], metalcost reduced 50%, Impulse power on hight traj disabled,
damage against commander improved on hight trajectory, [1280/1366], buildtime increased +30%
-Beamer laser improved [fixed bug with the laser shot], Buildtime increased +30%
-Double LLT buildtime increased +30%
-Hlt's buildtime increased +30%
-Viper/Pitbull buildtime increased +30%
-Advanced torpedo launchers are now Underwater Advanced Torpedo Launchers
-Dragon;s maw/claw buildtime increased +30%
-Double llt head llt range increased to 510, reloadtime slighty reduced [0.4 to 0.3]
-SAM AA hp nerfed [2500 to 1600]
-Chainsaw range increased [1250 to 1420]
-Eradicator range increased [1250 to 1450]

T2 Defenses;

-Tachyon accelerator damage against legendary,jugg increased x3, buildtime increased +80%
-Doomsday Machine range increased [1000 to 1150], Damage against Legendary,jugg increased x3, buildtime increased +80%
-Tachyon accelerator hp increased to 8800, damage increased to 16.000, cost increased by 20%
-Doomsday hp increased to 14600, head damage increased to 9000, cost increased by 20%

-Bertha range reduced [5500 to 4900], reloadtime reduced [13.2 to 9]
-Intimidator range reduced [5800 to 5050], reloadtime reduced [16 to 11]
-Vulcan hp increased x2, Metalcost increased [42363 to 66363], Buildtime increased + 40%,
range reduced [5750 to 5100]
-Buzzsaw hp increased x2, Metalcost increased [40575 to 64363], Buildtime increased +40%,
range reduced [6100 to 5450]
-Nuke Animation effect improved
-Stationary flaks range increased [775 to 980]

-Shield now starts with 70% of its capacity, radius increased to 600, shieldpower now go to 15.000
-Emp range increased to 5400, damage increased to 99000
-Stationary tactical nuke range increased to 3500
-Core nuke now reloads to 120 seconds, needs more energy and metal caused by reload speed
-Core Behemoth hp increased to 8000, range raised to 1800, damage increased by 10%
-Arm safe geo HP increased 12500 to 21500
-Moho exploiter hp increased to 5000, Hide the damage to enemy
-Toast range increased to 1430, Hightgun damage increased 15%
-Ambusher range increased to 1420, Hightgun damage increased 15%
-Screamer, Mercury range increased to 3100, hp increased +1000 hp to each, areaofeffect increased to 400

Eco buildings;
-T2 moho metalmakers Metalcost increased 15%, energy cost increased 20%, buildtime increased 10%

Units:
T1;

-kbot and vehicles units metalcost and energycost reduced 10%.
-Warrior hp slighty increased [1300 to 1412], range slighty increased [330 to 345].
-Hammer speed 5% increased
-Thud HP slighty decreased [1020 to 940], metalcost 10% increased

T2;

-Rapier gunship turnrate fire fixed, now should hit move targets
-Dragonfly HP increased [1050 to 1680]
-Seahook HP increased [1800 to 2400]
-Hawk energycost increased +2500, hp increased [335 to 435]
-Vamp energycost increased +2600, hp increased [260 to 400]
-Liche impulse increased [2 to 4], now it can bounce the commanders

-Fatboy range increased [700 to 750], hp reduced [7000 to 6000]
-Golly HP reduced [7000 to 6000], range slighty increased [650 to 700]
-Fido hp increased [1150 to 1450]
-Amphibious Crawlingbombs speed reduced 20%
-Skuttle heavybomb speed slighty improved [1.75 to 2.10]
-Mobile antinukes missile speed improved 15%
-Pillager range raised to 1120
-Luger range raised to 1110
-Dominator Damage slighty increased [750 to 820]
-Merl range increased to 1480, damage increased to 2600, areaofeffect increased to 130
-Diplomat Range increased to 1500, damage increased to 3200, areaofeffect increased to 140
-Maverick Hp increased to 1320, autohealthspeed increased [50 to 80]
-Banisher range increased [800 to 900]

-T2 freaker now builds sumo
-Consul now builds gremlins

T3;

-Bantha metalcost reduced by 15%
-Razorback hp increased to 15800, damage slighty decreased ~6%
-Shiva hp increased to 13200, energycost increased 60%
-Karganeth now uses all weapons, added head banisher missile, speed improved, cost increased by 25%
Weapon 1 and Weapon 2 no longer shot air, only third weapon does
-Catapult now fires 32 missiles instead of 20, reloadtime 20 seconds
-Krog HP increased +40.000, metalcost slighty reduced ~8%
-Marauder speed decreased 10%, hp increased to 5600
-Juggernaught Buildtime increased +40%, speed slighty improved [0.75 to 0.85], HP increased [300.000 to 440.000],
LOS reduced

New Units

-Added new Annihilation gun's [Tabitha and Influence], They both are ended game guns.
Range 5300 for Influence and 5200 for Tabitha, Cannon when shooted non stopable,
5 minutes to load

-Added widget Unit stats [keep pressing space bar and move the mouse over the units to see stats]
-Added widget Blast radius [select a unit and press x + space bar to see blast radius stats]

-Added 11 new t2 hovers for arm side
-Added 9 new t2 hovers for core side

-Added Legendary for arm side t3 gantry
-Added orcone for arm side t3 gantry
-Added tankanotor for t2 vehicleplant arm side
-Added krogtaar for t3 gantry core side
-Added Gorilla for core side t3 gantry
-Added mobile tac nuke for t2 vehicle plant core side

Download here:
http://springfiles.com/downloadmain/start/15921
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Challenge Mod

Post by Forboding Angel »

Edit: I apologize I was mistaken in thinking that this was a mapmod.
Last edited by Forboding Angel on 16 Mar 2012, 10:55, edited 1 time in total.
klapmongool
Posts: 843
Joined: 13 Aug 2007, 13:19

Re: Challenge Mod

Post by klapmongool »

C'mon, give him some credit. It looks like a fun game holding the middle between BA and Tech Anni. Also he managed to come up with a non *A name. And it isn't a map-mod.

What Senna does do right is catering to the crowd (yes, crowd) that wants more than BA. More units, more possibilities, more awesomeness. Maybe Tech Anni went too far for most of them, so now Senna tries it with Challenge. I'm curious to see what the current maintainers of Tech Anni think of Challenge.

I'll give it a try this weekend, Senna.
Last edited by klapmongool on 16 Mar 2012, 11:27, edited 1 time in total.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Challenge Mod

Post by Forboding Angel »

As edited above, my apologies. I thought it was a mapmod. Using a pic of dsd for your download was less than smart. It immediately makes people think you're up to your old tricks.
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: Challenge Mod

Post by Google_Frog »

This sounds unreasonable but I am curious as to where you got some of your numbers.It is a rare chance to possibly learn how the numbers in BA are as strange as they are. For example:
Core Amphibious complex metalcost increased [917 to 1788], energycost increased [5285 to 13444],
There are no nice ratios between these numbers so why did you choose these?
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Challenge Mod

Post by CarRepairer »

Google_Frog wrote:This sounds unreasonable but I am curious as to where you got some of your numbers.It is a rare chance to possibly learn how the numbers in BA are as strange as they are. For example:
Core Amphibious complex metalcost increased [917 to 1788], energycost increased [5285 to 13444],
There are no nice ratios between these numbers so why did you choose these?
1788 - King Charles III of Spain dies and is succeeded by his son Charles IV.

13444 - The estimated number of bulls in Spain, 2011.
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Challenge Mod

Post by Jazcash »

Randomly generated! :D

Now there's an idea. Set all unit's stats to randomly generated values at the start of every game. No player has any idea what to make! :P

Random Annihilation.
Senna
Posts: 315
Joined: 17 Mar 2009, 00:20

Re: Challenge Mod

Post by Senna »

Google_Frog wrote:This sounds unreasonable but I am curious as to where you got some of your numbers.It is a rare chance to possibly learn how the numbers in BA are as strange as they are. For example:
Core Amphibious complex metalcost increased [917 to 1788], energycost increased [5285 to 13444],
There are no nice ratios between these numbers so why did you choose these?
Dont understand ur question, Its because they able to make each 1 amphibious t3 unit, if its that the answer u want
Senna
Posts: 315
Joined: 17 Mar 2009, 00:20

Re: Challenge Mod

Post by Senna »

Jazcash wrote:Randomly generated! :D

Now there's an idea. Set all unit's stats to randomly generated values at the start of every game. No player has any idea what to make! :P

Random Annihilation.
Why random....
klapmongool
Posts: 843
Joined: 13 Aug 2007, 13:19

Re: Challenge Mod

Post by klapmongool »

Google frog wants to know why you give certain stats to units.

Jazz is just sharing a great idea based on that question.
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FabriceFABS
Posts: 354
Joined: 28 Jul 2010, 16:20

Re: Challenge Mod

Post by FabriceFABS »

:arrow: INFO :arrow: Availaible on [ACE]Serveur_IV
Image
Senna
Posts: 315
Joined: 17 Mar 2009, 00:20

Re: Challenge Mod

Post by Senna »

klapmongool wrote:Google frog wants to know why you give certain stats to units.

Jazz is just sharing a great idea based on that question.
To make the mod less porcy, and ive added that certain of stats, not randomly, they have an role, everything that helps push instead of tech is allowed.

Check out defenses here have +30% buildtime and t1 kbot and vehicle are 10% metal and e cheaper.


Lets hope the mod get a bit popular and dont get sticked on 1 map!!!! Please!! like tech anni was a good mod but everyone playing same map over and over, its Bad
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: Challenge Mod

Post by Google_Frog »

Senna wrote:
Google_Frog wrote:This sounds unreasonable but I am curious as to where you got some of your numbers.It is a rare chance to possibly learn how the numbers in BA are as strange as they are. For example:
Core Amphibious complex metalcost increased [917 to 1788], energycost increased [5285 to 13444],
There are no nice ratios between these numbers so why did you choose these?
Dont understand ur question, Its because they able to make each 1 amphibious t3 unit, if its that the answer u want
As in what is the significance of 1788 or 13444? Why could the value not be 1780?
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Challenge Mod

Post by 1v0ry_k1ng »

nice ratios? what do you think this is, a maths test?

Challenge is balanced by divine intervention!
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Challenge Mod

Post by Saktoth »

AA (and OTA?) has just never thought in round numbers, it's only natural that derivatives like this don't think in round numbers either. Since all the damages, costs, incomes, bp's, bt's, etc are ALL non-round, there doesn't appear to be a reason to round the numbers, because it won't help you compare them anyway.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Challenge Mod

Post by 1v0ry_k1ng »

ZKs standardized economy makes me want to cry tears of nerd bliss
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