TA:X mod in progress (slow progress)
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TA:X mod in progress (slow progress)
TA overloaded is a mod based on uber hack that redos naval balence (ships,subs,seaplanes,and hovers) while adding a fully functionall balenced teir 3 (inbetween krog and gollie).TA Overloaded also will include some usefull lvl 1&2 units and add adv hovers.
ill have more details right before the release of v0.3(1st)
ill have more details right before the release of v0.3(1st)
Last edited by overkill on 11 Apr 2007, 23:07, edited 3 times in total.
heres some detailes *=be in second version (v0.5)
fuel system for air
-fighters get alot of fuel and weapon uses little
-bombers get lots of fuel but can only realese 1 bomb cluster before it has 2 refuel
-construction planes dont use fuel
-gun ships get mediem amounts of fuel and weapon uses alot
-torpedo bombers get same stats as bomber
-scouts/radar planes get alot of fuel
Air balence
-bombs and torpedo bombs get buffed to make up for limited fuel
-fighters stay same
-gunships and bombers get an armor buff
-gunships guns get buffed
-scouts stay the same
-radar planes stay the same
-seaplanes have lvl 2 plane stats,and have lots more fuel (bombers/torp bombers get 3 bombs per run but slightly less damage)
-adds teir 3 air
-adds flying fortress
Teir 3
- balence:teir 3 =inbetween3&7 teir 2 units (not uber)
-adds heavy vehicle center
-adds heavy kbot center
-adds heavy vtol center
-adds capitol ship yard
-adds teir 3 constructors and structers
sorry thats all the info on teir 3 im realesing (gotta keep u in suspence some how)
uber units
-adds arm equivelent (faster but less armor) for krog
-adds arm and core flying fortress (balenced flying krogs)
--makes teir 3 build krogs instead of 2
Naval balence
-makes ships bigger*
-adds alot of balenced ships and sub to make Naval battles more interessting
-adds teir 2 hovers (lvl 2.5)
-makes teir 1 hovers lvl 1.5
-adds teir 1&2 hovers to make hovers more complete
-make ships more powerfull,tough, and costly
-adds fuel system 2 air
-adds ns structers to extend naval options
-makes current landing pad lvl 1 and makes a ns of it
-adds lvl 1 carriers
-adds lvl 2 quad landing pads and a ns lvl 2 landing pad
-adds adds core lvl 3 mobile landing pad (oops teir 3 info)
-makes sub like quick assiny by buffing speed and accelaration and decreasing turn rate and reload rate
Misc
-adds a few lvl 1 units like gunships and arty (thats not all added)
-makes intimidator bigger so its uh more intimidating
-makes big bertha bigger so its err bigger
-adds some teir 2 units that are needed like aa kbots and rezzers
-adds more explosions and effects so u dont see the same weapon over and over again
-makes each side unique (core focuses on armor,range, and power while arm focuses on speed,accuracy,and stelth
-adds unige ness to each sides weapons so each equeelent of each other isnt the same example makes core gaat gun shoot bursts of 3 non beam lasers while arm sentinal shoots like it does in aa
lrpcs were realy made bigger so people cant porc anearly on then build an lrpc in the middle of there small base
will release more info shortly
fuel system for air
-fighters get alot of fuel and weapon uses little
-bombers get lots of fuel but can only realese 1 bomb cluster before it has 2 refuel
-construction planes dont use fuel
-gun ships get mediem amounts of fuel and weapon uses alot
-torpedo bombers get same stats as bomber
-scouts/radar planes get alot of fuel
Air balence
-bombs and torpedo bombs get buffed to make up for limited fuel
-fighters stay same
-gunships and bombers get an armor buff
-gunships guns get buffed
-scouts stay the same
-radar planes stay the same
-seaplanes have lvl 2 plane stats,and have lots more fuel (bombers/torp bombers get 3 bombs per run but slightly less damage)
-adds teir 3 air
-adds flying fortress
Teir 3
- balence:teir 3 =inbetween3&7 teir 2 units (not uber)
-adds heavy vehicle center
-adds heavy kbot center
-adds heavy vtol center
-adds capitol ship yard
-adds teir 3 constructors and structers
sorry thats all the info on teir 3 im realesing (gotta keep u in suspence some how)
uber units
-adds arm equivelent (faster but less armor) for krog
-adds arm and core flying fortress (balenced flying krogs)
--makes teir 3 build krogs instead of 2
Naval balence
-makes ships bigger*
-adds alot of balenced ships and sub to make Naval battles more interessting
-adds teir 2 hovers (lvl 2.5)
-makes teir 1 hovers lvl 1.5
-adds teir 1&2 hovers to make hovers more complete
-make ships more powerfull,tough, and costly
-adds fuel system 2 air
-adds ns structers to extend naval options
-makes current landing pad lvl 1 and makes a ns of it
-adds lvl 1 carriers
-adds lvl 2 quad landing pads and a ns lvl 2 landing pad
-adds adds core lvl 3 mobile landing pad (oops teir 3 info)
-makes sub like quick assiny by buffing speed and accelaration and decreasing turn rate and reload rate
Misc
-adds a few lvl 1 units like gunships and arty (thats not all added)
-makes intimidator bigger so its uh more intimidating
-makes big bertha bigger so its err bigger
-adds some teir 2 units that are needed like aa kbots and rezzers
-adds more explosions and effects so u dont see the same weapon over and over again
-makes each side unique (core focuses on armor,range, and power while arm focuses on speed,accuracy,and stelth
-adds unige ness to each sides weapons so each equeelent of each other isnt the same example makes core gaat gun shoot bursts of 3 non beam lasers while arm sentinal shoots like it does in aa
lrpcs were realy made bigger so people cant porc anearly on then build an lrpc in the middle of there small base
will release more info shortly
Last edited by overkill on 09 Jan 2007, 22:51, edited 1 time in total.
- BlackLiger
- Posts: 1371
- Joined: 05 Oct 2004, 21:58
Will the unit names and descriptions have as many spelling mistakes as your posts? Even if the mod isn't as terrible as I think we all fear it will be if you ever finish it, I don't think I could bear to play it if the info text is full of things like "teir", "balence", and "capitol ship".
If you're making neat additions like new weapon effects, why not see if you can just contribute them to an existing, polished mod instead of taking on the largest possible project short of writing your own game engine?
If you're making neat additions like new weapon effects, why not see if you can just contribute them to an existing, polished mod instead of taking on the largest possible project short of writing your own game engine?
-
- Posts: 15
- Joined: 12 Dec 2006, 07:09
to be honest i think you have the air system mixed up. bombers are supposed to have lots of feul and fighters are supposed to have a small amount of feul.
bombers are much larger than fighters, and therefore can carry more feul, and they dont have to use up feul on complex maneuvering like fighters do. also, bombers have to be able to fly all the way to the enemy base, which would be really hard if they had almost no feul. though, it makes sense for them to only be able to drop 1 load of bombs.
fighters are small, fast, and maneuverable; they are too small to hold large feul tanks. they should, by that logic, have a small amount of feul. also, thier point is to fly over your base and defend it from air attacks. it doesnt require a long range if all it has to do is fly over your base.
bombers are much larger than fighters, and therefore can carry more feul, and they dont have to use up feul on complex maneuvering like fighters do. also, bombers have to be able to fly all the way to the enemy base, which would be really hard if they had almost no feul. though, it makes sense for them to only be able to drop 1 load of bombs.
fighters are small, fast, and maneuverable; they are too small to hold large feul tanks. they should, by that logic, have a small amount of feul. also, thier point is to fly over your base and defend it from air attacks. it doesnt require a long range if all it has to do is fly over your base.