Grenades are melee attacks and meant for sustained fire, same for the flashbangs (except they have more range), making any of these manual-fire options would break the game as they are critical for the balancing (grenadiers defend themselves by making enemies unable to fire, melee is mandatory for killing armor efficiently and to deal with suppression). That's of course assuming you don't expect players to manually give a "grenade that!" order every 0.8 seconds to every unit available. The only manual trigger I could accept would be a "go into close combat" command that makes the unit close in to grenade range but move orders seem to do the job just fine.
As for making it slower, I'm not currently planning to make a mutator for that.
The Cuberor's Finest (v3)
Moderator: Moderators
Re: The Cuberor's Finest (v2)
Lower the game speed?1v0ry_k1ng wrote:kdr can you make a mutator of this thats slower paced?
Re: The Cuberor's Finest (v3)
http://spring.jobjol.nl/show_file.php?id=1831
Version 3
Changelog:
-Added logistics beacon and heavy units
-Squads can now be selected by clicking on their icon. Deselecting with CTRL doesn't work yet, you'll have to click on the leader unit itself.
-The reinforcement and logistics bars have tooltips now.
To elaborate on the first point, there is now a new type of neutral object that you can take:
[img]http://kdr_11k.from-hell.net/TCF%20stuff/relic.png[/img] The Logistics Beacon:
To take one of these just move a squad near them (circle on the ground). You only keep it as long as you have squads in the circle and if any other player's squad moves into it the beacon is contested. Holding beacons charges your Logistics Charge bar, the speed depends on the number of beacons and squads in their circles (only squads count, not their members, all squads count equally). The charge is also represented by the height of the flag. When your bar hits 100% you get your side's heavy unit. The charge remains at 100% until that heavy unit is destroyed. Losing beacons will not lower your charge.
[img]http://kdr_11k.from-hell.net/TCF%20stuff/Cubire.bmp[/img]Cubire
[img]http://kdr_11k.from-hell.net/TCF%20stuff/controller.png[/img]Controller:
The Controller produces a squad of Killbots and reinforces them constantly. It's armored but has no weapons of its own. It has an increased sight radius compared to all other units. Losing the controller will not destroy the Killbots but it leaves them without reinforcements and possibly LOS.
[img]http://kdr_11k.from-hell.net/TCF%20stuff/killbot.png[/img]Killbots:
Very weak and fragile units but they come in a squad of 25 and are instantly replaced when they die. The constant flood of Killbots can wear any army down. Their drawback is that they are blind, you need other units in the area to spot targets for them. Killbots have no close combat weapon and are immune to suppression. If you need them back at the controller ASAP just selfdestruct their squad, the controller will instantly make a new one.
[img]http://kdr_11k.from-hell.net/TCF%20stuff/Spheratists.bmp[/img]Spheratists:
[img]http://kdr_11k.from-hell.net/TCF%20stuff/tank.png[/img]Tank:
A really heavy unit. The tank is obviously armored. It has a long ranged cannon that penetrates armor and deals massive damage, instantly destroying any smaller unit. There are also two smaller guns mounted on the sides. The tank is a dangerous unit but it's not an army of one, it will get destroyed if you send it at the enemy alone. The usual approaches to anti-armor attacks apply here too.
Version 3
Changelog:
-Added logistics beacon and heavy units
-Squads can now be selected by clicking on their icon. Deselecting with CTRL doesn't work yet, you'll have to click on the leader unit itself.
-The reinforcement and logistics bars have tooltips now.
To elaborate on the first point, there is now a new type of neutral object that you can take:
[img]http://kdr_11k.from-hell.net/TCF%20stuff/relic.png[/img] The Logistics Beacon:
To take one of these just move a squad near them (circle on the ground). You only keep it as long as you have squads in the circle and if any other player's squad moves into it the beacon is contested. Holding beacons charges your Logistics Charge bar, the speed depends on the number of beacons and squads in their circles (only squads count, not their members, all squads count equally). The charge is also represented by the height of the flag. When your bar hits 100% you get your side's heavy unit. The charge remains at 100% until that heavy unit is destroyed. Losing beacons will not lower your charge.
[img]http://kdr_11k.from-hell.net/TCF%20stuff/Cubire.bmp[/img]Cubire
[img]http://kdr_11k.from-hell.net/TCF%20stuff/controller.png[/img]Controller:
The Controller produces a squad of Killbots and reinforces them constantly. It's armored but has no weapons of its own. It has an increased sight radius compared to all other units. Losing the controller will not destroy the Killbots but it leaves them without reinforcements and possibly LOS.
[img]http://kdr_11k.from-hell.net/TCF%20stuff/killbot.png[/img]Killbots:
Very weak and fragile units but they come in a squad of 25 and are instantly replaced when they die. The constant flood of Killbots can wear any army down. Their drawback is that they are blind, you need other units in the area to spot targets for them. Killbots have no close combat weapon and are immune to suppression. If you need them back at the controller ASAP just selfdestruct their squad, the controller will instantly make a new one.
[img]http://kdr_11k.from-hell.net/TCF%20stuff/Spheratists.bmp[/img]Spheratists:
[img]http://kdr_11k.from-hell.net/TCF%20stuff/tank.png[/img]Tank:
A really heavy unit. The tank is obviously armored. It has a long ranged cannon that penetrates armor and deals massive damage, instantly destroying any smaller unit. There are also two smaller guns mounted on the sides. The tank is a dangerous unit but it's not an army of one, it will get destroyed if you send it at the enemy alone. The usual approaches to anti-armor attacks apply here too.
Last edited by KDR_11k on 16 Mar 2009, 20:04, edited 1 time in total.
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Re: The Cuberor's Finest (v3)
killbots or battledroids?
Re: The Cuberor's Finest (v3)
Updated thedownload link, I uploaded a bad version first and updated it (all before posting here) but it seems file updates don't propagate to mirrors so the mirrors had different file versions than the main site.
- SteveZissou
- Posts: 25
- Joined: 15 Nov 2008, 08:27
Re: The Cuberor's Finest (v3)
I played a little of v2 and enjoyed it, would like to try v3 but am having difficulty getting a game. If anyone wants to play a few games and you see that I'm online don't hesitate to PM me, thanks.