Current version : 0.10 - Check the bottom of this post.
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What is this mod about :
This mod focuses on battle management.
Theres a very primitive form of economy, and a few defensives structures, but its very limited on those "base-building" aspect.
So the three important points of this mod are :
- Your warehouse is your only ressource source. You wont get any metal or energy from other structures (tough you can reclaim features & wreckages). This mean you should 'buy' units carefully. If your units get wasted, your metal will start raising again, so the first battle lost wont be the end of the game.
- Your units requires energy to shoot or move while cloaked (still cloaked units dont use energy). This mean you should keep an eye on your energy stock and improve your total capacity to run stealth missions.
- Your units move *slowly*. This offers more time to do micro management in battles, but moving troops to a distant point will be a pain, unless you understand you should use transports convoys. Transport convoys are faster than most units, but they should be escorted (light infantry and weak missile/AA bot goes fast enough for that).
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Units Overview
You can build the followings ..
Close range units (3 units + 1 special + 1 air)
Medium range units (3 units + 1 special)
Long range units (3 units + 1 AA + 1 very long range)
Tools units (radar, jammer, scouts, paralyser, fake unit, builders)
Transport unit (transport are important in this mod)
Structures (A fake Warehouse that can be a deadly trap, energy storage, 3 different 'turret' defenses', mines & dragon teeth, radar ...)
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A few tips ...
- 2 units are labeled "Transport Interceptor". Those can quickly shoot down an unescorted convoy, but wont be that much of a threat if the convoys are escorted.
- Prefer resurrecting wreckages than reclaiming those. The "many units" = "less metal income" rules also means when you have many units, you'll be in metal deficit. Means reclaimed metal will disapear in the air.
- Infantry have a power bonus against defensive structures - if you can get close enough !
- Cloakable mobile unit deals almost no damage to the Warehouse. Means that you wont get your warehouse suddendly destroyed by units sneaking directly next to it.
- Dont think you can build an invincible stronghold with defenses. Defenses lower your metal income. If you have many defenses arround your base, you dont get metal anymore, so if your enemy shots down your defenses, you wont have time to recover.
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SCREENIES !
(Well this is not really relevant of the gameplay, and the model are not custom so its not really interesting ... but still =P ...)
All the units ...

All the structures ...

Battling ...

Battling ...

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CURRENT VERSION
Current version : 0.10 (updated 18/02/2007 at 19.30)
Download :
On Unknown Files :
==> http://spring.unknown-files.net/file/23 ... _0.10.sdz/
From FREE (better d/l speed if you're in France) :
==> http://ptikasu.free.fr/Skirmishes_0.10.sdz
Changelog :
v0.10 :
- Spider should now *really* be able to capture foreign units
- Reduced Peeper sight range -30%
- Reduced Flea sight range -20%
- Laser turret HP lowered 1300 -> 900 HP
- Surprise Laser turret HP lowered 1000 -> 700 HP
- Surprise Rain turret HP raised 1000 -> 1300HP
- Shooters precision lowered (except for Janus, which was too imprecise)
- Arty presision raised (except for light arty : lowered)
- Medium Arty rate increased approx +45%
- Heavy Arty rate lowered approx -15%
- Heavy Infantry and Shooter energy cost raised
- Slightly raised Heavy Infantry HP 1200 -> 1300 HP
- Slightly raised Eater power 19 -> 21 damage
- Set factories to stay open
- Slightly reduced Heavy and Medium Shooter range
v0.09b :
- Halved mine power - what was I thinking about, 900 damage for 10 metal ? o_o Set to 450 damage and costs 20 Metal
- Heavy Shooter (pitbull) weapons corrected (was using the original pitbull weapon). Less damage, and now cost energy
- Light infantry and Weak Missile Launcher now dont consume energy when firing anymore, so when you're out of energy those could be usefull.
v0.09 :
- Added 2 hovercraft units for overseas convoys escort
- Corrected a crash with the fake main lab
- Sniper, Jethro and Spider units are now amphibious (should be able to fire underwater in a future version)
- Combat Helicopter (brawler) now has ability to fire underwater
- Combat Helicopter (brawler) damage bonus against transport slighlty reduced
- Improved Landmine power
- Spider unit can now capture other units. Has +50 HP and cost +10 Metal
- Remote Warehouse now have an efficient building speed
- Heavy shooter energy cost per shoot corrected
- Fido firing rate corrected
- Artillery precision and rate of fire tweaked
- I still cant play guitar
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THANKS
Thanks to people who helps and encourage me making this mod :
- The first Skirmishes Stories Fan : pcasts
- The testers :
hgalb, [EvD]DoJeH, AlcariTheMad, Baphomet, Cabbs.
- TAS Forum and Lobby people giving tips on mod making problems ...
- Clan SY for Spring, and the usefull Wiki =)
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