TA:X mod in progress (slow progress)
Moderator: Moderators
no thats how it should be though don't give fighters such a tiny amount of fuel that in order to provide air cover for ground forces (a really important job) u need to build air pads every 10 ft. an alternative it so make two types of fighters, one a long range interceptor meant to take out air units far from home and a short range interceptor meant for base defense.
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- Posts: 15
- Joined: 12 Dec 2006, 07:09
it would be a good idea to have 2 types of fighters. one a close-range, one a long-range version. the long range version would be used for covering farther out parts of your base and also as escorts for your bombers.
while your at it, you could majorly expand the current air system. you could add tactical bombers(best against troops while strategic bombers would be better against main enemy structures), helicopters (you could have them both be able to carry units and double as gunships), close air support gunships(barely any feul, so it can only attack nearby enemies, but cheaper than normal gunships), and spy planes, and maybe multi-role aircraft
btw, about the helicopters, i heard that someone managed to create a transport where the units it is carrying could fire from the transport(which is used in the Blox mod). that could be a useful addition for the helicopters.
im not reccommending that you add all these units, but you can if you want
while your at it, you could majorly expand the current air system. you could add tactical bombers(best against troops while strategic bombers would be better against main enemy structures), helicopters (you could have them both be able to carry units and double as gunships), close air support gunships(barely any feul, so it can only attack nearby enemies, but cheaper than normal gunships), and spy planes, and maybe multi-role aircraft
btw, about the helicopters, i heard that someone managed to create a transport where the units it is carrying could fire from the transport(which is used in the Blox mod). that could be a useful addition for the helicopters.
im not reccommending that you add all these units, but you can if you want
well im here to say that TA:O is not dead ive just been busy cleaning up and updating uberhack so i can start adding units and effects.so far im almost done "priming" uberhack and i am now working on a design document which i will post when its done in a week or so and untill then if u have any unit/effects suggestions feel free to let me know. i already have a few units in mind but some are not of the highest quality and if you know of any good high quality units please let me know. incase anyone wants to know ive added all the evolva moddles and they all look great (in my oppinion) exept the single barreled flash. i also need some help, can someone point me in the direction of good effects the only ones i know of are smoths, even tho they look good there wont be anough of them so please help.
Ok I├óÔé¼Ôäóve decided to rename the mod I├óÔé¼Ôäóm working on from TA: Overloaded to TA:X. why? Because I think TA:O makes it sound like something utasp/tauip like which is completely different and I think TA:X is catchy :D. I like it because its simple and you guys can use your imagination to think what it stands for. Ok ok ill get back to the point here is TA:X├óÔé¼Ôäós design document and other info about it.
Ok well TA:X is an uberhack based mod that will add a completely functional tech level 3 (in between goliath and krog) and expand the navy stuff. That was just the 2 main goals this mod has here is a list (yes an annoying bullet list).
├é┬À Adds a fully functional tech LVL3 (air,vehs,kbots,sea, and structures)
├é┬À Adds LVL2 hovers
├é┬À Adds a whole array of ns buildings
├é┬À Utilizes the fuel system for aircrafts
├é┬À Adds some useful LVL1&2 units
├é┬À Alters economy so that its crucial to expand
├é┬À Makes it so you don├óÔé¼Ôäót ├óÔé¼┼ôgo├óÔé¼┬Ø anything so you use everything (kbots, etc)
├é┬À Adds a nanotower system
├é┬À Updates some ugly ota models w/evolva ones
├é┬À Makes each side unique
├é┬À Is open to all suggestions
I will update this frequently (if u call it that)
Oh I need to mention that I├óÔé¼Ôäóm open to all suggestions (balance ideas, unit suggestions, etc) and if you know of any effects I can use or you can help me please pm me. oh and i finnaly got uberhack prepared so if you have unit suggestions nows the time
Ok well TA:X is an uberhack based mod that will add a completely functional tech level 3 (in between goliath and krog) and expand the navy stuff. That was just the 2 main goals this mod has here is a list (yes an annoying bullet list).
├é┬À Adds a fully functional tech LVL3 (air,vehs,kbots,sea, and structures)
├é┬À Adds LVL2 hovers
├é┬À Adds a whole array of ns buildings
├é┬À Utilizes the fuel system for aircrafts
├é┬À Adds some useful LVL1&2 units
├é┬À Alters economy so that its crucial to expand
├é┬À Makes it so you don├óÔé¼Ôäót ├óÔé¼┼ôgo├óÔé¼┬Ø anything so you use everything (kbots, etc)
├é┬À Adds a nanotower system
├é┬À Updates some ugly ota models w/evolva ones
├é┬À Makes each side unique
├é┬À Is open to all suggestions
I will update this frequently (if u call it that)
Oh I need to mention that I├óÔé¼Ôäóm open to all suggestions (balance ideas, unit suggestions, etc) and if you know of any effects I can use or you can help me please pm me. oh and i finnaly got uberhack prepared so if you have unit suggestions nows the time
wait...i just noticed thisArco wrote: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?
how will this be even hard besides balance alls i have to do is download units put them in a mod and balance.and yess my spelling sucks but i think i can use a dictionary when typing unit info and stuff
Well good luck, although with the number of TA based mods already out, I would suggest doing something new or different gameplay wise if you want yours to stand out. For example, you could make a realism mod by tripling or quadrupling unit costs, range, and firewpower. Or you could make the sides vastly different by giving the Core heavy mechs and stealth fighters from the start, but giving the Arm a huge intelligence advantage with long range seismic sensors, fast, stealthy, cloakable units, and a mobile economy, essentially making a guerilla warfare mod. Just a couple ideas, take them how you will. I guess my point is there's no reason not to try something radical and different. If you succeed, you've made something exciting and new that people will want to play, and if you fail, well, it's not much worse than spending dozens if not hundreds of hours of your time to make yet another TA based mod that only a handful of people will ever play.
- Shadowsage
- Posts: 73
- Joined: 01 Dec 2005, 05:50
Good luck. If a tank has a footprint of 2x2, its gun will shoot across the entirety of SmallDivide. Any airplane will be able to hit a target across Small Supreme. Artillery would be able to strike any point on Epic. Cruise missiles and ICBMs could hit a game across the lobby.overkill wrote:ranges will be moe realistic