Build tree of TLL - Page 2

Build tree of TLL

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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VonGratz
Posts: 471
Joined: 03 May 2005, 05:25

Post by VonGratz »

I can't model units nor could i find a hover factory and hovers that fit the style of TLL.

For models I can suggest a TLL fan :wink: BlackdawnBR http://taspring.clan-sy.com/phpbb/profi ... ile&u=1245.The last version of TLL have some models he made. :idea: Its included hovers :-)
For fixes already made, utilize the fixed corpses version of TLL Spring TLL I made.
Its on FU link...
http://www.fileuniverse.com/spring/mods ... orpses.rar
VonGratz :wink:
antiCamper
Posts: 49
Joined: 19 Dec 2005, 00:19

Re: Build tree of TLL

Post by antiCamper »

PauloMorfeo wrote:I am thinking of having one of these 2 possibilities of build tree in TLL:
Image
Image

1st option, very similar to oTA or AA (with slight diferences).
2nd option is more diferent than oTA or XTA. VLaunch units and moho mines only at lvl3, BBs and nukes only at lvl4.

What does people think?
Are u making a mod ?

PS:

http://www.youtube.com/watch?v=O3zg9aBlDOo
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

I think i will opt for option 1, the one of 2 Lvls (+ 1,5 and 3).

Why? Basically because of resource reasons. Imagine Lvl-1 lab costing 500M. Then, L2 1500 (3x L1) and L3 lab 4500 (3x L2). At L1 we would have solars and mexxes. It would be a normal strech to L2. But we would only have mohos at L3, meaning we would have to make a huge strech until reaching L3. We would probably have to resort to lots of metal makers in the mean time which would be kind of doable but i only have solars (and wind and tidal equivalents, and ocasional Geos) which could mean unmaintainably large fields of solars to buy our way to L3.

If mohos are available already at L2, that means that either they produce too much for L2 or too little when we would reach L4~5.

I could work around it by making an intermediate level of metal extraction, for example using the model of the underwater Mex. It would solve it partially but we would still need more energy (although not as much as without intermediate mexxes) until we had fusions, for which i don't have much options.

Now with option 1, 2 Lvls only, i will run into some other problems.
- Too much tech at each Lvl. In one of the tests, i think NOIZE, complained about too much turrets available which all loocked moderatly the same. There is 6 ground turrets. Although he does play AA which has 8 ground turrets and he ain't complaining :P (nor anyone else), so i don't think that is a major problem.
- Fitting the Lvl-1,5 units will be a bitch, i bet. They are the hovers and the subs and they have VLaunch.
- Too much technology gain at one single upgrade. Mohos, Fusions, BBs, lots of unit variety when upgrading to L2... That jump may prove too benefitious. This is actually my major concern.
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