Fifth Millennium

Fifth Millennium

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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DZHIBRISH
Posts: 357
Joined: 16 Mar 2007, 22:28

Fifth Millennium

Post by DZHIBRISH »

Its my test mod.Based on tired annihilation balance.Its in beta stages.
Its kind of a proof of concept but should be balanced and totaly playable.
Changes:
Labs cant be assisted.(i know its a huge change but try it out)
All labs stats changed.
Eco stats changed to make it a bit harder to make a converter eco.
Some changes to t1 air transports.they are heavier and can carry more units but of course cost more and build longer.
Nano turret range build power and cost increased dramaticly.
Also removed t4 experimentals as they were totaly unappropriate.

http://www.unknown-files.net/3692/The_F ... nnium_v28/

Any suggestions or complaints are welcome.
Last edited by DZHIBRISH on 22 Oct 2007, 00:03, edited 4 times in total.
Saktoth
Zero-K Developer
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Joined: 28 Nov 2006, 13:22

Post by Saktoth »

Some changes to t1 air transports.they are heavier and can carry more units but of course cost more and build longer.
You're better off making them cheaper, drop their cargo on death, and/or have more hp. Loading multiple units just increases the likelyhood of those units being shot down mid-air (The major reason not to use transports). This is one of the reasons why people tend not to load up the t2 transports to full capacity.
DZHIBRISH
Posts: 357
Joined: 16 Mar 2007, 22:28

Post by DZHIBRISH »

well transporters have more hp now and they carry 5 units.. i hope itll balance one another it needs t obe tested..
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[XIII]Roxas
Posts: 182
Joined: 20 Jun 2007, 23:44

Post by [XIII]Roxas »

Change transports to dropships.

You know, like parachute-planes.
DZHIBRISH
Posts: 357
Joined: 16 Mar 2007, 22:28

Post by DZHIBRISH »

Im not gonna do any changes till i play the game some :) and see whats going on..and i need good players tp play it to..
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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

wow

Post by rcdraco »

Did you ask Tired at all, before you did this? And as far as balance goes, that was the whole point of his mod. Just because you don't like how it plays, doesn't mean other people don't.
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MadRat
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Joined: 24 Oct 2006, 13:45

Post by MadRat »

Ironic, isn't it? Tired facing his own medicine.
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rcdraco
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Joined: 22 Nov 2006, 02:50

Post by rcdraco »

DZHIBRISH wrote: Also removed t4 experimentals as they were totaly unappropriate.
Huge wtf mega units are for endgame and newbs, don't remove them, either put them back, or replace them with a great spammer.
DZHIBRISH
Posts: 357
Joined: 16 Mar 2007, 22:28

Post by DZHIBRISH »

Of course i asked Tired.Nobody is tasting any medicine...
he had no problems with me changing his mod.And pleae dont just post useless relpies here.If you played it and now want to comment thats ok but if you havent played it and just have nothing better to do than discourgae modders than please take yourselves elsewhere.
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Sleksa
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Joined: 04 Feb 2006, 20:58

Post by Sleksa »

sensors indicate noob;
Labs cant be assisted.(i know its a huge change but try it out)
All labs stats changed.
Eco stats changed to make it a bit harder to make a converter eco.
Some changes to t1 air transports.they are heavier and can carry more units but of course cost more and build longer.
Nano turret range build power and cost increased dramaticly.
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

Those are legitimate decisions.
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rcdraco
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Joined: 22 Nov 2006, 02:50

actually

Post by rcdraco »

It makes the game into more or less fort wars and raiding tactics, if it works, it should offer a very good gaming experience. It would be porcing, but keeping units alive is just as important. That's not a newb way at all, that actually sounds like fun. ^_^
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Sleksa
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Joined: 04 Feb 2006, 20:58

Post by Sleksa »

Labs cant be assisted.

This means that the focus will be on the micro from 1-10 minutes on. losing your 1 gator will make a loss for you that you CANNOT replace.

I'd like to know what the reason behind this change is. from my point of view it will just increase the focus in micro in a macro-focused game.




Eco & Nano changes come hand in hand, and while you think you were repairing a nonexsistant problem, you just made it real

It makes the game into more or less fort wars and raiding tactics, if it works, it should offer a very good gaming experience. It would be porcing, but keeping units alive is just as important. That's not a newb way at all, that actually sounds like fun. ^_^
as i said, it will make the game purely micro focused since you cannot afford to lose any units due to being unable to cope with the loss of units by nanoassisting

also if you are forced to spend your metal on new labs that you cant assist, this would mean that you basically need like 3-5 labs to pump out units with the same speed as 1 assisted lab.

But why would you do that since you could just mass cons and towers and kill the occasional random gater.
Saktoth
Zero-K Developer
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Post by Saktoth »

Labs are cheaper, so you can afford to expand your nano with labs more easily than in *A. I still agree with the general assessment that no-assist is a bad idea but its probably best to withhold absolute judgement until playing the game.
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Tired
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Post by Tired »

If the basic lab Workertime is dramatically increased, and/or lab Workertime is upgradeable via morphing, then your assessments are offbase. TA units tend to build faster anyway, so don't really need assisting to begin with.

For the dropship, I didn't like the idea of shooting down an Atlas carrying a Comm and having the Comm land alive, so I didn't hooligan CA's interesting drop on death (which still seems buggy with the speed that they drop at and unit bouncing), but this idea might be very viable only for tier 2 transports.

Either way, more modding/ideas ftw.
DZHIBRISH
Posts: 357
Joined: 16 Mar 2007, 22:28

Post by DZHIBRISH »

Sleksa if i could i would have banned you from my topic just cause your reasons for writing are not to really objectivly critic my work but to just attack it especially since im sure you have not played it.
If you decide to disregard out former inpleasantries and help me in the balance of TFM i will appriciate it and will be happy to help you in anything spring related you might do in the future or are doing atm.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Sleksa wrote:Labs cant be assisted.

This means that the focus will be on the micro from 1-10 minutes on. losing your 1 gator will make a loss for you that you CANNOT replace.
This is horsecrap. In funta labs cannot be assisted. Maybe you should take a look and see how it works.
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Sleksa
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Joined: 04 Feb 2006, 20:58

Post by Sleksa »

ok ill take a look
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SwiftSpear
Classic Community Lead
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Post by SwiftSpear »

Heh, FTA CERTAINLY isn't focused on micro...
DZHIBRISH
Posts: 357
Joined: 16 Mar 2007, 22:28

Post by DZHIBRISH »

I tryed raising mex income and it ruined it..
Its fixed now.. so no crazy spamms..
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