Fifth Millennium
Moderator: Moderators
Fifth Millennium
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.
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.
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.Some changes to t1 air transports.they are heavier and can carry more units but of course cost more and build longer.
- [XIII]Roxas
- Posts: 182
- Joined: 20 Jun 2007, 23:44
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.
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.
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.
actually
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. ^_^
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
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.
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
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 nanoassistingIt 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. ^_^
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.
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.
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.
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.
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.
- Forboding Angel
- Evolution RTS Developer
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- SwiftSpear
- Classic Community Lead
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