Unit Overload v1.21!
Posted: 04 Aug 2006, 22:06
*v1.21*
Fixed the Arm Dora artillary model. Oddly, the textures got messed up on the 3DO file.
Also attempted to fix an odd "to many textures" bug that crept up only in certain instances. I tested and tested and never saw this bug. Then when trying to play a 4 player game with the mod the error was thrown. So I reduced the size of some of the new textures in hopes to defeat this evil limitation.
http://www.trynot.net/nick/Overload_v121.zip
*v1.2*
Updates include the addition of a L1 shield building. I seem to be taking a lot from TLL designs, man I love that work. The new L1 shield is small, colorful, and onoffable. It's the TLLWeb building, I had to rescript it to allow for the shield.
I also made the "Remover" (that uber nuke) FAR more expensive on your energy. The original release had it in test mode still. I was trying to determine just what determines how long it takes a nuke to build. I still don't know. :-/
I also made it so NanoTurrets can't be transported. I'm sure Caydr has this fixed for the next AA release, consider this a fan fix :)
I slowed Zippers down. If you looked at the walk animation compared to their speed, it was WAY off. Someone, somewhere decided these units would move twice as fast as they were designed to. TSK!
http://www.trynot.net/nick/Overload_v12.zip
Rename the ZIP extension to SDZ when you download. Sorry the webserver limitations didn't allow to download a file with the extension SDZ.
And above all, just have fun!
*old*
Okay so I made my own mod. I made it partially to understand the going's on of a mod file to create management software, but for now, I have a mod.
What does this mod do, you may ask? Well I was never one to tread lightly when it came to units. I love units... more units is a good thing. Sure people spam with PeeWee's, Gremlines, and Zippers... Those people do not want to play a strategy game. Strategy is about balance of forces. Ground forces and air forces all joining forces to poke a hole in the defense of your enemy.
So what I did was add some pretty gnarly defensive buildings. Expensive, yes. But fun to watch. There's Core's Double Barreled Buzzsaw (which I wouldn't say no to a remodel, btw), Arm's gatling bertha... (another one in dire need of a new model). And a handy long range pinpoint bertha that drains the energy bank when it fires...
A couple sweet flaker's to ward off the pesky air-swarm/spammers. 3 tanks in total added. One ship and one aircraft. The ship goes to Arm, the aircraft to both sides. And a long-distance sight tower to see them coming, sooner!
Core gets the MonkeyLord; an overpriced beast that (in 4 shots) can take out the orcon. And the Arm gets the Fat Shrew, a very creepy looking counterpoint to the MonkeyLord which can own a krog in 3 shots (or 4, depending on experience). :D
Shields have been changed to block EVERYTHING. People, these are SHEILDS... So rockets, lasers, and plasma are all stopped. Now the balance of this is simple, it stops more stuff, and doesn't hold it's charge as long in a full-out assault. And plastering your base with shields can have bad results in taking your own stuff out, so plan wisely! (until the new weapon tags can be put to use).
And lastly, for the games that just seem to have no end, there exists a silo so expensive and horribly long to build it must do a signicant amount of damage... Oh yes... for those games who simply cannot find end. Granted it's not immune to anti's!
And Emps? In all my games, I've seen one person use them... so I changed them around a little... Try it out.
Now I'm still refining the big picture here. Finding bugs etc. I'm not to concerned with minute balance, that's not what warfare is about. Knowing your enemy and a possible weakness is what it is about. So now you have the tools to fight an honorable battle!
http://www.trynot.net/nick/Overload_v12.zip
Oh, and speedmetalers... Prepare for chaos!
*edit*
You MUST have AA 2.11 installed! Caydr, you the man, keep up the great work!
Fixed the Arm Dora artillary model. Oddly, the textures got messed up on the 3DO file.
Also attempted to fix an odd "to many textures" bug that crept up only in certain instances. I tested and tested and never saw this bug. Then when trying to play a 4 player game with the mod the error was thrown. So I reduced the size of some of the new textures in hopes to defeat this evil limitation.
http://www.trynot.net/nick/Overload_v121.zip
*v1.2*
Updates include the addition of a L1 shield building. I seem to be taking a lot from TLL designs, man I love that work. The new L1 shield is small, colorful, and onoffable. It's the TLLWeb building, I had to rescript it to allow for the shield.
I also made the "Remover" (that uber nuke) FAR more expensive on your energy. The original release had it in test mode still. I was trying to determine just what determines how long it takes a nuke to build. I still don't know. :-/
I also made it so NanoTurrets can't be transported. I'm sure Caydr has this fixed for the next AA release, consider this a fan fix :)
I slowed Zippers down. If you looked at the walk animation compared to their speed, it was WAY off. Someone, somewhere decided these units would move twice as fast as they were designed to. TSK!
http://www.trynot.net/nick/Overload_v12.zip
Rename the ZIP extension to SDZ when you download. Sorry the webserver limitations didn't allow to download a file with the extension SDZ.
And above all, just have fun!
*old*
Okay so I made my own mod. I made it partially to understand the going's on of a mod file to create management software, but for now, I have a mod.
What does this mod do, you may ask? Well I was never one to tread lightly when it came to units. I love units... more units is a good thing. Sure people spam with PeeWee's, Gremlines, and Zippers... Those people do not want to play a strategy game. Strategy is about balance of forces. Ground forces and air forces all joining forces to poke a hole in the defense of your enemy.
So what I did was add some pretty gnarly defensive buildings. Expensive, yes. But fun to watch. There's Core's Double Barreled Buzzsaw (which I wouldn't say no to a remodel, btw), Arm's gatling bertha... (another one in dire need of a new model). And a handy long range pinpoint bertha that drains the energy bank when it fires...
A couple sweet flaker's to ward off the pesky air-swarm/spammers. 3 tanks in total added. One ship and one aircraft. The ship goes to Arm, the aircraft to both sides. And a long-distance sight tower to see them coming, sooner!
Core gets the MonkeyLord; an overpriced beast that (in 4 shots) can take out the orcon. And the Arm gets the Fat Shrew, a very creepy looking counterpoint to the MonkeyLord which can own a krog in 3 shots (or 4, depending on experience). :D
Shields have been changed to block EVERYTHING. People, these are SHEILDS... So rockets, lasers, and plasma are all stopped. Now the balance of this is simple, it stops more stuff, and doesn't hold it's charge as long in a full-out assault. And plastering your base with shields can have bad results in taking your own stuff out, so plan wisely! (until the new weapon tags can be put to use).
And lastly, for the games that just seem to have no end, there exists a silo so expensive and horribly long to build it must do a signicant amount of damage... Oh yes... for those games who simply cannot find end. Granted it's not immune to anti's!
And Emps? In all my games, I've seen one person use them... so I changed them around a little... Try it out.
Now I'm still refining the big picture here. Finding bugs etc. I'm not to concerned with minute balance, that's not what warfare is about. Knowing your enemy and a possible weakness is what it is about. So now you have the tools to fight an honorable battle!
http://www.trynot.net/nick/Overload_v12.zip
Oh, and speedmetalers... Prepare for chaos!
*edit*
You MUST have AA 2.11 installed! Caydr, you the man, keep up the great work!