TA BattleFleet

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           == TA_BattleFleet Mod ==

-PAXP-deijE.gif https://scontent.fgig4-1.fna.fbcdn.net/v/t1.0-9/428074_394947210532434_1899585886_n.jpg?oh=539885d0e48f3afce05d2f3d3cd23087&oe=5A184B92 -PAXP-deijE.gif



For while ported from OTA TA_BattleFleet mod,to enhance
gameplay according to Spring,and create new units
to balance the game.

TA_BattleFleet was a balance mod originally done for
years for TA, but never delivered, being developed by VonGratz.

Link for better info:

Mod stats in ModWeb made by Maesltrom. [1]


[2]

[3]

Last version, still without limited plane fuel and ammo: [4]

Limited Fuel & Ammo for planes Mutator: http://www.unknown-files.net/index.php?page=browse&dlid=1968


Details of the first concept are as follows:

My own view was to create something more "human",
and, because this, I avoided third party giant kbots
or super-units that could destroy all the enemies, and unfortunatelly
also the game balance.

As I love air-naval battles, a large number of
units were created or utilized from 3d party unit makers (for while).

Ive started the OTA TA-BattleFleet years ago
with UH in mind, IMHO, the best of balancers,but after so many
modifications and tests, these led to a diferent concept,
pointing still more the ARM versus CORE strategies and tactics. The former utilizing more hit and run tactics
and attacks, and the later ever a massive ,heaviest and slow war. In that fashion, XTA enhanced a lot the CORE
carachteristics.

Several new ship types are included, and the level
one is a complete set, with slow and small battleships, escort carriers,
escorts and construction subs,these later units,inspired in TLL Race,perform
an incredible change to a better fighting in sea maps. Other "special" units at first look can appear as redundant,
but the gunboats,for example, are very shalow in the water and
can sail where not other ships will.

The AAI ai is very compatible with the kind of war Ive
dreamed to fight, full of adrenaline ,remembering for me old TA massive
battles, and, with Submarine authorization Ive included it in the mod
with new specially created files.

Some land units are included as a test,more especifically
heavy tanks and vehicles, to decide after
what will stay there.

About 30 units still not are finished, and some maybe
never will came to light, but about ten are very important to the final balance. Strategic and tactic nuclear weapons are part of this mod, that will include several Nuke launchers: Two subs for both sides. One kbot for ARM. One vehicle for CORE. One low range navy attack plane for CORE.

The balance Im looking for,not is "one for the A ,one for the B",
with same caractheristics, but diferent models. What Im trying to do is the inverse. If you would see the US and Soviet weapon development, several times they have radically diferent approaches.Imagine three or four diferent races.... The balance Im trying to get is for example..

CORE NAVY have an Air Command Ship, the Fireshield, with long range AA weapons, ARM balance not was done creating a counterpart, but a long(not so long, because a plane have far better mobility) range missile plane, the SeaRavager.

The Leviathan, an ooolde Cavedog CORE battlesub, now a true sub, with cruising missiles (that are already shown in the original model, but not were implemented)not have an ARM counter, but ARMada now have a little ASW plane level one, not a fast torpedo seaplane to help the balance.

Also, because the ARM philosophy of hit-and-run tactics, a new sub, the Tiburon was created as a "torpedo sniper" with very long range torps and sonar.

CORE will have an only missile battleship - the Nightmare, ARM a very slow and vulnerable ARSENAL ship.The former was designed for naval combat, the later to smash shore resistance. CORE have heavier bombers for massive devastation like the Core Carnage - that still needs some enhancing in weapons, ARM new planes are mainly for hit and run attacks.

Core armored vehicles are massive, like german Tigers in WW2. ARM have faster and not so well protected tanks like the COVERT. A nearly all-terrain ARM anti-tank kbot will help to stand the CORE hordes. All of this will be ported for free copyright models, sounds and textures in the Phase II.



LIMITED FUEL & AMMO SUPPLY FOR PLANES

Im testing this and Ive resolved to put the fuel/ammo limit for planes not as option,but as part of the mod development. I loved this style of gameplay very much. Planes now have a more realistic behavior.They wait landed to be refueled when pads are full,stop attacks when fuel is low,and my ammo balancing do not gave any trouble, because they fire all times that are needed. Now carriers and long range strategic bombers have a new role, very close to the reality. Of couse the Sidedata buiding list needed changes, and more builders have pads in their menus.Also two mobile pads were put ingame to supply small planes. I will resurect one project, a carrier-cruiser, the Convoyeur for the ARM, that was planned to support planes in long range missions, but in the case of TA, planes flighting all time, it not are needed. Also I intend to put a landing pad in the CORE Nightmare only missile battleship. Future models will have landing gears that are already being tested.

MOD Pad Especifications

SMALL - For fighters and other little planes, that are the 2 new mobile ones.

MEDIUM - Only for the Navies, in the carriers and floating pads, to supply heavier planes (but not the last listed below) and sea-plane bombers.

HEAVY - They are the land based pads, for long range patrol planes and bombers.

Note that all "lower" level planes can be replenished by the "higher" level pads, but not the inverse.

----


PROJECT PHASES

PHASE I

Complete the units stuff and balance the game.

Create new textures for FOUR races.

Create new sounds for FOUR races.

Aircraft landing gears

Media: t_corelgversion1_834.jpg

Media: t_lgandbur_316.jpg

Troop transports Media: t_concept_823.jpg

Carriers producing airplanes. Media: t_new_carrier_115.jpg

PHASE II Create new races - Four at all - Their concept design and models, to substitute the Cavedog ones and old models & units from 3d party and my own made.It will utilize the gameplay, sounds and textures of the above, but migrating to UVMapping.


TO DO LIST For the last TA related, now an epic version.

Im still finishing the following for the epic version:

UNITS ___________________________

Aircrafts ARM Alkemist Chemical attack low level stealth aircraft. CORE HUGE ATTACK Transport. Maybe a WIG, with lower speed and more payload.The wing-in-Ground effect I made by chance while testing seaplanes interface subwater/air effects.

Ships

CORE Tempest armored carrier 3pad & airplant producing only defense planes.

CORE Horizon nuke sub.

ARM Arsenal.A slow platform to attack shores.

CORE Nightmare Missile Battleship with tactical nuke weapons.

ARM Thunderer nuke sub.

CORE Abyss MHD adv sub that includes subSAMs weapons.

ARM Heavy carrier - the biggest ship ingame.


Land & Amphi

CORE TRPTR - Troop carrier.DONE ARM TRPTR - Troop carrier. ARM AT-kbot. ARM tactical nuke kbot . CORE tactical nuke vehicle New Royal panther model - Disrruptor tank. ARM Dreadnought - Big attack transport hover. CORE Hellfire - or Hell big hover "base destroyer". ARM Ground control vehicle - A kind of mobile base/bunker.

NEW Bases

Only Airplants & Shipyards remains the same.

CORE & ARM MARINERS. CORE & ARM MARINERS NS. Both sides now build hovers, amphis, Pelikan(ARM). Land version can also produce some vehicles and kbots. Sea version can produce also gunboats, very shalow in the water and capable for riverine ops.

CORE & ARM Adv land plant - To produce all monster level units.

CORE & ARM Strategic center. The only hubs. Both build nukes, Antis, AA adv. Will substitute the Automatic Radar Targeting.

ARM & CORE landplant 1 - To produce all level one land units.

ARM & CORE landplant 2 - To produce all level two land units.

CORE Hidden Ark - Undersea secret only sub plant.

ARM Undersea Lab - A bluebolt from the ocean.

CORE Walls & ARM Fortress complex - ARM is the larger and better protected to launch raiding and flanking forces. and for CORE the biggest defended walls to limit the territory conquered before the next expansion.


Builders now:

Vehicles only for engineering production - they are faster to expand limits. Kbots only for defense - They are capable to climb and build defences where vehicles cannot.

RESOLVE MineLaying affair. Reduce types. Remove minelayers. Only kbot defence engineer, advcons subs & spyes build it.

NEW WEAPONS, EFFECTS & GENERAL IMPROVEMENTS


Afterburn.

Gas bomb.

(Both above thanks to Smoth) Landing gears MODELS & SCRIPTS

Nuke mushroom.

New sounds data.

PULSE Active Sonar - Anti-jammer.

NO nano planes tag.

airpad limit will be removed next version?

WIG effect plenty of wakes.

Missing BuildPics - New ones still not made.

Passable structures..will be implemented or not in next version? If not, utilize Noruas solution to be finished.Its necessary to implement the ARM & CORE defense complexes.


TESTS ON

Vertical bombers - Stuka fashion - NO WAY

Bomb spray.

Schrapnel Gun.

Landing Gears - Done for half of the ~ 30 aircraft models.

Vertical take-off burners Script.