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- Supremilated presents:
- The Supremilated MegaMod Alpha-Release
- The purpose of the MegaMod is to bring out more strategy in Supreme Commander, and clean up the units which have
- various degrees of flaws or imbalances. Its goal is to give every unit a role, and make sure there are no useless units.
- The changes in this mod reflect our core beliefs about an RTS game:
- * Every unit should have a place, and not be obsolete just because the game advances. This does NOT mean that every unit
- should be effective against every other unit, even in greater quantities.
- * Every faction should have equal footing on every map.
- * There should be as many strategic options as possible, with as many diverse units as possible, creating a game where
- there is no singular clear route to victory.
- * The factions should have consistent themes, and units which are strikingly different from other factions.
- * Higher Tech should take considerable effort to achieve, and each Tech should contain units which are significantly
- different from other Techs.
- * Every unit should have a counter. No "I WIN" buttons.
- Many units were too effective. Many were too ineffective. Many units fit too many roles. We have attempted to correct this.
- The factions are better balanced than in the original game. No faction should have an advantage over another in a particular
- combat layer such as land, air or sea.
- Instead of one faction having "superior" units of a particular type (the best example is Aeon's naval superiority in the original),
- there are significant factional differences that create the drastically different fighting styles that you will now witness.
- We believe that every unit should be worth its cost, and if a certain faction is not meant to have a specific tech then it
- should be given something else to make each unit useful and worth building.
- Examples of units which were too overpriced or not effective enough, would be the Cybran Shield tower, the Cybran Battleship,
- the UEF Riptide Hovertank, the UEF & Aeon Tech1 AA vehicles and all the Energy Storage.
- Examples of units which were too effective would be the UEF Broadswords, Aeon Aurora, and all Tech3 Siege Bots.
- The Mavor fell into the odd category of too expensive AND too effective.
- We believe that no units should make any others "obsolete". This is done by giving improved units specific weaknesses that the
- basic units excel at. An example of this would be the general rule that fast land units will be Tech 1. Higher Tech units
- will be much slower *unless* they are given a specific weakness, such as the new Aeon Harbinger which is very fragile for the cost.
- The entire game should be balanced within itself. Changes made to units which may at first, appear to present a serious
- problem if inserted into the original game, should fit nicely in this mod because the rest of the mod compensates for these
- new attributes. An example of this may be the objection to removing the role of Tech3 Siege Bots (in the original game)
- as super powered base smashers that can race into a heavily defended base and just slaughter everything. However there are
- other options in this mod for attacking well defended bases, such as the nice assortment of improved Tech 2 ranged weapons for
- assaulting a front line. They aren't going to rush in and smash a well built base, but after softening up the perimeter enough,
- a rapid mobile assault can take place with some of the more mobile units. And lets not forget about the Tech 3 mobile artillery,
- which is easily capable of assaulting front lines, and should see a lot more use in this mod. Players can also take advantage of
- previously inaccessible but very powerful tools thanks to the now realistic cost for Tech3 artillery and nuclear missile submarines.
- In our mod, an enemy base is more like a puzzle that has to be solved, rather than a nut that can be smashed when you have a big
- enough hammer. What makes this work is proper balancing, limits and diversity - not letting any one strategy be too powerful, or
- unstoppable, or people will just focus their skills on perfecting that one strategy and the game becomes very myopic.
- One thing that really helps units remain useful is to make them more unique and different from other units. Very few units
- are "just like" other units in this mod.
- We have also widened the gap between techs and increased the cost and time it takes to tech up. This is done by bumping up the
- cost and build time for all engineers and factories, especially at the higher techs..
- Most units are "better" at doing their thing than they were before. This does not produce an across-the-board "everything is
- better therefore everything is the same" effect. The reason is that the specializations are more pronounced.
- We also believe that each unit should have something that makes it a "fun unit" to use. We've tried to remove most of the
- irritating aspects of most units.
- The Factional differences we have tried to emphasize in this mod are:
- UEF units are generally tougher and more punchy
- Cybran units are generally more agile, accurate or covert
- Aeon units are generally more.. alien, and often have unexpected traits.
- At our initial release we've made over a thousand adjustments to the game in order to create our vision of what the game is
- supposed to be like. In addition, we are engaging in a progressive, thorough examination of the many imbalances and
- inconsistencies in the game which have probably gone unnoticed. For example, why is the UEF SCU's shield 42,000 hitpoints
- where the Aeon's is 15,000? Even the UEF ACU's shield upgrade is 24,000 hp's. There are hundreds, possibly thousands
- of such examples of inconsistencies in the game, and its going to take a long time to hunt them all down and adjust them.
- For this reason, among others, this mod is going to be a long term work in progress. You can expect to see consistent updates.
- If, during your time with this game, you discover inconsistencies between what you see in the game, and what you read in this
- statement, please bring it to our attention, and we will fix it.
- We ask however, that you search the Change Log to see if the issue is already in our queue.
- Thanks for trying the game. We hope you enjoy it!
- Recon & Pawz
- =============================================== THE CHANGE LOG ===============================================
- Change log icon key:
- If you see these icons before items in the change log, here is what they mean.
- Finished
- No status icon before the item indicates that it is finished to the satisfaction of the developers and much of the community.
- +: Playtest
- This item has been verified as working, but needs thorough playtesting to determine if it fits within the balance
- of the game. If enough reports come in for this item being working and balanced, its status will change to Finished.
- ++: Verify
- Need someone to report in that this item does indeed have the effect on the game that is described in the change log.
- x: In Development
- This item is in active development and will be included in the game in the near future. The developers have a handle on the
- coding involved, the item just needs to be placed on the top of the development queue before it is written.
- xx: Debug
- This item has been attempted by the developers, but is having problems that need to be resolved. If it is a high enough
- priority, it will be worked on soon, but items that are "In Development" may be worked on sooner. Usually an item in
- Debug status is having a coding difficulty where the change is not having the effect desired by the developer.
- ?: Needs Help
- This item the developers currently are stuck on, and need some help from other modders or the GPG game devs in order to
- put this change in place. If you know how to mod this item, please let us know!
- ??: Research
- This item the developers desire to put in the game, but have no clue how to do it.
- There will usually be a corresponding thread in the gpgnet mod dev help forums that address this idea.
- If anyone knows how to mod this, please let us know!
- [ ] Brief comments or changed stats
- This is where single line comments are found, as well as stats which show exactly how much of a change this item represents.
- >> Paragraph Comments
- These are descriptions of the change item. They can be quite lengthy, so they will end with a line after the paragraph.
- Economic Changes
- Storage
- +: Only designated structures hold storage
- >> The storage of Mass and Energy has been reassigned. Now, the ONLY source of
- >> mass or energy storage is your ACU and the designated storage structures!
- >> This is important to remember when playing, because you are responsible for
- >> expanding your storage; it does not occur automatically just because you are building
- >> factories and engineers. It also intruduces NEW strategies into the game by allowing
- >> for someone's storage to be specifically attacked. Remember too that storage
- >> structures will visibly indicate how full they are, so if you do some scouting and
- >> discover a bunch of full storage, that's what you want to attack.
- ------------------------------------------------------
- Rebalance
- >> Storage units are a lot cheaper and hold a lot more. The balance was designed so
- >> that your adjacency bonus for extractors and fabricators is worhwhile.
- >> Also placing energy storage next to Tech2 and especially Tech3 power generators is
- >> easily worth the investment.
- ------------------------------------------------------
- +: On death, remove its share of resources from the economy.
- >> If a storage structure is killed, the amount of actual resources it was holding is lost,
- >> not just the storage capacity. This makes storage killing a much more productive
- >> strategy, even if the enemy does not have full storage. It also forces the player to
- >> consider carefully where to build storage since the loss of the storage can be costly.
- ------------------------------------------------------
- Mass Storage
- Cost
- +: Mass [160 --> 100]
- +: Energy [1200 --> 1000]
- +: Storage Capacity [500 --> 1500]
- Energy Storage
- +: Cost
- Mass [120 --> 150]
- Energy [2400 --> 1500]
- +: Storage Capacity [2000 --> 5000]
- Death explosion
- >> Be careful about your energy storage placement however, because the explosion
- >> produced when they are killed has a significantly wider area than before, as well as
- >> more damage.
- ------------------------------------------------------
- +: Damage [500 --> 700]
- +: DamageRadius [3 --> 5]
- Mass Fabricators
- Auto Switching
- >> Here it is!! Fully automatic Mass Fabricators.
- >> All mass fabricators are automatic now. You don't have to worry about them sending
- >> your energy grid into a stall, because they will automatically switch off if you are
- >> running low on energy. They will switch back on when energy is in sufficient supply.
- >> They also switch off when your mass storage is full and your energy storage is
- >> anything less than full.
- ------------------------------------------------------
- Tech 1
- Switch Off Trigger
- Mass is 100% and Energy is below 100%
- Energy is below 15%
- Switch On Trigger
- Energy is above 30%
- Tech 3
- Switch Off Trigger
- Mass is 100% and Energy is below 100%
- Energy is below 30%
- Switch On Trigger
- Energy is above 75%
- T3 Mass Fabricator
- Death Blast
- >> Semi Automatic chain reaction
- >> Neighboring T3 mass fabs seriously damaged in blast of first one.
- >> Not chain reacting, but this lets you put in the effort to kill one, and then you target
- >> the damaged ones, which should be very quick to destroy and then it blows up and
- >> you go for the next, and the next. etc.
- >> This discourages really tight mass farming, while not eliminating it as an option.
- >> Don't keep important units near them!
- ------------------------------------------------------
- +: Damage [4000 --> 6800]
- +: DamageRadius [7 --> 8]
- +: EdgeDamageRatio [0.6]
- Allow to be built underwater
- >> Part of an effort to allow a player to produce resources even if they have been forced
- >> off all land masses and into the water. Also, being able to hide your resource
- >> resource production underwater is a nice option to have.
- ------------------------------------------------------
- +: Reduce output when underwater [80%]
- +: Mass Fabricator Defense
- >> Mostly for T3 fabricators, due to the volatile nature of their death explosions.
- >> I figure the conversion of terajoules of energy into usable amounts of mass should
- >> justify a fairly significant explosion when attacked and destroyed.
- >> If you don't kill it quick though, it will just shut down and harden up, and produce no
- >> satisfying boom when killed.
- ------------------------------------------------------
- +: Armored State [Takes damage at 50% normal rate when switched off.]
- Armor Reduction
- >> With armor hardening when under attack (after 5 seconds) these units need an
- >> armor reduction to prevent them from being too difficult to destroy.
- >> The initial attack however, will be extra damaging until the unit can shut off.
- ------------------------------------------------------
- +: Tech 1 [360 --> 250]
- +: Tech 3 [6000 --> 4000]
- +: Reduced Death Explosion [Explosion when killed is 10% its normal damage if unit is killed while "off".]
- +: Emergency Stop when under attack
- +: Delay for switching back on [15 seconds]
- +: Delay for switching off
- >> 5 seconds +/- 0.5 second depending on what part of the 1 sec loop that
- >> the damage takes place.
- ------------------------------------------------------
- Upgraded Mass Extractors
- >> Tech2 and Tech3 mass extractors are significantly cheaper, encouraging upgrading.
- >> We made a point to promote extractors over fabricators, which we believe should be
- >> a supplement but not the most efficient method of producing mass.
- ------------------------------------------------------
- T2 mass extractors cheaper
- +: Mass [900 --> 400]
- +: Energy [5400 --> 2500]
- T3 mass extractors cheaper
- +: Mass [1800 --> 1400]
- +: Energy [10800 --> 9000]
- T3 Power Generators [Tech 3 power generators have been given a couple abilities to help your economic survival.]
- +: Allow to be built underwater
- >> Part of an effort to allow a player to produce resources even if they have been forced
- >> off all land masses and into the water. Also, being able to hide your resource
- >> resource production underwater is a nice option to have.
- ------------------------------------------------------
- +: Reduce output when underwater [50%]
- +: Give cloaking
- >> Cloaking costs 10% more energy than the generator produces, so you cannot
- >> cloak them all and leave them that way. Cloaking should be used very sparingly,
- >> when you think the enemy is about to discover your generator.
- >> Remember too, that once a structure is spotted, it remains on the enemy display
- >> even if you cloak it again.
- ------------------------------------------------------
- +: Decloak Radius [15]
- x: Give cloaking effect
- >> Check the scripts of other units which have these kinds of effects.
- >> There's something about SetIntelEffects or something, where you can set the
- >> type, the scale and offset, as well as the attach bone.
- >> Assigning this to Pawz because he can check for the proper bone name.
- ------------------------------------------------------
- Initial Resources
- >> Initial starting resources have been increased appropriately to compensate for the
- >> increased cost of engineers and factories.
- ------------------------------------------------------
- +: UEF Tech 1 land factory cost INCREASE due to this mod is added to initial resources
- +: UEF Tech 1 engineer cost INCREASE *4 is added to initial resources
- Buildings
- Tech 2
- About the Tech 2 ranged weapons
- >> When Tech 2 engineers come on the scene, each faction has two new options for
- >> dealing with ranged threats. Artillery and Tactical Missiles.
- >> We have decided to make each faction unique in how it deals with these ranged
- >> threats. The artillery and tacs will work together to cover all the bases, so to speak.
- >> Tactical missiles have the advantage of high accuracy and high damage, but their
- >> vulnerability is that they can be intercepted fairly easily.
- >> Artillery is typically not very accurate, and not nearly as damaging as Tacs, but there
- >> is no defense against it except for shield domes.
- ------------------------------------------------------
- Aeon
- >> Aeon's long range solution is the Miasma artillery cannon. It fires a shell which
- >> explodes in mid-air just before impact, and spreads a cloud of highly corrosive gas
- >> over a large area.
- >> Aeon's high damage solution is its tactical missile system. It produces pinpoint
- >> delivery of 8000 damage, and can kill almost anything during the mid-game in 1 or 2 shots.
- ------------------------------------------------------
- UEF
- >> UEF's long range solution is its tactical missile, which extends far beyond the other
- >> faction's tacs. This can be a key advantage for UEF in hand picking specific targets
- >> for destruction from outside retaliation range.
- >> UEF's high damage solution is its Klink Hammer artillery cannon.
- >> It fires very high damage artillery shells which can turn the tide in favor of UEF in
- >> artillery/shield duels. The Klink Hammer's disadvantage is its lack of accuracy.
- >> Attempting to take out a specific target with one KH will be a very long wait.
- >> UEF has no area-damage solution. It relies on a solid perimeter to defend against
- >> mass quantities of units.
- ------------------------------------------------------
- Cybran
- >> Cybran doesn't get a longer range solution for either Tacs or Tech 2 Artillery.
- >> They can use their counterintelligence to get the units built closer.
- >> Cybran also doesn't get a high damage solution.
- >> What it does have is its highly accurate Gunther artillery and very wide area tactical
- >> missile damage. With proper use of stealth, creative deployment of tacs and artillery can
- >> provide devastating results against the other factions.
- ------------------------------------------------------
- Tactical Missile Systems
- Launchers
- >> The Tactical Missile systems have been specialized for each faction,
- >> further promoting diversity between the factions as a whole.
- >> All rates of fire have been increased for Tac launchers.
- >> We have given each faction a special "bonus" to its tactical missile.
- >> Aeon gets high damage, UEF gets long range and Cybran gets area damage.
- ------------------------------------------------------
- Aeon [Aeon Tacs are very high damage for taking out hardened targets.]
- +: Damage [6000 --> 8000]
- +: Unpack Animation Rate [2 --> 8]
- +: Repack Delay [3 --> 0.25]
- Leave small scorch mark
- UEF [UEF Tacs have an extra long range.]
- +: Range [128 --> 175]
- +: Unpack Animation Rate [1 --> 4]
- +: Repack Delay [3 --> 0.25]
- Leave small scorch mark
- Cybran
- >> Cybran Tacs are very good at taking out clumps of mobile units, as well as light
- >> defenses en masse. A single tac guarded by several engineers can hold off huge
- >> amounts of incoming raiding mobile units.
- ------------------------------------------------------
- +: Damage [6000 --> 2500]
- ++: Shard Damage [350]
- +: Blast Area [1 --> 7]
- ++: Shard AoE [4.6]
- +: Repack Delay [3.5 --> 0.15]
- Leave very large scorch mark to match blast size.
- Defense
- Aeon
- >> The Volcano is 100% effective at neutralizing incoming missiles.
- >> It is nearly impossible to overwhelm it, as it can deflect any number of
- >> missiles simultaneously.
- >> Since other TMD's can't do this, the Volcano needs to be either scaled back in
- >> effective range, or really jacked up in cost.
- >> Lets start with the range.
- ------------------------------------------------------
- xx: Decrease Range
- Cybran [Test for its ability to handle incoming light missiles and Tacs as well as TacNukes]
- +: Rate of Fire [2.2 --> 2.0]
- T2 Artillery
- >> The Tech 2 artillery installations have been revised and specialized for each faction.
- >> Each faction's artillery has been given a "bonus".
- >> Aeon gets long range and extended contamination over a large blast area.
- >> UEF gets high damage, at the cost of accuracy.
- >> Cybran gets higher accuracy.
- ------------------------------------------------------
- Aeon
- >> The Aeon Miasma artillery is different than any other artillery in the game.
- >> It produces a cloud of corrosive gas which contaminates the area for 30 seconds,
- >> and produces rapid damage for any units which remain or enter the green gas cloud
- >> until it disperses.
- >> The Miasma has the longest range of Tech 2 artillery, but it is highly inaccurate. This
- >> is by design to produce the greatest coverage of the contamination.
- >> When the Miasma gas spray hits a shield bubble, the shell detonates and puts out
- >> damage for duration but there is no cloud. Instead there is a shield-hit effect.
- ------------------------------------------------------
- +: Damage [2875 --> 2100]
- +: Total Damage Duration [1 --> 30]
- +: Pulses over Duration [5 --> 60]
- +: Gas Cloud emitter is visible for damage duration
- Pulse Damage [575 --> 35]
- +: Range [128 --> 175]
- +: Damage area [2 --> 7]
- +: Inaccuracy [1.5 --> 4.5]
- +: Armor [2200 --> 3000]
- UEF
- >> The UEF Klink Hammer has an especially powerful shell for T2 artillery. Its accuracy
- >> suffers however, so you will want multiple units firing on an area.
- ------------------------------------------------------
- ++: Armor [3600 --> 3300]
- ++: Damage [2000 --> 3500]
- ++: Inaccuracy [2 --> 4]
- Cybran
- >> Cybran artillery is more accurate than the other factions. When fighting another
- >> faction in a firebase duel where both sides have total Anti-Tac coverage, the Cybran
- >> Gunther artillery is a good solution for picking off specific targets. Several Gunthers
- >> will be necessary in order to defeat shield domes however, as the damage is nothing special.
- ------------------------------------------------------
- ++: Damage [1750 --> 2500]
- ++: AoE [4 --> 3]
- ++: Inaccuracy [2.5 --> 1]
- ++: Target Priority List except for Aeon's
- >> By definition, Aeon's Miasma shouldn't be trying to hit anything specific.
- >> The other two artillery guns should target the following:
- >> SPECIALHIGHPRI
- >> COMMAND
- >> TECH1 MASSFABRICATION
- >> TECH3 MASSFABRICATION
- >> TECH3 INTELLIGENCE STRUCTURE
- >> TECH2 INTELLIGENCE STRUCTURE
- >> TECH1 INTELLIGENCE STRUCTURE
- >> TECH3 ENERGYPRODUCTION
- >> TECH2 ENERGYPRODUCTION
- >> TECH1 ENERGYPRODUCTION
- >> TECH3 FACTORY
- >> TECH2 FACTORY
- >> TECH1 FACTORY
- >> SPECIALLOWPRI
- >> ALLUNITS
- ------------------------------------------------------
- Stealth Field Generators
- >> Stealth is an important option in the game, since radar contacts are automatically
- >> targeted. We have increased the range of the stealth generators so all factions can
- >> take advantage of this important technology when needed.
- ------------------------------------------------------
- +: Smaller footprint
- >> Made the stealth field generators a lot smaller so they don't take up as much space
- >> in your firebase. Now they take up space similar to T2 point defense or Radar.
- ------------------------------------------------------
- xx: Find a way to get the emitters lower
- ++: Aeon [24 --> 36]
- ++: UEF [16 --> 36]
- ++: Cybran [24 --> 40]
- UEF Triad
- xx: Salvo firing [We modified the Triad to fire each of its muzzles in turn, rather than as a group.]
- xx: Sound Sync
- >> Firing sound is out of sync. Bug is caused by unit attempting to fire Weapon 1 which
- >> we attempted to disable. We may have to scrap the whole Triad mod.
- ------------------------------------------------------
- Aeon Tech2 Shield Tower
- +: Smaller footprint
- >> Aeon have been given a special advantage with their Tech 2 shields due to the fact
- >> that you cannot upgrade them to Tech 3. They are now a lot smaller, similar to Tech
- >> 2 point defense or radar. If you wanted, you could place quite a few overlapping T2
- >> shields without getting too much in the way of other structures.
- ------------------------------------------------------
- Cybran Shield Towers
- >> The upgrade cost reduction causes a fully upgraded Cybran shield tower to be
- >> similar to the cost of the UEF or Aeon T3 shield generator.
- >> Total time to build is roughly similar to UEF and Aeon T3 towers from scratch.
- >> Cybran shield towers also now extend a stealth field automatically to the range of the
- >> shield dome. This adds a little relief in the micromanagement of putting in stealth fields.
- ------------------------------------------------------
- Initial Build
- +: Shield Strength Increased [4000 --> 7000]
- Stage 2
- +: Shield Strength Increased [7000 --> 10000]
- +: Cost Reduced [300/3000 --> 250/3700]
- Stage 3
- +: Shield Strength Increased [10000 --> 12000]
- +: Cost Reduced [1000/15000 --> 400/6750]
- Stage 4
- +: Shield Strength Increased [13000 --> 14000]
- +: Cost Reduced [1500/30000 --> 700/12500]
- +: Build Time Reduced [1500 --> 1200]
- Stage 5
- +: Shield Strength Increased [14000 --> 16500]
- +: Cost Reduced [3000/50000 --> 1300/23500]
- +: Build Time Reduced [2000 --> 1600]
- +: Stealth added which matches shield range for each upgrade.
- Tech 3 and up
- T3 Radar
- >> With Omni gone, we don't need quite as much energy usage for the T3 radar.
- >> It is however, still a whole lot of intel, and should not be too cheap. This is a minor change.
- ------------------------------------------------------
- +: Reduce operating costs [2000 --> 1500]
- T3 artillery
- >> Our initial attempt at fixing T3 artillery is to make them worth the cost. We are starting
- >> at 50% and will adjust as necessary. We haven't made any behavior changes to the
- >> T3 artillery yet, but that could easily be added in the future.
- >> Figure that this unit should be the late-game's anti turtle weapon of choice when
- >> even experimentals aren't punching through the front lines. We would like to see T3
- >> artillery to be built in most late games.
- ------------------------------------------------------
- Aeon
- Cost
- Mass [121500 --> 60750]
- Energy [1336500 --> 668250]
- Time [36450 --> 18225]
- UEF
- Cost
- Mass [113400 --> 56700]
- Energy [1113750 --> 556875]
- Time [30375 --> 15190]
- Cybran
- Cost
- Mass [98415 -->49200]
- Energy [1184625 --> 592310]
- Time [27000 -->13500]
- UEF Mavor
- >> The idea here is to make the Mavor a useful unit in typical long games.
- >> We've changed a few things about it to keep it powerful scary and effective, but
- >> remain within the specs of our game where every unit must have a counter.
- >> It should not be an "I Win Button".
- >> Its a lot less expensive, and also stronger in armor.
- >> The big change is we've caused the shell to split high above the target zone into
- >> many sub-projectiles that spread over a large area.
- >> Four major projectiles will fall and cause heavy damage in a wide area on what they
- >> impact. Ten minor projectiles will fall somewhat closer to the target zone, but they will
- >> only produce light damage to what they hit, and have no splash damage.
- >> This spreads the damage of the Mavor out to a much wider area, but with much less
- >> damage. A very heavily shielded area will survive Mavor fire MUCH longer than
- >> before.
- ------------------------------------------------------
- +: Split Projectiles
- Large Projectiles [x4]
- +: Blast Area [7]
- ++: Damage [4000 each]
- Small Projectiles [x10]
- +: Blast Area [1]
- ++: Damage [1000 each]
- Cost
- +: Mass [302,400 --> 170,100]
- +: Energy [9,000,000 --> 1,670,625]
- +: Time [216,000 --> 45,570]
- +: Armor [8000 --> 15000]
- +: Inaccuracy [.18 --> .25]
- +: Damage [22000 --> See Split Projectiles]
- +: Rate of Fire [8 sec --> 20 sec]
- Camera on weapon [So you can see what you're hitting]
- Land Based Changes
- ACU and SCU Changes
- Size
- >> There's the movie at the start of the game. The cover of the DVD case. The official
- >> trailer at E3.
- >> All of them depict this enormous SUPREME COMMANDER which dominates the
- >> battlefield, dwarfing tanks at his ankles and generally spreading pwnage wherever he goes.
- >> In the game, we don't really get this feel with the ACU. The vanilla ACU walks
- >> around like a toy. It doesn't feel "big" at all. The game engine is capable of handling
- >> it, why not *make* the ACU really feel like that? First we've got to make them
- >> actually biger. Next they have to move slower, so its stride is magestic and ominous.
- ------------------------------------------------------
- +: ACU Size
- +: UEF [30% bigger]
- +: Aeon [35% bigger]
- +: Cybran [20% bigger]
- ++: SCU Size
- >> SCU physical size also was increased. These are very powerful units, and they
- >> should look like they are as powerful as they are.
- ------------------------------------------------------
- ++: Aeon SCU Size [20% bigger]
- ++: UEF SCU Size [30% bigger]
- ++: Cybran SCU Size [20% bigger]
- Footprint Alignment [This is found in bp.Display.MovementEffects.Land.Footfall.Bones.Tread]
- xx: Cybran SCU footprint is broken!!
- Speed
- +: ACU
- >> 1.7 --> 1.275 ACU walking speed has been reduced to 75% of its original value.
- >> The ACU is a beast in the early game and this helps keep his power in check.
- >> It also is fitting for such a large unit, and he doesn't look like a toy walking around.
- ------------------------------------------------------
- +: Walk animation adjusted accordingly
- Weapons
- Overcharge
- Return the ability to Overcharge and one-shot kill an ACU.
- >> This allows for a response to an overly aggressive ACU in the early game heading
- >> toward your base. It also keeps enemy ACUs away from an area where yours is.
- >> A very long poll in the forums showed that approximately 2/3 of the players agree that
- >> the death blast and the ability for an ACU to Overcharge one-shot-kill another ACU
- >> should be returned to the game. We agree.
- ------------------------------------------------------
- Allow Rapid Firing
- >> We enjoyed TA's style of D-Gun, where as long as you had the energy, you could fire
- >> the thing as fast as you could click, and if you were the "Fastest D-Gun in the West"
- >> you could really get your Commander out of a nearly impossible situation.
- ------------------------------------------------------
- ++: Energy drain per second
- >> 3000 --> 30000 This makes the weapon charge in 1/10 second if you have the energy.
- >> It does not affect the energy used PER shot.
- ------------------------------------------------------
- ++: Rate of Fire
- >> 3 --> 10 Lets you fire as fast as you can queue OC targets, provided your
- >> ACU is lined up.
- ------------------------------------------------------
- ++: FiringTolerance
- >> 2 --> 10 Lets the OC weapon fire a little sooner before the weapon has finished turning.
- >> Not noticable.
- ------------------------------------------------------
- ++: Damage Friendlies
- ++: Blast Area [2 --> 3]
- ++: EdgeDamageRatio [.03]
- ++: Units at distance 3 will take 2100 damage
- +: ACU Footprint Damage [Give the ACU some crushing damage.]
- Upgrades
- Aeon
- Heavy Shield
- Cost
- +: Mass [21455 --> 15000]
- +: Energy [321818 --> 225300]
- +: Time [2500 --> 1750]
- UEF
- Regular Shields
- ++: Strength [SCU's changed 42000 --> 24000 to match ACU]
- Nuke (Billy)
- +: Make Tactical [Back by popular demand! - but balanced.]
- ++: Damage and Blast Area [On par with nuke subs. We felt a full strategic nuke blast should not be tactical.]
- +: Increase armor [25 --> 50 Makes it take at least 2 Anti-Tacs to take one down.]
- Cybran
- Stealth/Cloak
- >> Putting stealth as an uber expensive upgrade to cloak for Cybran seems VERY odd,
- >> since for the most part, Cybran have stealth tech nailed down pretty well.
- >> Switching stealth to the initial upgrade makes sense, and then we can up the cost of
- >> the cloaking but not too much, since we want to encourage its use.
- >> To balance it out we have our decloak threshold which ensures the unit won't get
- >> too close to enemy units without decloaking.
- >> We also have the cost to maintain the cloak, especially while moving.
- ------------------------------------------------------
- Stealth
- Cost [This one can be cheap because there is no cloak at this point.]
- +: For ACU, make it a stealth field, not just personal stealth. [25 radius]
- Cloak
- +: Make this the upgrade for stealth
- Cost
- +: Mass [15000]
- +: Energy [225000]
- +: Time [5000]
- +: Energy Usage [2000]
- +: Energy usage when moving [4000]
- +: Decloak Radius [15]
- MicrowaveGun
- Cost
- ++: Mass [21273 --> 17500]
- ++: Energy [319091 --> 262500]
- ++: Retuned Upgrade Costs
- >> All ACU and SCU upgrades have had their Mass/Energy costs rebalanced so that
- >> are not so heavy on the energy and won't bring your energy grid to its knees. Where
- >> energy cost was reduced, mass cost was increased appropriately.
- >> We may consider reducing the costs for many of these upgrades. The rediculous
- >> energy costs, when converted to mass, reveal the truly enormous resource costs for
- >> the upgrades that most people are probably unaware of.
- ------------------------------------------------------
- ACU Engineering Upgrades
- >> The engineering upgrades in the vanilla game cost WAY too much to be worth
- >> building in the regular game. We're bringing the cost down to a fair level.
- >> Since upgrades can happen immediately in the game, we don't want to make this too
- >> cheap, since you could simply bypass the Tech tree and get some of the more
- >> advanced toys pretty early.
- >> The cost will be determined by the cost of going the normal route of teching up.
- >> You pay for the cost of the upgraded factory, and the engineer. Since the ACU's
- >> build rate increases by 30 for each upgrade, this is like having 3 more T2 engineers
- >> strapped on to the ACU permanently - or 2 more T3 engineers.
- >> Being that they are not seperate units, and permanently attached they can't be
- >> destroyed in combat and are worth more than just the engineer cost, so I charge
- >> double for the "engineer" part of the upgrade. The bulk of the cost is still in the
- >> "factory" part of the upgrade, where we are actually paying for the new tech.
- >> The end result is that a player can choose to upgrade his ACU to have the new
- >> engineering suites, but you aren't gaining any special advantage in speed by doing it
- >> that way - you could have just as easily built the factory and a few engineers.
- >> The advantage is you carry the construction power around with your ACU.
- >> The disadvantage is that you can't build the upgraded mobile units without the factory.
- ------------------------------------------------------
- Tech 2 engineering suite
- ++: Mass [2000 --> 1880]
- ++: Energy [50000 --> 28200]
- ++: Time [2000 --> 3120]
- Tech 3 engineering suite
- ++: Mass [6750 --> 6172]
- ++: Energy [900000 --> 92580]
- ++: Time [2250 --> 7500]
- Teleporter [Teleporting has been totally redesigned. See the Global Changes section for details.]
- Resource Allocation Upgrade [Ditch it. We don't need it in our game.]
- x: Retune build time for all upgrades [Build times as compared to upgrade costs are extremely inconsistent.]
- Construction
- ACU Construction Speed
- >> We feel like the ACU should represent the peak of nano-construction technology
- >> and eclipse the engineers which are available near the beginning of the game. If you
- >> want something built fast in the early game, have your ACU help!
- ------------------------------------------------------
- ++: Default Build Rate [10 --> 30]
- ++: Tech 2 Engineering Upgrade [30 --> 60]
- +: Build/Reclaim torso turn speed [360 --> 90 : Matches torso speed caused by weapon. Helps the ACU feel "big"]
- ACU Rebuilding
- >> ACUs have been given the ability to automatically rebuild destroyed structures they
- >> are guarding, just like SCUs do.
- ------------------------------------------------------
- Make Rebuilding automatic!
- UEF ACU Engineering Drones
- ++: Stealth [Cost 20 E]
- ++: Same engineering suite as T1 engineers
- +: Size [30% bigger to match the ACU it sits on]
- Death Blast
- ACU
- >> The ACU death explosion has been returned to its original grandeur.
- >> If an ACU destroys another ACU, mutual destruction is assured.
- >> In the future we will refine the nuke blast damage progression and decay.
- ------------------------------------------------------
- Inner Ring
- +: Time [0 --> 20]
- +: Radius [30 --> 25]
- +: Damage [3500 --> 70000]
- Outer Ring
- +: Time [0 --> 20]
- +: Radius [40 --> 45]
- +: Damage [500 --> 1000]
- ++: SCU Death Damage [1000 --> 5000]
- Tech 1
- Scouts
- >> Scouts are a lot faster and much more agile and accelerate quicker. They can
- >> outrun all other land units, so if someone is chasing your scout you can probably get
- >> away, especially since a scout can usually see the enemy coming from quite a distance.
- ------------------------------------------------------
- ++: Faster [5 --> 7.5]
- ++: More Acceleration [2.5 --> 5]
- ++: More Agile [90 --> 250]
- ++: Show radar range on select
- +: Cybran Scout Decloak Radius [5]
- T1 Light Attack Bots
- >> Light attack bots are faster, more agile and accelerate quicker. Their turret speed is
- >> also increased.
- >> They are so fast as to be able to run past many turrets without being destroyed.
- >> They can also outrun other land combat units, which enables hit and run tactics.
- >> They are particularly adept at taking out larger units which have slower turrets, slower
- >> projectiles or a slow reload time. Their numbers can overwhelm these stronger more
- >> expensive units, and give the light bots a use at any stage of the game. They provide
- >> extremely rapid projection of moderate firepower.
- ------------------------------------------------------
- ++: More Agile [50%]
- ++: More Acceleration [50%]
- ++: Faster Torso (turret) [50%]
- ++: Faster [35%]
- ++: Adjust Animation Speed
- T1 Heavy Assault Units
- >> Tech 1 heavy assault units are more or less the measuring stick we compare other
- >> units to. They are decent fighters, able to maintain effective combat in large numbers
- >> throughout the game. They are a whole lot tougher than the Light Assault bots, so if
- >> the two get in a fight with each other in similar numbers, the heavy assault units will
- >> win every time.
- ------------------------------------------------------
- Aeon Aurora
- >> The Aeon Aurora has been slowed down on water, to reduce some of the advantage
- >> the Aeon have in owning a Tech1 amphibious fighting unit. The ability to cross or sit
- >> on the water is still a considerable advantage.
- >>
- >> -- ON HOLD:
- >>
- >> Its rediculous range advantage of 50% over other factions has been scaled back to
- >> a 25% advantage. In compensation, the Aurora's armor is increased considerably,
- >> but it is still by far the most fragile T1 heavy assault unit.
- ------------------------------------------------------
- +: Speed over water
- >> 50%
- >> This effect is good for gameplay, as it removes some of the advantage of Aeon having
- >> a Tech 1 amphibious tank.
- >> It can also be easily explained physically. A hovering tank would waste considerable
- >> energy creating water turbulance, and thus less energy is available for thrust.
- >> Thanks to Optimus Prime - 4th Dimension for the idea
- ------------------------------------------------------
- UEF MA12 Striker
- >> The UEF MA12 Striker has been given more armor and a more damaging weapon.
- >> This falls in line with the UEF mantra of "Tough and Punchy"
- >> Being a heavy hitter, the Striker is best used in a stationary line to hold a position
- >> against oncoming units. Its strength is not in fighting while in motion, but more in its
- >> placement on the battlefield.
- ------------------------------------------------------
- ++: More Armor [322 from 293]
- ++: More Damage [27 from 24]
- ++: Weapon Range [19 from 18]
- +: Dynamic accuracy decrease while moving. [Accuracy can be good when stationary. Discourage mobile fighting :)]
- +: FiringRandomnessWhileMoving [2]
- Cybran Mantis
- >> The Cybran Mantis has been given a much faster turret speed a nearly instantaneous
- >> shot velocity, which nicely fits its role as the Swarm King.
- >> A Mantis on the move is a happy Mantis.
- >> It also builds faster and its cost has been brought back in line with the Striker and Aurora.
- ------------------------------------------------------
- ++: Mass Cost [52 from 56 (match UEF & Aeon)]
- ++: Energy Cost [260 from 336 (match UEF & Aeon)]
- ++: Build Time [110 from 140 (UEF and Aeon are 130]
- +: Muzzle Velocity [200 from 22 - looks great!]
- Projectile Lifetime
- >> 0.75 --> 0.045 This makes the shot last just a little longer than required to reach its
- >> designated maximum range.
- ------------------------------------------------------
- +: Turret Speed [200 from 60]
- Remove streak from laser
- +: Removed inaccuracy while moving
- T1 Mobile Artillery
- >> The Tech1 mobile artillery have not been changed a whole lot.
- >> The Aeon Fervor has been changed to do a salvo fire. It still fires 4 shots every 8
- >> seconds, but instead of 1 shot every 2 seconds, it fires 4 shots in 2 seconds,
- >> followed by a long delay. Its quite cool.
- ------------------------------------------------------
- Aeon Fervor
- +: Burst fire [4 shots in 8 seconds like before, except the 4 shots are fired inside 2 seconds, then a delay]
- Tech 2
- Combat Vehicles
- >> Tech2 tanks are not just bigger versions of Tech 1 tanks. These are meant to
- >> attack hardened positions and front lines. They are bigger, tougher, slower,
- >> somewhat more expensive and more faction-specialized than Tech 1 tanks.
- >> All Tech2 tanks are 35% bigger, 33% more expensive, take 25% longer to build,
- >> accelerate 50% faster, and have 40% more weapon range than before.
- >> They are also all slower and tougher.
- ------------------------------------------------------
- Aeon Obsidian
- Visuals Adjusted
- ++: Tank Treads
- ++: Selection Box
- ++: Unit Size
- Balance Armor and Shields more [Shouldn't be so lopsided - super weak armor]
- ++: Armor [578]
- ++: Shields [400]
- Shields
- ++: Recharge Delay after taking damage [Changed from 60 to 1]
- ++: Recharge Rate [Changed from 47 to 10]
- ++: Recharge Time [Changed from 75 to 40 - total rate similar due to shield strength change]
- ++: Larger Size [35% bigger]
- ++: More Expensive [33% more expensive]
- ++: Slower to Build [25% longer build time]
- ++: Faster Acceleration [50%]
- ++: More Weapon Range [40% more]
- ++: More Armor
- >> 15% more total hitpoints
- >> Original Obsidian armor was weaker than the Aurora's!!
- >> Its armor is now about 60% of its total hitpoints rather than 18%.
- ------------------------------------------------------
- ++: Slower Speed [80% of old speed]
- ++: Less Damage [63% of old per-shot damage]
- ++: Splash Damage
- >> Splash damage is new. Value = 3
- >> The splash also helps compensate for near misses, as its shot velocity is quite low.
- >> It can hit quite a few small units in one shot.
- ------------------------------------------------------
- ++: Turret Speed [2x faster]
- UEF Pillar
- >> This unit is now like the Goliath in TA.
- >> It is the heaviest and slowest conventional tank in the game. It is a base buster, but
- >> it is very incapable of fighting smaller faster more agile units. The faster shot velocity
- >> makes it so when it does fire, it will probably score a hit. The Pillar's strength shows
- >> in plowing straight in and taking out hardened defenses.
- ------------------------------------------------------
- Visuals Adjusted
- ++: Tank Treads
- ++: Selection Box
- ++: Unit Size
- ++: More Armor [35% more total hitpoints]
- ++: Slower Speed [75% of old speed]
- ++: Turret Speed Decreased [50% of old turret speed May need to be slower yet.]
- ++: Larger Size [35% bigger]
- ++: More Expensive [33% more expensive]
- ++: Slower to Build [25% longer build time]
- ++: Faster Acceleration [50%]
- ++: More Weapon Range [40% more]
- ++: Turn Rate Decreased [80% of old value]
- ++: Faster Shot Velocity [3x faster]
- Cybran Rhino
- >> The Rhino is very good at sitting off to the side while you draw fast enemy units
- >> toward some decoys, as the Rhino nails them from the side, and outside their vision.
- >> It also excels at attacking defended positions from unexpected angles. Cybran is not
- >> typically about frontal assaults.
- ------------------------------------------------------
- Visuals Adjusted
- ++: Tank Treads
- ++: Selection Box
- ++: Unit Size
- ++: Larger Size [35% bigger]
- ++: More Expensive [33% more expensive]
- ++: Slower to Build [25% longer build time]
- ++: Faster Acceleration [50%]
- ++: More Weapon Range [40% more]
- ++: More Armor [15% more total hitpoints]
- ++: Slower Speed [80% of old speed]
- ++: Turn Rate Increased [2x faster]
- ++: Turret Speed Increased [3x faster]
- +: Stealth Added [35 energy cost]
- UEF Riptide
- ++: Faster Turn Rate [2x faster. Matches Aurora now.]
- ++: Less Armor [734 --> 540]
- ++: Increased Acceleration [0.4 --> 0.6]
- ++: Damage Reduction [12 --> 9]
- Cybran Wagner
- ++: Faster Acceleration [50% faster]
- ++: Faster Turn Rate [2x faster]
- ++: Missile Turret Speed increased [4x faster]
- ++: Electron Bolter Turret Speed increased [67% faster]
- Missiles Launchers
- Utility Vehicles
- Cybran Deceiver
- ++: Stealth Field Increase [50% larger]
- Mobile Shield Generators
- ++: Adjust Speed
- ++: Aeon [2.1 from 3]
- ++: UEF [1.9 from 2.8]
- ++: Increase Acceleration
- ++: Aeon [.9 from .3]
- ++: UEF [1.2 from 0.56]
- +: Shield remains active when attached to a transport plane
- +: Transport class changed [2 --> 3 so you can't put too many on a transport.]
- ++: Shield Size [Increase from 16 to 18]
- ++: Increase Turn Rate [100 from 27]
- ++: Zero Turn Radius [from 2]
- Tech 3
- T3 Siege Bots
- >> Make them siege bots, not slaughter-a-base bots
- >> Give each faction its own unique advantage and disadavantage for these units.
- >> They should not be solo-units either, but instead be used in combination with other units.
- >> They should be bigger and more useful for a specialized task than before, but less of
- >> a general melee unit.
- >>
- >> Tech 3 Siege/Assault bots are highly specialized in this mod. The differences
- >> betwen the factions are most pronounced here.
- ------------------------------------------------------
- Aeon Harbinger
- >> This unit is now a lot like the Maverick in TA.
- >> It is expensive, but fragile. It is highly mobile and has a devastating weapon that can
- >> pop most T1 units instantly.
- >> You don't want to just charge them into a well defended base. They will not last long
- >> enough to pay for themselves. Their strength is in their ability to hit hard and quickly
- >> on targets that aren't very well defended, or to strike very hardened units which are
- >> too slow to catch or react to them, such as Pillars.
- ------------------------------------------------------
- Visuals Adjusted
- ++: Walk Speed
- ++: Selection Box
- ++: Unit Size
- ++: Death Animation slowed way down
- ++: Weapon Lead Target
- ++: Less Armor [25% old value]
- ++: Regeneration [20]
- ++: Larger Size [25% bigger - doesn't fit in factory!]
- ++: Faster Acceleration [50%]
- ++: More Speed [25% faster]
- ++: Faster Turning [75% more agile]
- ++: Weapon Damage Increased [345 instead of 115 but dps is 50% more than before]
- ++: Weapon Rate of Fire Decreased [2x slower]
- ++: Weapon Range Decreased [26 instead of 32]
- ++: Turret Speed Increased [2x faster]
- ++: Slow down the death animation [1 : 2 --> .2 : .3]
- UEF Titan
- >> This unit is now like the Sumo in TA.
- >> It is very durable but very slow. It has the ability to track and shoot small fast units,
- >> and is the ideal anti-swarm land holder. Its weapon range isn't very good, but anything
- >> which slips inside this range is quickly devastated.
- >> It is not the kind of unit you can charge into a defended base with, because its just
- >> too slow to get very far before it is killed by point defenses or artillery. Its best role is
- >> protection of vital sensitive areas. You can station them by resource farms, or along
- >> your perimeter and they will prevent raids fairly well. You can also support T3 mobile
- >> artillery superbly with them.
- ------------------------------------------------------
- Visuals Adjusted
- ++: Walk Speed
- ++: Selection Box
- ++: Unit Size
- ++: Weapon Lead Target
- ++: More Armor [3000 armor instead of 2200. Shields unchanged.]
- ++: Shield Regen [Modify like Obsidian]
- ++: Larger Size [35% bigger]
- ++: Muzzle Velocity [Increase to 35 from 22]
- ++: Decrease Line of Sight [20 instead of 26]
- ++: Slower Speed [33% of old speed]
- ++: Turn Rate Decreased [50% of old value]
- ++: Weapon Range Decreased [20 instead of 32]
- ++: Weapon Rate of Fire Increased [50% faster]
- ++: Turret (torso) speed faster [160 instead of 30]
- ++: Slow down the death animation [.75 : 1.25 --> 0.5 : 0.75]
- Split arms to target and fire independently like Loyalists
- >> This could be done, but only one weapon can have the torso as its yaw bone.
- >> Research to find out how much of a pain in the ass this would be.
- ------------------------------------------------------
- Cybran Loyalist
- >> This unit is ideal for perimeter attacking.
- >> Its superior electronics suite is geared for taking things out while denying them return fire.
- >> Its onboard stealth generator will keep it from showing up on enemy radar.
- >> Its enhanced optical sensors allow it to see unusually long for a land unit. It has
- >> personal radar, allowing it to fire at its maximum range unless fighting stealthed units.
- >> This radar also supports the rest of the squad fighting alongside by allowing them to
- >> fire at max range.
- >> The main weapon has been enhanced with an electronics-disruption system, which
- >> staggers attackers taking fire by the Loyalist. Units under heavy Loyalist fire will find it
- >> very difficult to move or shoot back.
- >> The Loyalist also holds the longest range for any T3 assault bot, however it is neither
- >> particularly fast, nor particularly durable for its price.
- >> Reprogramming of enemy Tactical Missiles is retained, as well as the EMP feedback
- >> when the unit is destroyed. This EMP is enhanced in this mod.
- ------------------------------------------------------
- Visuals Adjusted
- ++: Walk Speed
- ++: Selection Box
- ++: Unit Size
- Stun added to main weapon
- ++: Duration [.3]
- ++: Splash [3]
- ++: Affected units [Tech 1,2,3]
- ++: Larger Size [15% bigger]
- ++: Stealth Added [50 energy cost]
- ++: Increase Line of Sight [29 instead of 26]
- ++: Personal Radar Added [50 Range]
- ++: Slower Speed [50% of old speed]
- ++: Turn Rate Decreased [50% of old value]
- ++: Small splash added to main weapon damage [1]
- ++: EMP death explosion "damage" increased [from 1 to 2. not sure what this will do.]
- ++: Weapon Range Increased [32 - same as pre-patch]
- ++: Tracking Range added [37]
- ++: Slow down the death animation [.75 : 1.25 --> 0.2 : 0.3]
- T3 Mobile Artillery
- UEF
- Name changed to Thumper [The Thumper LIVES AGAIN!!!! THUMP THUMP THUMP THUMP ...]
- Cybran
- Camera Shaking
- Fix so camera doesn't shake for entire map [behavior now matches UEF Demolisher]
- All
- ++: Faster Turning [2x faster]
- ++: Faster Acceleration [3x faster]
- ++: Slower Speed [65% current max speed]
- Experimentals
- UEF Fatboy
- Main turrets
- +: Damage [500 --> 1000]
- +: Rate of Fire [3 --> 1.5 shots per second per turret]
- +: Rack muzzles fire seperately [3 shots per second]
- +: RackSalvoReloadTime [0 --> 1]
- +: Inaccuracy [0 --> 0.5]
- +: Audio [Match UEF Battleship - works better for salvo turret.]
- Cybran Monkeylord
- Give it a death explosion
- AoE [8]
- ++: Damage [5000]
- Cybran Scathis
- ++: Less energy to fire [5k energy to fire - not 30k]
- Aircraft and Anti-Air
- Aircraft Fuel Consumption
- >> Aircraft have a strategic element added in the sense that they will run out of fuel
- >> much quicker now, depending on thier role. Bombers and gunships have the least
- >> amount of fuel, which forces the player to be wise about when to use them, and how
- >> far away to send them. This also forces the use of refuelling platforms.
- ------------------------------------------------------
- +: Fuel Recharge cut [3 instead of 5 (or 15 for Broadsword)]
- +: Experimentals [10x current capacity - should never run out]
- +: Transports [200% current capacity]
- +: Scout planes and Spy planes [Unaltered]
- +: Fighters [50% current capacity]
- +: Gunships [30% current capacity]
- +: Bombers [30% current capacity]
- T2 Flak
- >> The purpose of Flak is to take inflict area damage on slow moving or hovering attack
- >> aircraft such as Gunships and Bombers. Any large swarms of aircraft should take
- >> significant damage from Flak because of its wide area damage. Flak then, fills a
- >> very important role to provide AA coverage where Tech 1 and Tech 3 AA are
- >> lacking. This is due to Tech 3 AA being changed to focus a long range anti-heavy-
- >> plane role. Skipping Flak and going straight to T3 AA will leave you vulnerable to
- >> large numbers of planes taking over your airspace.
- ------------------------------------------------------
- Turrets
- x: Reduce Armor
- x: Increase Damage
- x: Increase Blast Radius
- x: Reduce Turret Speed
- x: Reduce muzzle velocity?
- +: UEF Turret Sound [Use sound from UEF T1 AA Turret]
- Mobiles
- x: Increase Damage
- x: Reduce Turret Speed
- x: Increase Blast Radius
- ++: Armor Definition
- >> After spending considerable time trying to physically make the Flak shells more
- >> effective vs gunships and bombers and less effective vs scouts and interceptors, I've
- >> caved in and created an Armor Definition.
- >> Flak will now inflict 2.5x its usual damage on gunships and bombers.
- >> Flak will inflict only 1/2 damage to scouts.
- ------------------------------------------------------
- T1 AA Turrets
- >> Can't hit beans - Fix.
- >>
- >> Make able to easily hit scouts and fighters, but with less damage.
- >> Make much more fragile
- >> Make cheaper and build faster
- ------------------------------------------------------
- Top Priority targets inserted
- Bombers
- Gunships
- UEF & Aeon Changes
- +: Faster Shot [1.67x]
- +: Faster Tracking [1.11x]
- +: Rate of Fire Increase [3 from 1.6]
- +: Inaccuracy Increase [1.5 from 1]
- Cybran Changes
- +: Switch weapon to nano-dart from Cybran Mobile AA Vehicle
- +: Two missiles per shot [2 barrels]
- +: Appropriate range for AA turret
- +: ProjectileLifetime [Make sure it doesn't fly past the weapon range]
- +: Cheaper [.25x]
- +: Build Faster [.25x]
- +: More Fragile [.25x]
- +: Less Damage [.40x]
- Aeon Czar
- Fall Damage
- >> Something this big freefalls on your base? Its going to do more than 1000 Damage : Radius 5.
- >>
- >> Modify UAA0310_script.lua
- >> OnAnimTerrainCollision()
- >> .
- ------------------------------------------------------
- +: Radius [8 --> 11]
- ++: Give it the GROUNDATTACK Category
- ++: Increase Armor [15k instead of 5k.]
- ++: Regeneration [25]
- T1 AA Vehicles
- Aeon
- Top Priority targets inserted
- Bombers
- Gunships
- ++: Damage [2 from 4]
- ++: Inaccuracy [2 from 1]
- ++: Rate of Fire [4 from 1]
- ++: Muzzle Velocity [120 from 60]
- UEF
- Top Priority targets inserted
- Bombers
- Gunships
- ++: Muzzle Velocity [120 from 60]
- ++: Inaccuracy [2 from 1]
- ++: Rate of Fire [4 from 1]
- UEF Broadswords
- >> These monsters are way too fast and tough and damaging - to have all three is a
- >> serious imbalance.
- >> Slowing them down is a good option, as it gives local AA time to naturally handle them
- >> before they get to their target. It also makes quick rush/snipe tactics less devastating.
- ------------------------------------------------------
- ++: Bigger [25%]
- +: Slower [50% of old speed]
- T3 AA
- >> AAA should be proper airspace control units.
- >> Anti-heavy-aircraft defense.
- >> Viable anti-flying-experimental defense.
- >> But not a blanket defense like what Flak provides.
- >>
- >> 1/2 Armor
- >> 2x Range
- >> 5x Damage
- >> 1/5 Rate of Fire
- ------------------------------------------------------
- Aeon
- +: Armor [6000 --> 3000]
- +: Rate of Fire [2 --> 0.4]
- +: Projectile Lifetime [5 --> 12]
- +: Damage [40 --> 200]
- UEF
- +: Armor [5500 --> 2750]
- +: Rack Salvo Reload Time [0.5 --> 2.5]
- +: Rate of Fire [***** Commented out ***** 3 --> 0.6]
- +: Projectile Lifetime [6 --> 14]
- +: Damage [40 --> 200]
- Cybran
- +: Armor [5000 --> 2500]
- +: Rate of Fire [1.5 --> 0.3]
- +: Projectile Lifetime [3 --> 7]
- +: Damage [24 --> 120]
- +: Range [60 --> 120]
- +: Priority List
- >> SPECIALHIGHPRI
- >> AIR EXPERIMENTAL
- >> TECH3 GROUNDATTACK
- >> TECH3 BOMBER
- >> TECH2 GROUNDATTACK
- >> TRANSPORTATION
- >> SPECIALLOWPRI
- >> ALLUNITS
- ------------------------------------------------------
- ??: Question
- >> Why do the dps stats appear like this:
- >>
- >> Aeon - 160
- >> UEF - 86
- >> Cybran - 144
- ------------------------------------------------------
- Transports
- Armor Regen [Because they won't land on air repair pads]
- +: Tech1 [+1]
- +: Tech2 [+3]
- Tech 2 Transports
- Aeon
- Cost [Cost adjusted to compensate for 12 bones where UEF has 14.]
- +: Mass [320 --> 274]
- +: Energy [12800 --> 10971]
- +: Time [1600 --> 1371]
- ++: Weapon Rate of Fire [All four AA guns: 0.34 --> 1]
- +: Class3AttachSize [4 --> 3 : Fits three T3 bots now]
- Cybran
- Cost [Cost adjusted to compensate for 10 bones where UEF has 14.]
- +: Mass [320 --> 229]
- +: Energy [12800 --> 9143]
- +: Time [1600 --> 1143]
- Speed penalty per cargo
- +: Tech 1 Cargo [3.5%]
- +: Tech 2 Cargo [9%]
- +: Tech 3 Cargo [18%]
- +: Speed [15 --> 18]
- +: Armor [210 --> 260]
- Tech 1 Transports
- Speed penalty per cargo
- +: Tech 1 Cargo [7%]
- +: Tech 2 Cargo [20%]
- +: Tech 3 Cargo [50%]
- +: Speed [15 --> 21]
- +: Armor [90 --> 60]
- T3 Spy Planes
- +: Turn Radius [Much larger]
- +: Max Airspeed [30 from 21]
- +: Min Airspeed [15 from 10]
- +: Turn Speed [0.5 from 2.5]
- +: StartTurnDistance
- >> 25 This lets the plane rubber-band into a fast landing spot even though it can't really
- >> turn that fast. Without it the plane won't land ever with a wide turn.
- ------------------------------------------------------
- +: TightTurnMultiplier
- >> 35 This keeps the plane's airspeed high during turns. Otherwise its too vulnerable to
- >> AA if it slows way down.
- ------------------------------------------------------
- T1 Interceptors
- +: TurnSpeed [1.5 --> 2.5]
- +: MaxAirSpeed [19 --> 22]
- +: UEF weapon
- >> Improved to fire more often with less damage, and sound and act like a machine gun
- >> Thanks to Optimus Prime - 4th Dimension
- ------------------------------------------------------
- +: Aircraft armor/damage adjustment
- >> Aircraft armor counts are unnecessarily low, since AA weapons seem to be
- >> distinctively seperate from other weapons.
- >> A light tank might have 200 hitpoints where a light plane might have 20.
- >> Likewise, AA weapons do very very low damage, like 1 or 2.
- >> This presents two problems. First, its very difficult to fine tune the AA damage output.
- >> More importantly, when things like mobile shields come into play, the same unit
- >> protects both air and ground units. If aircraft armor and AA damage were both
- >> increased x10, the game balance would remain unchanged, but these issues would
- >> be resolved.
- >> Another issue is with calculating veterancy due to damage dealt. Damage to aircraft
- >> doesn't accumulate very much, so its an inaccurate count of damage dealt.
- >>
- >> NOTE: Because we adjusted the armor and damage values using script and not
- >> blueprints, the blueprint values will be THE SAME as they were before, but the actual
- >> in-game values will be 10x bigger.
- >> TO FINE TUNE values in blueprints, just use tenths of a value.
- >>
- >> Make sure any weapons that also attack ground are *not* modified.
- ------------------------------------------------------
- ??: Fall Damage [Can this be adjusted so many units survive a plane crash?]
- Sea Based Changes
- Ship Wreckage [Thanks to Toxic Frog for all the amazing work getting this done!!]
- ++: Wreckage should be worth 90% of a unit's mass [really? 90%?]
- Battleships
- Aeon Battleship
- +: Increase AoE [3 from 1]
- +: Decrease Accuracy [2.0 from 0.3]
- UEF Battleship
- Tactical Missile Defense
- ++: Increase Range [50%]
- +: Salvo settings [Fire 3 shots from a turret fairly rapidly, then reload]
- +: Shots per second within salvo [1]
- +: Delay between salvos [10]
- +: Increase Damage [810 from 600]
- +: Decrease Accuracy [2.0 from 0.3]
- +: Decrease AoE [1 from 2]
- Cybran Battleship
- Tactical Missile Defense
- ++: Increase Range [50%]
- +: Salvo settings [Fire 3 shots from a turret fairly rapidly, then reload]
- +: Shots per second within salvo [3]
- +: Delay between salvos [10]
- +: Decrease AoE [1 from 3]
- +: Improve Accuracy
- >> .2 instead of .5 -- others are .3
- >> Lets see what high accuracy (for the cost) does on a battleship
- ------------------------------------------------------
- Nuke Subs
- >> Cheaper, Faster, and less damaging
- >>
- >> Full strategic nukes in the water is quite a wildcard.
- >> Takes absolutely forever to build, can easily get itself in trouble OR not be found at all...
- >> People are better off building nuke silos.
- ------------------------------------------------------
- Nuke Weapon
- +: Tactical category, not Strategic
- ++: Cost [50%]
- ++: Build Time [25%]
- ++: Blast Radius [50%]
- ++: Range [2.5x Tac Missile range]
- ++: Cheaper [Cost of 1 battleship]
- +: Death Animations [Ships sink a lot slower]
- All animations are slowed down.
- Tech 1 ships [These are typically about 3x faster than Tech 3 ships.]
- Tech 2 ships [These are typically about 2x faster than Tech 3 ships.]
- Tech 3 ships [These sink very slowly. It can take about 60-90 seconds for a battleship to sink.]
- Frigates
- Aeon
- Front Turret
- Range Decrease [31 --> 24]
- ++: Damage Reduction [140--> 35]
- ++: Inaccuracy [0.3 --> .03]
- ++: Muzzle Velocity Increase [24 --> 48]
- ++: Rate of Fire increase [0.2 --> 1.1]
- ++: Turret Speed Increase [80 --> 150]
- Rear Turret
- ++: Range Increase [31 --> 34]
- ++: Inaccuracy [0.3 --> .03]
- UEF
- Cost Reduction [15% overall]
- ++: Build Time [800 --> 680]
- ++: Mass Cost [320 --> 272]
- ++: Energy Cost [3200 --> 2720]
- ++: Armor Increase [750 --> 1013]
- ++: Inaccuracy [0.25 --> .03]
- ++: Rate of Fire increase [0.5 --> 2]
- ++: Damage Reduction [100 --> 25]
- ++: Turret Speed Increase [65 --> 150]
- ++: Muzzle Velocity Increase [24 --> 48]
- Cybran
- Cost Reduction [15% overall]
- ++: Build Time [840 --> 714]
- ++: Mass Cost [336 --> 286]
- ++: Energy Cost [3360 --> 2856]
- ++: Armor Increase [725 --> 1013]
- ++: Inaccuracy [0.3 --> .03]
- ++: Rate of Fire increase [1.5 --> 3]
- ++: Damage Reduction [35 --> 21]
- ++: Turret Speed Increase [45 --> 150]
- ++: Muzzle Velocity Increase [24 --> 200]
- Torpedo Bombers
- Aeon Torpedo Bomber
- ++: Make homing mine able to follow ships for miles. [Projectile Lifetime changed to 60 from 8]
- UEF Cruiser
- Tactical Missile Defense
- ++: Increase Range [50%]
- Submarines
- Speed
- +: Decrease when submerged [-30%]
- +: Increase when surfaced [+20%]
- Cybran Cruiser
- Tactical Missile Defense
- ++: Increase Range [50%]
- Aircraft Carriers
- Cybran Aircraft Carrier
- Tactical Missile Defense
- ++: Increase Range [50%]
- ++: Armor Increase [35,000 from 18,000]
- Aeon Aircraft Carrier
- ++: Armor Increase [30,000 from 22,000]
- Sonar
- +: Make "pinged"
- >> All sonar has the following behavior:
- >> If sonar range is greater than vision range, the sonar will "ping" .
- >> The sonar range will rapidly decrease from its full range, down to match the unit's
- >> vision range, and hold there for about 7 seconds, and then ping again.
- ------------------------------------------------------
- Torpedo Explosions
- >> Splash made bigger
- >> Thanks to Optimus Prime - 4th Dimension
- ------------------------------------------------------
- ++: Aeon Nuke Sub [Fix GAME bug where its Tac isn't being shot down by TMD's]
- xx: Speed in general
- >> Ships should be slower - and also accelerate much slower.
- >>
- >> T1 - 60%
- >> T2 - 50%
- >> T3 - 40%
- >>
- >> Or try 50% across the board.
- ------------------------------------------------------
- Global Changes
- Trees
- Fall Speed [Should look realistically slow now.]
- xx: From being on fire
- xx: From being hit by weapons
- xx: From being run over by units
- Veterancy Modifications
- >> We've redone the way veterancy works. It is much more useful now, as it is based
- >> on the actual damaged dealt by the unit, not how many "kills" it gets.
- >> Before, a light unit could never get veterancy credit for attacking heavy units
- >> because they simply can't kill them. The new veterancy tables require less damage
- >> to be dealt by light units than heavy units.
- >> Also, there is a visual indication now that a unit has veterancy bonus applied. You
- >> will see a visual effect on the actual unit, and know exactly what units have veteran bonuses.
- ------------------------------------------------------
- Damage Tables
- Armor Types
- ++: Gunship
- ++: Multipliers
- ++: Normal [1]
- ++: Flak [2.5]
- ++: Bomber
- ++: Multipliers
- ++: Normal [1]
- ++: Flak [2.5]
- ++: Scout
- ++: Multipliers
- ++: Normal [1]
- ++: Flak [0.5]
- DamageTypes
- ++: Flak
- ++: Nuclear Weapons [All nuclear weapons have outer ring damage set to 1000 and full radius of 45.]
- Explosion Area Damage Tapering
- >> New tag in weapon blueprint called EdgeDamageRatio.
- >> This tag determines the amount of the original damage that is inflicted at the edge of the
- >> weapon's radius. The damage tapers down starting at the half-way point, and gradually
- >> reducing to the final value at the edge.
- >>
- >> Don't forget to retest AoE effectiveness for various high area weapons!
- ------------------------------------------------------
- +: Death Explosions
- +: Projectile Impacts
- Teleporting [Total redesign of the Teleportation System]
- New Unit: Teleport Beacon
- >> Teleport beacons are extremely slow hovering network nodes.
- >> You build them and then transport them with an air-transport to wherever you want, to
- >> set up your Teleport Beacon Network. They are cheap but take a long time to build, which
- >> prevents their overuse.
- ------------------------------------------------------
- Cost [500 mass and 10,000 energy.]
- Build Time [25,000 - similar to the UEF Atlantis.]
- Size [Fits on an air transport just like a T3 siege bot. Relatively small on land.]
- Armor [Fairly fragile - 1000 hitpoints]
- Intel [Vision 10 / Radar 20 - range circle for radar matches teleportation drop zone.]
- Built By SCUs Only
- Mobility [Extraordinarily slow, but can be picked up by air transports.]
- Energy Consumption [Light - 100 energy.]
- Only active when not being transported.
- Only allows teleportation when active.
- Strategic Icon [Needs someone to make it a build icon. Colored diamond for now.]
- Build Icon [Uses "Place Holder" build pic - need someone to make final pics.]
- Model
- >> Needs someone to make a model for all 3 factions,
- >> and any animation or emitters to go with them.
- >> Using "Seraphim Tech" model for now.
- ------------------------------------------------------
- Teleportation Upgrade
- >> The upgrade is the "key" which allows a unit to use the Teleport Network.
- >> Its cost prevents overuse, but does not discourage moderate use.
- ------------------------------------------------------
- Units which can have this upgrade
- SCUs
- Cybran & UEF
- Build Icon [Has blank orange build pic - need someone to make final pics.]
- T2 Air Transports
- Armor Upgrade [Heavy armor - 1000]
- Speed Reduction
- >> Slow to 2 (from 18)
- >> Massive speed reduction, to go along with the significant armor upgrade.
- >> This discourages the use of armored Teleport-Enabled transports as conventional transports.
- ------------------------------------------------------
- ACUs
- Expensive but not prohibitive [Perhaps 3500 mass and 40,000 energy]
- Cost to Teleport
- >> Inexpensive - 5,000 Energy. No delay.
- >> Thinking of making cost relative to distance teleported. Needs discussion.
- ------------------------------------------------------
- Alternatives
- Hijack Signal
- >> An interesting twist would be to allow the use of ENEMY Beacons to teleport to!
- >> This could cause some pretty serious implications. >:)
- ------------------------------------------------------
- Teleport Beacon Network
- >> This network is defined by the locations of all your Teleport Beacons.
- >> It determines where your teleporting units can travel to and from.
- >> Simply put, in order to execute a teleportation command, your unit must be within a short
- >> distance of one of your Beacons, AND your destination must also be within a short distance of
- >> another of your beacons, somewhere else on the map.
- >> This governs the extents of your teleporting activities, and justifies a massive reduction in costs
- >> for teleportation technology, thus bringing it into common gameplay.
- >> Players can station Beacons in various strategic locations, which allow for very fast and safe
- >> travel between these locations via Tech 3 air transports.
- >> The ACUs and SCUs can also take advantage of this network if upgraded with a teleporter.
- >> The strategies created by this system are significant. You could place a Beacon inside a
- >> forward firebase, and teleport your ACU in to assist. If things are getting too hot and the loss
- >> of the firebase is inevitable, you can retreat your ACU through the network to a safe location.
- >> Teleport Networks can also be used to cross extremely large maps in a reasonable time, or
- >> to hide the location of super secret operations. They also will help you get around air blockades
- >> if you managed to get the Beacon on the other side earlier. One nice trick would be to use
- >> T3 transports to teleport new Beacons through your existing network, to expand it.
- ------------------------------------------------------
- Air Transport
- >> The issue of the transport aircraft is just due to my lack of experience as a modder.
- >> I was preferring to go with an upgrade to the Tech2 Air Transports, which would buff
- >> up their armor and slow them down, and allow them to use the Teleport Network.
- >> But since the work involved in getting the upgrade to operate was quite high, I opted to
- >> create a Tech3 Air Transport instead. Unfortunately, its just a larger version of the
- >> Tech 2 transport. In the future, we should be able to either make a proper T3 transport,
- >> or a proper working upgrade for the T2 transport.
- ------------------------------------------------------
- Teleport Hotkey Added [Press the X key to teleport a unit without having to click the purple teleport command button.]
- UI Camera Zoom
- Allow camera to get closer
- Auto Decloak
- +: Decloak Radius
- >> Configurable property in Intel where if an enemy unit is within this distance, unit will decloak.
- >> Unit will recloak immediately if enemy is no longer within the radius.
- ------------------------------------------------------
- x: Make decloak radius smaller when stationary, bigger when in motion. [Perhaps double when moving]
- +: Decloak when global energy pool reaches zero [Operate just like radar and shields.]
- +: Decloak with weapons fire
- >> If any unit which is cloaked fires a weapon, it will automatically decloak. It will stay
- >> decloaked until the number of seconds has passed which is specified in a new Intel
- >> property of the blueprint.
- ------------------------------------------------------
- Escalation Slowdown
- >> Experiment with this - small amounts maybe at first to see how it affects things.
- >>
- >> The theory here is that if construction units (which can in turn produce more
- >> construction units) are MORE expensive relative to combat related units, that the
- >> player has a choice to make between building a runaway economy, and an effective
- >> fighting machine.
- >> You can do both, but if you go for the economy first, you will be way behind your
- >> opponent militarily, and you could get run over while you are trying to ramp up your economy.
- >>
- >> Currently in the original game, its very cheap and easy to dedicate resources into
- >> building up a runaway economy, which in turn allows for a prematurely advanced military.
- >> You don't have to sacrifice much in military initially to do this.
- >> Hopefully this adjustment will create an increase in strategy, as it forces a choice,
- >> which could have advantages or disadvantages.
- ------------------------------------------------------
- The following items will be more expensive and build slower
- Factories
- +: Tech 1 [10%]
- +: Tech 2 [20%]
- +: Tech 3 [30%]
- Engineers
- +: Tech 1 [10%]
- +: Tech 2 [20%]
- +: Tech 3 [30%]
- SCUs [Unchanged for now]
- x: Make sure all units have the appropriate Categories tags.
- Armored State
- >> Added Defense tag in blueprint that causes unit to harden or unharden depending on an action
- >> such as closing up.
- ------------------------------------------------------
- +: Resource Storage Location
- >> Resource storage should exist NOWHERE except in designated resource storage
- >> units, AND the ACU.
- >> No more factories and engineers holding resources.
- ------------------------------------------------------
- +: Shield Perimeter Viscosity
- >> Shield perimeters will now slow units down to a speed of 1 when they are passing through
- >> the shield perimeter. If units are fast, they may sometimes "punch through" but not usually.
- ------------------------------------------------------
- +: Expand tarmac textures so they are bigger
- >> Cybran and UEF only. Aeon's would look bad overlapped.
- >> Thanks to Optimus Prime - 4th Dimension
- ------------------------------------------------------
- +: Experimentals built by SCUs only
- +: Remove Omni from the game
- Explosion Effects
- ++: EffectTemplates
- >> A whole lot of improved emitter collections (effect templates)
- >> Thanks to Optimus Prime - 4th Dimension
- ------------------------------------------------------
- ++: Weapon Explosions
- >> Very nice 3D Explosions
- >> Thanks to Optimus Prime - 4th Dimension
- ------------------------------------------------------
- ++: Remove shadows from explosions [Thanks to Optimus Prime - 4th Dimension]
- ++: DefaultExplosions
- >> Lots of nice effect improvements.
- >> Thanks to Optimus Prime - 4th Dimension
- ------------------------------------------------------
- UAL0401 script
- >> Appears to be nice additions to the GC death effect!
- >> Thanks to Optimus Prime - 4th Dimension
- ------------------------------------------------------
- x: Spoofing [Put this in several Aeon units, as an Aeon technology]
- Thanks
- >> Thanks to the GPG staff for this most excellent, nearly open-source game!!
- >> Thanks to Scathis, o, and Squidbot for answering some of the more difficult
- >> questions which made this mod possible!
- >> Thanks to all the forum modders who've contributed useful insight to the code.
- ------------------------------------------------------
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