Advertisement
Recon777

Untitled

May 5th, 2021
131
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 92.16 KB | None | 0 0
  1. Supremilated presents:
  2. The Supremilated MegaMod Alpha-Release
  3.  
  4. The purpose of the MegaMod is to bring out more strategy in Supreme Commander, and clean up the units which have
  5. various degrees of flaws or imbalances. Its goal is to give every unit a role, and make sure there are no useless units.
  6.  
  7. The changes in this mod reflect our core beliefs about an RTS game:
  8.  
  9. * Every unit should have a place, and not be obsolete just because the game advances. This does NOT mean that every unit
  10. should be effective against every other unit, even in greater quantities.
  11.  
  12. * Every faction should have equal footing on every map.
  13.  
  14. * There should be as many strategic options as possible, with as many diverse units as possible, creating a game where
  15. there is no singular clear route to victory.
  16.  
  17. * The factions should have consistent themes, and units which are strikingly different from other factions.
  18.  
  19. * Higher Tech should take considerable effort to achieve, and each Tech should contain units which are significantly
  20. different from other Techs.
  21.  
  22. * Every unit should have a counter. No "I WIN" buttons.
  23.  
  24.  
  25.  
  26. Many units were too effective. Many were too ineffective. Many units fit too many roles. We have attempted to correct this.
  27. The factions are better balanced than in the original game. No faction should have an advantage over another in a particular
  28. combat layer such as land, air or sea.
  29. Instead of one faction having "superior" units of a particular type (the best example is Aeon's naval superiority in the original),
  30. there are significant factional differences that create the drastically different fighting styles that you will now witness.
  31. 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
  32. should be given something else to make each unit useful and worth building.
  33. Examples of units which were too overpriced or not effective enough, would be the Cybran Shield tower, the Cybran Battleship,
  34. the UEF Riptide Hovertank, the UEF & Aeon Tech1 AA vehicles and all the Energy Storage.
  35. Examples of units which were too effective would be the UEF Broadswords, Aeon Aurora, and all Tech3 Siege Bots.
  36. The Mavor fell into the odd category of too expensive AND too effective.
  37.  
  38. We believe that no units should make any others "obsolete". This is done by giving improved units specific weaknesses that the
  39. basic units excel at. An example of this would be the general rule that fast land units will be Tech 1. Higher Tech units
  40. will be much slower *unless* they are given a specific weakness, such as the new Aeon Harbinger which is very fragile for the cost.
  41.  
  42. The entire game should be balanced within itself. Changes made to units which may at first, appear to present a serious
  43. problem if inserted into the original game, should fit nicely in this mod because the rest of the mod compensates for these
  44. new attributes. An example of this may be the objection to removing the role of Tech3 Siege Bots (in the original game)
  45. as super powered base smashers that can race into a heavily defended base and just slaughter everything. However there are
  46. other options in this mod for attacking well defended bases, such as the nice assortment of improved Tech 2 ranged weapons for
  47. assaulting a front line. They aren't going to rush in and smash a well built base, but after softening up the perimeter enough,
  48. a rapid mobile assault can take place with some of the more mobile units. And lets not forget about the Tech 3 mobile artillery,
  49. which is easily capable of assaulting front lines, and should see a lot more use in this mod. Players can also take advantage of
  50. previously inaccessible but very powerful tools thanks to the now realistic cost for Tech3 artillery and nuclear missile submarines.
  51. 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
  52. enough hammer. What makes this work is proper balancing, limits and diversity - not letting any one strategy be too powerful, or
  53. unstoppable, or people will just focus their skills on perfecting that one strategy and the game becomes very myopic.
  54.  
  55. One thing that really helps units remain useful is to make them more unique and different from other units. Very few units
  56. are "just like" other units in this mod.
  57. 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
  58. cost and build time for all engineers and factories, especially at the higher techs..
  59. Most units are "better" at doing their thing than they were before. This does not produce an across-the-board "everything is
  60. better therefore everything is the same" effect. The reason is that the specializations are more pronounced.
  61. 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
  62. irritating aspects of most units.
  63.  
  64. The Factional differences we have tried to emphasize in this mod are:
  65. UEF units are generally tougher and more punchy
  66. Cybran units are generally more agile, accurate or covert
  67. Aeon units are generally more.. alien, and often have unexpected traits.
  68.  
  69. 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
  70. supposed to be like. In addition, we are engaging in a progressive, thorough examination of the many imbalances and
  71. inconsistencies in the game which have probably gone unnoticed. For example, why is the UEF SCU's shield 42,000 hitpoints
  72. where the Aeon's is 15,000? Even the UEF ACU's shield upgrade is 24,000 hp's. There are hundreds, possibly thousands
  73. of such examples of inconsistencies in the game, and its going to take a long time to hunt them all down and adjust them.
  74. For this reason, among others, this mod is going to be a long term work in progress. You can expect to see consistent updates.
  75.  
  76. If, during your time with this game, you discover inconsistencies between what you see in the game, and what you read in this
  77. statement, please bring it to our attention, and we will fix it.
  78. We ask however, that you search the Change Log to see if the issue is already in our queue.
  79.  
  80. Thanks for trying the game. We hope you enjoy it!
  81.  
  82. Recon & Pawz
  83.  
  84.  
  85.  
  86. =============================================== THE CHANGE LOG ===============================================
  87.  
  88.  
  89.  
  90. Change log icon key:
  91. If you see these icons before items in the change log, here is what they mean.
  92.  
  93. Finished
  94. No status icon before the item indicates that it is finished to the satisfaction of the developers and much of the community.
  95.  
  96. +: Playtest
  97. This item has been verified as working, but needs thorough playtesting to determine if it fits within the balance
  98. of the game. If enough reports come in for this item being working and balanced, its status will change to Finished.
  99.  
  100. ++: Verify
  101. Need someone to report in that this item does indeed have the effect on the game that is described in the change log.
  102.  
  103. x: In Development
  104. This item is in active development and will be included in the game in the near future. The developers have a handle on the
  105. coding involved, the item just needs to be placed on the top of the development queue before it is written.
  106.  
  107. xx: Debug
  108. This item has been attempted by the developers, but is having problems that need to be resolved. If it is a high enough
  109. priority, it will be worked on soon, but items that are "In Development" may be worked on sooner. Usually an item in
  110. Debug status is having a coding difficulty where the change is not having the effect desired by the developer.
  111.  
  112. ?: Needs Help
  113. This item the developers currently are stuck on, and need some help from other modders or the GPG game devs in order to
  114. put this change in place. If you know how to mod this item, please let us know!
  115.  
  116. ??: Research
  117. This item the developers desire to put in the game, but have no clue how to do it.
  118. There will usually be a corresponding thread in the gpgnet mod dev help forums that address this idea.
  119. If anyone knows how to mod this, please let us know!
  120.  
  121. [ ] Brief comments or changed stats
  122. This is where single line comments are found, as well as stats which show exactly how much of a change this item represents.
  123.  
  124. >> Paragraph Comments
  125. These are descriptions of the change item. They can be quite lengthy, so they will end with a line after the paragraph.
  126.  
  127.  
  128.  
  129. Economic Changes
  130. Storage
  131. +: Only designated structures hold storage
  132. >> The storage of Mass and Energy has been reassigned. Now, the ONLY source of
  133. >> mass or energy storage is your ACU and the designated storage structures!
  134. >> This is important to remember when playing, because you are responsible for
  135. >> expanding your storage; it does not occur automatically just because you are building
  136. >> factories and engineers. It also intruduces NEW strategies into the game by allowing
  137. >> for someone's storage to be specifically attacked. Remember too that storage
  138. >> structures will visibly indicate how full they are, so if you do some scouting and
  139. >> discover a bunch of full storage, that's what you want to attack.
  140. ------------------------------------------------------
  141. Rebalance
  142. >> Storage units are a lot cheaper and hold a lot more. The balance was designed so
  143. >> that your adjacency bonus for extractors and fabricators is worhwhile.
  144. >> Also placing energy storage next to Tech2 and especially Tech3 power generators is
  145. >> easily worth the investment.
  146. ------------------------------------------------------
  147. +: On death, remove its share of resources from the economy.
  148. >> If a storage structure is killed, the amount of actual resources it was holding is lost,
  149. >> not just the storage capacity. This makes storage killing a much more productive
  150. >> strategy, even if the enemy does not have full storage. It also forces the player to
  151. >> consider carefully where to build storage since the loss of the storage can be costly.
  152. ------------------------------------------------------
  153. Mass Storage
  154. Cost
  155. +: Mass [160 --> 100]
  156. +: Energy [1200 --> 1000]
  157. +: Storage Capacity [500 --> 1500]
  158. Energy Storage
  159. +: Cost
  160. Mass [120 --> 150]
  161. Energy [2400 --> 1500]
  162. +: Storage Capacity [2000 --> 5000]
  163. Death explosion
  164. >> Be careful about your energy storage placement however, because the explosion
  165. >> produced when they are killed has a significantly wider area than before, as well as
  166. >> more damage.
  167. ------------------------------------------------------
  168. +: Damage [500 --> 700]
  169. +: DamageRadius [3 --> 5]
  170. Mass Fabricators
  171. Auto Switching
  172. >> Here it is!! Fully automatic Mass Fabricators.
  173. >> All mass fabricators are automatic now. You don't have to worry about them sending
  174. >> your energy grid into a stall, because they will automatically switch off if you are
  175. >> running low on energy. They will switch back on when energy is in sufficient supply.
  176. >> They also switch off when your mass storage is full and your energy storage is
  177. >> anything less than full.
  178. ------------------------------------------------------
  179. Tech 1
  180. Switch Off Trigger
  181. Mass is 100% and Energy is below 100%
  182. Energy is below 15%
  183. Switch On Trigger
  184. Energy is above 30%
  185. Tech 3
  186. Switch Off Trigger
  187. Mass is 100% and Energy is below 100%
  188. Energy is below 30%
  189. Switch On Trigger
  190. Energy is above 75%
  191. T3 Mass Fabricator
  192. Death Blast
  193. >> Semi Automatic chain reaction
  194. >> Neighboring T3 mass fabs seriously damaged in blast of first one.
  195. >> Not chain reacting, but this lets you put in the effort to kill one, and then you target
  196. >> the damaged ones, which should be very quick to destroy and then it blows up and
  197. >> you go for the next, and the next. etc.
  198. >> This discourages really tight mass farming, while not eliminating it as an option.
  199. >> Don't keep important units near them!
  200. ------------------------------------------------------
  201. +: Damage [4000 --> 6800]
  202. +: DamageRadius [7 --> 8]
  203. +: EdgeDamageRatio [0.6]
  204. Allow to be built underwater
  205. >> Part of an effort to allow a player to produce resources even if they have been forced
  206. >> off all land masses and into the water. Also, being able to hide your resource
  207. >> resource production underwater is a nice option to have.
  208. ------------------------------------------------------
  209. +: Reduce output when underwater [80%]
  210. +: Mass Fabricator Defense
  211. >> Mostly for T3 fabricators, due to the volatile nature of their death explosions.
  212. >> I figure the conversion of terajoules of energy into usable amounts of mass should
  213. >> justify a fairly significant explosion when attacked and destroyed.
  214. >> If you don't kill it quick though, it will just shut down and harden up, and produce no
  215. >> satisfying boom when killed.
  216. ------------------------------------------------------
  217. +: Armored State [Takes damage at 50% normal rate when switched off.]
  218. Armor Reduction
  219. >> With armor hardening when under attack (after 5 seconds) these units need an
  220. >> armor reduction to prevent them from being too difficult to destroy.
  221. >> The initial attack however, will be extra damaging until the unit can shut off.
  222. ------------------------------------------------------
  223. +: Tech 1 [360 --> 250]
  224. +: Tech 3 [6000 --> 4000]
  225. +: Reduced Death Explosion [Explosion when killed is 10% its normal damage if unit is killed while "off".]
  226. +: Emergency Stop when under attack
  227. +: Delay for switching back on [15 seconds]
  228. +: Delay for switching off
  229. >> 5 seconds +/- 0.5 second depending on what part of the 1 sec loop that
  230. >> the damage takes place.
  231. ------------------------------------------------------
  232. Upgraded Mass Extractors
  233. >> Tech2 and Tech3 mass extractors are significantly cheaper, encouraging upgrading.
  234. >> We made a point to promote extractors over fabricators, which we believe should be
  235. >> a supplement but not the most efficient method of producing mass.
  236. ------------------------------------------------------
  237. T2 mass extractors cheaper
  238. +: Mass [900 --> 400]
  239. +: Energy [5400 --> 2500]
  240. T3 mass extractors cheaper
  241. +: Mass [1800 --> 1400]
  242. +: Energy [10800 --> 9000]
  243. T3 Power Generators [Tech 3 power generators have been given a couple abilities to help your economic survival.]
  244. +: Allow to be built underwater
  245. >> Part of an effort to allow a player to produce resources even if they have been forced
  246. >> off all land masses and into the water. Also, being able to hide your resource
  247. >> resource production underwater is a nice option to have.
  248. ------------------------------------------------------
  249. +: Reduce output when underwater [50%]
  250. +: Give cloaking
  251. >> Cloaking costs 10% more energy than the generator produces, so you cannot
  252. >> cloak them all and leave them that way. Cloaking should be used very sparingly,
  253. >> when you think the enemy is about to discover your generator.
  254. >> Remember too, that once a structure is spotted, it remains on the enemy display
  255. >> even if you cloak it again.
  256. ------------------------------------------------------
  257. +: Decloak Radius [15]
  258. x: Give cloaking effect
  259. >> Check the scripts of other units which have these kinds of effects.
  260. >> There's something about SetIntelEffects or something, where you can set the
  261. >> type, the scale and offset, as well as the attach bone.
  262. >> Assigning this to Pawz because he can check for the proper bone name.
  263. ------------------------------------------------------
  264. Initial Resources
  265. >> Initial starting resources have been increased appropriately to compensate for the
  266. >> increased cost of engineers and factories.
  267. ------------------------------------------------------
  268. +: UEF Tech 1 land factory cost INCREASE due to this mod is added to initial resources
  269. +: UEF Tech 1 engineer cost INCREASE *4 is added to initial resources
  270. Buildings
  271. Tech 2
  272. About the Tech 2 ranged weapons
  273. >> When Tech 2 engineers come on the scene, each faction has two new options for
  274. >> dealing with ranged threats. Artillery and Tactical Missiles.
  275. >> We have decided to make each faction unique in how it deals with these ranged
  276. >> threats. The artillery and tacs will work together to cover all the bases, so to speak.
  277. >> Tactical missiles have the advantage of high accuracy and high damage, but their
  278. >> vulnerability is that they can be intercepted fairly easily.
  279. >> Artillery is typically not very accurate, and not nearly as damaging as Tacs, but there
  280. >> is no defense against it except for shield domes.
  281. ------------------------------------------------------
  282. Aeon
  283. >> Aeon's long range solution is the Miasma artillery cannon. It fires a shell which
  284. >> explodes in mid-air just before impact, and spreads a cloud of highly corrosive gas
  285. >> over a large area.
  286. >> Aeon's high damage solution is its tactical missile system. It produces pinpoint
  287. >> delivery of 8000 damage, and can kill almost anything during the mid-game in 1 or 2 shots.
  288. ------------------------------------------------------
  289. UEF
  290. >> UEF's long range solution is its tactical missile, which extends far beyond the other
  291. >> faction's tacs. This can be a key advantage for UEF in hand picking specific targets
  292. >> for destruction from outside retaliation range.
  293. >> UEF's high damage solution is its Klink Hammer artillery cannon.
  294. >> It fires very high damage artillery shells which can turn the tide in favor of UEF in
  295. >> artillery/shield duels. The Klink Hammer's disadvantage is its lack of accuracy.
  296. >> Attempting to take out a specific target with one KH will be a very long wait.
  297. >> UEF has no area-damage solution. It relies on a solid perimeter to defend against
  298. >> mass quantities of units.
  299. ------------------------------------------------------
  300. Cybran
  301. >> Cybran doesn't get a longer range solution for either Tacs or Tech 2 Artillery.
  302. >> They can use their counterintelligence to get the units built closer.
  303. >> Cybran also doesn't get a high damage solution.
  304. >> What it does have is its highly accurate Gunther artillery and very wide area tactical
  305. >> missile damage. With proper use of stealth, creative deployment of tacs and artillery can
  306. >> provide devastating results against the other factions.
  307. ------------------------------------------------------
  308. Tactical Missile Systems
  309. Launchers
  310. >> The Tactical Missile systems have been specialized for each faction,
  311. >> further promoting diversity between the factions as a whole.
  312. >> All rates of fire have been increased for Tac launchers.
  313. >> We have given each faction a special "bonus" to its tactical missile.
  314. >> Aeon gets high damage, UEF gets long range and Cybran gets area damage.
  315. ------------------------------------------------------
  316. Aeon [Aeon Tacs are very high damage for taking out hardened targets.]
  317. +: Damage [6000 --> 8000]
  318. +: Unpack Animation Rate [2 --> 8]
  319. +: Repack Delay [3 --> 0.25]
  320. Leave small scorch mark
  321. UEF [UEF Tacs have an extra long range.]
  322. +: Range [128 --> 175]
  323. +: Unpack Animation Rate [1 --> 4]
  324. +: Repack Delay [3 --> 0.25]
  325. Leave small scorch mark
  326. Cybran
  327. >> Cybran Tacs are very good at taking out clumps of mobile units, as well as light
  328. >> defenses en masse. A single tac guarded by several engineers can hold off huge
  329. >> amounts of incoming raiding mobile units.
  330. ------------------------------------------------------
  331. +: Damage [6000 --> 2500]
  332. ++: Shard Damage [350]
  333. +: Blast Area [1 --> 7]
  334. ++: Shard AoE [4.6]
  335. +: Repack Delay [3.5 --> 0.15]
  336. Leave very large scorch mark to match blast size.
  337. Defense
  338. Aeon
  339. >> The Volcano is 100% effective at neutralizing incoming missiles.
  340. >> It is nearly impossible to overwhelm it, as it can deflect any number of
  341. >> missiles simultaneously.
  342. >> Since other TMD's can't do this, the Volcano needs to be either scaled back in
  343. >> effective range, or really jacked up in cost.
  344. >> Lets start with the range.
  345. ------------------------------------------------------
  346. xx: Decrease Range
  347. Cybran [Test for its ability to handle incoming light missiles and Tacs as well as TacNukes]
  348. +: Rate of Fire [2.2 --> 2.0]
  349. T2 Artillery
  350. >> The Tech 2 artillery installations have been revised and specialized for each faction.
  351. >> Each faction's artillery has been given a "bonus".
  352. >> Aeon gets long range and extended contamination over a large blast area.
  353. >> UEF gets high damage, at the cost of accuracy.
  354. >> Cybran gets higher accuracy.
  355. ------------------------------------------------------
  356. Aeon
  357. >> The Aeon Miasma artillery is different than any other artillery in the game.
  358. >> It produces a cloud of corrosive gas which contaminates the area for 30 seconds,
  359. >> and produces rapid damage for any units which remain or enter the green gas cloud
  360. >> until it disperses.
  361. >> The Miasma has the longest range of Tech 2 artillery, but it is highly inaccurate. This
  362. >> is by design to produce the greatest coverage of the contamination.
  363. >> When the Miasma gas spray hits a shield bubble, the shell detonates and puts out
  364. >> damage for duration but there is no cloud. Instead there is a shield-hit effect.
  365. ------------------------------------------------------
  366. +: Damage [2875 --> 2100]
  367. +: Total Damage Duration [1 --> 30]
  368. +: Pulses over Duration [5 --> 60]
  369. +: Gas Cloud emitter is visible for damage duration
  370. Pulse Damage [575 --> 35]
  371. +: Range [128 --> 175]
  372. +: Damage area [2 --> 7]
  373. +: Inaccuracy [1.5 --> 4.5]
  374. +: Armor [2200 --> 3000]
  375. UEF
  376. >> The UEF Klink Hammer has an especially powerful shell for T2 artillery. Its accuracy
  377. >> suffers however, so you will want multiple units firing on an area.
  378. ------------------------------------------------------
  379. ++: Armor [3600 --> 3300]
  380. ++: Damage [2000 --> 3500]
  381. ++: Inaccuracy [2 --> 4]
  382. Cybran
  383. >> Cybran artillery is more accurate than the other factions. When fighting another
  384. >> faction in a firebase duel where both sides have total Anti-Tac coverage, the Cybran
  385. >> Gunther artillery is a good solution for picking off specific targets. Several Gunthers
  386. >> will be necessary in order to defeat shield domes however, as the damage is nothing special.
  387. ------------------------------------------------------
  388. ++: Damage [1750 --> 2500]
  389. ++: AoE [4 --> 3]
  390. ++: Inaccuracy [2.5 --> 1]
  391. ++: Target Priority List except for Aeon's
  392. >> By definition, Aeon's Miasma shouldn't be trying to hit anything specific.
  393. >> The other two artillery guns should target the following:
  394. >> SPECIALHIGHPRI
  395. >> COMMAND
  396. >> TECH1 MASSFABRICATION
  397. >> TECH3 MASSFABRICATION
  398. >> TECH3 INTELLIGENCE STRUCTURE
  399. >> TECH2 INTELLIGENCE STRUCTURE
  400. >> TECH1 INTELLIGENCE STRUCTURE
  401. >> TECH3 ENERGYPRODUCTION
  402. >> TECH2 ENERGYPRODUCTION
  403. >> TECH1 ENERGYPRODUCTION
  404. >> TECH3 FACTORY
  405. >> TECH2 FACTORY
  406. >> TECH1 FACTORY
  407. >> SPECIALLOWPRI
  408. >> ALLUNITS
  409. ------------------------------------------------------
  410. Stealth Field Generators
  411. >> Stealth is an important option in the game, since radar contacts are automatically
  412. >> targeted. We have increased the range of the stealth generators so all factions can
  413. >> take advantage of this important technology when needed.
  414. ------------------------------------------------------
  415. +: Smaller footprint
  416. >> Made the stealth field generators a lot smaller so they don't take up as much space
  417. >> in your firebase. Now they take up space similar to T2 point defense or Radar.
  418. ------------------------------------------------------
  419. xx: Find a way to get the emitters lower
  420. ++: Aeon [24 --> 36]
  421. ++: UEF [16 --> 36]
  422. ++: Cybran [24 --> 40]
  423. UEF Triad
  424. xx: Salvo firing [We modified the Triad to fire each of its muzzles in turn, rather than as a group.]
  425. xx: Sound Sync
  426. >> Firing sound is out of sync. Bug is caused by unit attempting to fire Weapon 1 which
  427. >> we attempted to disable. We may have to scrap the whole Triad mod.
  428. ------------------------------------------------------
  429. Aeon Tech2 Shield Tower
  430. +: Smaller footprint
  431. >> Aeon have been given a special advantage with their Tech 2 shields due to the fact
  432. >> that you cannot upgrade them to Tech 3. They are now a lot smaller, similar to Tech
  433. >> 2 point defense or radar. If you wanted, you could place quite a few overlapping T2
  434. >> shields without getting too much in the way of other structures.
  435. ------------------------------------------------------
  436. Cybran Shield Towers
  437. >> The upgrade cost reduction causes a fully upgraded Cybran shield tower to be
  438. >> similar to the cost of the UEF or Aeon T3 shield generator.
  439. >> Total time to build is roughly similar to UEF and Aeon T3 towers from scratch.
  440. >> Cybran shield towers also now extend a stealth field automatically to the range of the
  441. >> shield dome. This adds a little relief in the micromanagement of putting in stealth fields.
  442. ------------------------------------------------------
  443. Initial Build
  444. +: Shield Strength Increased [4000 --> 7000]
  445. Stage 2
  446. +: Shield Strength Increased [7000 --> 10000]
  447. +: Cost Reduced [300/3000 --> 250/3700]
  448. Stage 3
  449. +: Shield Strength Increased [10000 --> 12000]
  450. +: Cost Reduced [1000/15000 --> 400/6750]
  451. Stage 4
  452. +: Shield Strength Increased [13000 --> 14000]
  453. +: Cost Reduced [1500/30000 --> 700/12500]
  454. +: Build Time Reduced [1500 --> 1200]
  455. Stage 5
  456. +: Shield Strength Increased [14000 --> 16500]
  457. +: Cost Reduced [3000/50000 --> 1300/23500]
  458. +: Build Time Reduced [2000 --> 1600]
  459. +: Stealth added which matches shield range for each upgrade.
  460. Tech 3 and up
  461. T3 Radar
  462. >> With Omni gone, we don't need quite as much energy usage for the T3 radar.
  463. >> It is however, still a whole lot of intel, and should not be too cheap. This is a minor change.
  464. ------------------------------------------------------
  465. +: Reduce operating costs [2000 --> 1500]
  466. T3 artillery
  467. >> Our initial attempt at fixing T3 artillery is to make them worth the cost. We are starting
  468. >> at 50% and will adjust as necessary. We haven't made any behavior changes to the
  469. >> T3 artillery yet, but that could easily be added in the future.
  470. >> Figure that this unit should be the late-game's anti turtle weapon of choice when
  471. >> even experimentals aren't punching through the front lines. We would like to see T3
  472. >> artillery to be built in most late games.
  473. ------------------------------------------------------
  474. Aeon
  475. Cost
  476. Mass [121500 --> 60750]
  477. Energy [1336500 --> 668250]
  478. Time [36450 --> 18225]
  479. UEF
  480. Cost
  481. Mass [113400 --> 56700]
  482. Energy [1113750 --> 556875]
  483. Time [30375 --> 15190]
  484. Cybran
  485. Cost
  486. Mass [98415 -->49200]
  487. Energy [1184625 --> 592310]
  488. Time [27000 -->13500]
  489. UEF Mavor
  490. >> The idea here is to make the Mavor a useful unit in typical long games.
  491. >> We've changed a few things about it to keep it powerful scary and effective, but
  492. >> remain within the specs of our game where every unit must have a counter.
  493. >> It should not be an "I Win Button".
  494. >> Its a lot less expensive, and also stronger in armor.
  495. >> The big change is we've caused the shell to split high above the target zone into
  496. >> many sub-projectiles that spread over a large area.
  497. >> Four major projectiles will fall and cause heavy damage in a wide area on what they
  498. >> impact. Ten minor projectiles will fall somewhat closer to the target zone, but they will
  499. >> only produce light damage to what they hit, and have no splash damage.
  500. >> This spreads the damage of the Mavor out to a much wider area, but with much less
  501. >> damage. A very heavily shielded area will survive Mavor fire MUCH longer than
  502. >> before.
  503. ------------------------------------------------------
  504. +: Split Projectiles
  505. Large Projectiles [x4]
  506. +: Blast Area [7]
  507. ++: Damage [4000 each]
  508. Small Projectiles [x10]
  509. +: Blast Area [1]
  510. ++: Damage [1000 each]
  511. Cost
  512. +: Mass [302,400 --> 170,100]
  513. +: Energy [9,000,000 --> 1,670,625]
  514. +: Time [216,000 --> 45,570]
  515. +: Armor [8000 --> 15000]
  516. +: Inaccuracy [.18 --> .25]
  517. +: Damage [22000 --> See Split Projectiles]
  518. +: Rate of Fire [8 sec --> 20 sec]
  519. Camera on weapon [So you can see what you're hitting]
  520. Land Based Changes
  521. ACU and SCU Changes
  522. Size
  523. >> There's the movie at the start of the game. The cover of the DVD case. The official
  524. >> trailer at E3.
  525. >> All of them depict this enormous SUPREME COMMANDER which dominates the
  526. >> battlefield, dwarfing tanks at his ankles and generally spreading pwnage wherever he goes.
  527. >> In the game, we don't really get this feel with the ACU. The vanilla ACU walks
  528. >> around like a toy. It doesn't feel "big" at all. The game engine is capable of handling
  529. >> it, why not *make* the ACU really feel like that? First we've got to make them
  530. >> actually biger. Next they have to move slower, so its stride is magestic and ominous.
  531. ------------------------------------------------------
  532. +: ACU Size
  533. +: UEF [30% bigger]
  534. +: Aeon [35% bigger]
  535. +: Cybran [20% bigger]
  536. ++: SCU Size
  537. >> SCU physical size also was increased. These are very powerful units, and they
  538. >> should look like they are as powerful as they are.
  539. ------------------------------------------------------
  540. ++: Aeon SCU Size [20% bigger]
  541. ++: UEF SCU Size [30% bigger]
  542. ++: Cybran SCU Size [20% bigger]
  543. Footprint Alignment [This is found in bp.Display.MovementEffects.Land.Footfall.Bones.Tread]
  544. xx: Cybran SCU footprint is broken!!
  545. Speed
  546. +: ACU
  547. >> 1.7 --> 1.275 ACU walking speed has been reduced to 75% of its original value.
  548. >> The ACU is a beast in the early game and this helps keep his power in check.
  549. >> It also is fitting for such a large unit, and he doesn't look like a toy walking around.
  550. ------------------------------------------------------
  551. +: Walk animation adjusted accordingly
  552. Weapons
  553. Overcharge
  554. Return the ability to Overcharge and one-shot kill an ACU.
  555. >> This allows for a response to an overly aggressive ACU in the early game heading
  556. >> toward your base. It also keeps enemy ACUs away from an area where yours is.
  557. >> A very long poll in the forums showed that approximately 2/3 of the players agree that
  558. >> the death blast and the ability for an ACU to Overcharge one-shot-kill another ACU
  559. >> should be returned to the game. We agree.
  560. ------------------------------------------------------
  561. Allow Rapid Firing
  562. >> We enjoyed TA's style of D-Gun, where as long as you had the energy, you could fire
  563. >> the thing as fast as you could click, and if you were the "Fastest D-Gun in the West"
  564. >> you could really get your Commander out of a nearly impossible situation.
  565. ------------------------------------------------------
  566. ++: Energy drain per second
  567. >> 3000 --> 30000 This makes the weapon charge in 1/10 second if you have the energy.
  568. >> It does not affect the energy used PER shot.
  569. ------------------------------------------------------
  570. ++: Rate of Fire
  571. >> 3 --> 10 Lets you fire as fast as you can queue OC targets, provided your
  572. >> ACU is lined up.
  573. ------------------------------------------------------
  574. ++: FiringTolerance
  575. >> 2 --> 10 Lets the OC weapon fire a little sooner before the weapon has finished turning.
  576. >> Not noticable.
  577. ------------------------------------------------------
  578. ++: Damage Friendlies
  579. ++: Blast Area [2 --> 3]
  580. ++: EdgeDamageRatio [.03]
  581. ++: Units at distance 3 will take 2100 damage
  582. +: ACU Footprint Damage [Give the ACU some crushing damage.]
  583. Upgrades
  584. Aeon
  585. Heavy Shield
  586. Cost
  587. +: Mass [21455 --> 15000]
  588. +: Energy [321818 --> 225300]
  589. +: Time [2500 --> 1750]
  590. UEF
  591. Regular Shields
  592. ++: Strength [SCU's changed 42000 --> 24000 to match ACU]
  593. Nuke (Billy)
  594. +: Make Tactical [Back by popular demand! - but balanced.]
  595. ++: Damage and Blast Area [On par with nuke subs. We felt a full strategic nuke blast should not be tactical.]
  596. +: Increase armor [25 --> 50 Makes it take at least 2 Anti-Tacs to take one down.]
  597. Cybran
  598. Stealth/Cloak
  599. >> Putting stealth as an uber expensive upgrade to cloak for Cybran seems VERY odd,
  600. >> since for the most part, Cybran have stealth tech nailed down pretty well.
  601. >> Switching stealth to the initial upgrade makes sense, and then we can up the cost of
  602. >> the cloaking but not too much, since we want to encourage its use.
  603. >> To balance it out we have our decloak threshold which ensures the unit won't get
  604. >> too close to enemy units without decloaking.
  605. >> We also have the cost to maintain the cloak, especially while moving.
  606. ------------------------------------------------------
  607. Stealth
  608. Cost [This one can be cheap because there is no cloak at this point.]
  609. +: For ACU, make it a stealth field, not just personal stealth. [25 radius]
  610. Cloak
  611. +: Make this the upgrade for stealth
  612. Cost
  613. +: Mass [15000]
  614. +: Energy [225000]
  615. +: Time [5000]
  616. +: Energy Usage [2000]
  617. +: Energy usage when moving [4000]
  618. +: Decloak Radius [15]
  619. MicrowaveGun
  620. Cost
  621. ++: Mass [21273 --> 17500]
  622. ++: Energy [319091 --> 262500]
  623. ++: Retuned Upgrade Costs
  624. >> All ACU and SCU upgrades have had their Mass/Energy costs rebalanced so that
  625. >> are not so heavy on the energy and won't bring your energy grid to its knees. Where
  626. >> energy cost was reduced, mass cost was increased appropriately.
  627. >> We may consider reducing the costs for many of these upgrades. The rediculous
  628. >> energy costs, when converted to mass, reveal the truly enormous resource costs for
  629. >> the upgrades that most people are probably unaware of.
  630. ------------------------------------------------------
  631. ACU Engineering Upgrades
  632. >> The engineering upgrades in the vanilla game cost WAY too much to be worth
  633. >> building in the regular game. We're bringing the cost down to a fair level.
  634. >> Since upgrades can happen immediately in the game, we don't want to make this too
  635. >> cheap, since you could simply bypass the Tech tree and get some of the more
  636. >> advanced toys pretty early.
  637. >> The cost will be determined by the cost of going the normal route of teching up.
  638. >> You pay for the cost of the upgraded factory, and the engineer. Since the ACU's
  639. >> build rate increases by 30 for each upgrade, this is like having 3 more T2 engineers
  640. >> strapped on to the ACU permanently - or 2 more T3 engineers.
  641. >> Being that they are not seperate units, and permanently attached they can't be
  642. >> destroyed in combat and are worth more than just the engineer cost, so I charge
  643. >> double for the "engineer" part of the upgrade. The bulk of the cost is still in the
  644. >> "factory" part of the upgrade, where we are actually paying for the new tech.
  645. >> The end result is that a player can choose to upgrade his ACU to have the new
  646. >> engineering suites, but you aren't gaining any special advantage in speed by doing it
  647. >> that way - you could have just as easily built the factory and a few engineers.
  648. >> The advantage is you carry the construction power around with your ACU.
  649. >> The disadvantage is that you can't build the upgraded mobile units without the factory.
  650. ------------------------------------------------------
  651. Tech 2 engineering suite
  652. ++: Mass [2000 --> 1880]
  653. ++: Energy [50000 --> 28200]
  654. ++: Time [2000 --> 3120]
  655. Tech 3 engineering suite
  656. ++: Mass [6750 --> 6172]
  657. ++: Energy [900000 --> 92580]
  658. ++: Time [2250 --> 7500]
  659. Teleporter [Teleporting has been totally redesigned. See the Global Changes section for details.]
  660. Resource Allocation Upgrade [Ditch it. We don't need it in our game.]
  661. x: Retune build time for all upgrades [Build times as compared to upgrade costs are extremely inconsistent.]
  662. Construction
  663. ACU Construction Speed
  664. >> We feel like the ACU should represent the peak of nano-construction technology
  665. >> and eclipse the engineers which are available near the beginning of the game. If you
  666. >> want something built fast in the early game, have your ACU help!
  667. ------------------------------------------------------
  668. ++: Default Build Rate [10 --> 30]
  669. ++: Tech 2 Engineering Upgrade [30 --> 60]
  670. +: Build/Reclaim torso turn speed [360 --> 90 : Matches torso speed caused by weapon. Helps the ACU feel "big"]
  671. ACU Rebuilding
  672. >> ACUs have been given the ability to automatically rebuild destroyed structures they
  673. >> are guarding, just like SCUs do.
  674. ------------------------------------------------------
  675. Make Rebuilding automatic!
  676. UEF ACU Engineering Drones
  677. ++: Stealth [Cost 20 E]
  678. ++: Same engineering suite as T1 engineers
  679. +: Size [30% bigger to match the ACU it sits on]
  680. Death Blast
  681. ACU
  682. >> The ACU death explosion has been returned to its original grandeur.
  683. >> If an ACU destroys another ACU, mutual destruction is assured.
  684. >> In the future we will refine the nuke blast damage progression and decay.
  685. ------------------------------------------------------
  686. Inner Ring
  687. +: Time [0 --> 20]
  688. +: Radius [30 --> 25]
  689. +: Damage [3500 --> 70000]
  690. Outer Ring
  691. +: Time [0 --> 20]
  692. +: Radius [40 --> 45]
  693. +: Damage [500 --> 1000]
  694. ++: SCU Death Damage [1000 --> 5000]
  695. Tech 1
  696. Scouts
  697. >> Scouts are a lot faster and much more agile and accelerate quicker. They can
  698. >> outrun all other land units, so if someone is chasing your scout you can probably get
  699. >> away, especially since a scout can usually see the enemy coming from quite a distance.
  700. ------------------------------------------------------
  701. ++: Faster [5 --> 7.5]
  702. ++: More Acceleration [2.5 --> 5]
  703. ++: More Agile [90 --> 250]
  704. ++: Show radar range on select
  705. +: Cybran Scout Decloak Radius [5]
  706. T1 Light Attack Bots
  707. >> Light attack bots are faster, more agile and accelerate quicker. Their turret speed is
  708. >> also increased.
  709. >> They are so fast as to be able to run past many turrets without being destroyed.
  710. >> They can also outrun other land combat units, which enables hit and run tactics.
  711. >> They are particularly adept at taking out larger units which have slower turrets, slower
  712. >> projectiles or a slow reload time. Their numbers can overwhelm these stronger more
  713. >> expensive units, and give the light bots a use at any stage of the game. They provide
  714. >> extremely rapid projection of moderate firepower.
  715. ------------------------------------------------------
  716. ++: More Agile [50%]
  717. ++: More Acceleration [50%]
  718. ++: Faster Torso (turret) [50%]
  719. ++: Faster [35%]
  720. ++: Adjust Animation Speed
  721. T1 Heavy Assault Units
  722. >> Tech 1 heavy assault units are more or less the measuring stick we compare other
  723. >> units to. They are decent fighters, able to maintain effective combat in large numbers
  724. >> throughout the game. They are a whole lot tougher than the Light Assault bots, so if
  725. >> the two get in a fight with each other in similar numbers, the heavy assault units will
  726. >> win every time.
  727. ------------------------------------------------------
  728. Aeon Aurora
  729. >> The Aeon Aurora has been slowed down on water, to reduce some of the advantage
  730. >> the Aeon have in owning a Tech1 amphibious fighting unit. The ability to cross or sit
  731. >> on the water is still a considerable advantage.
  732. >>
  733. >> -- ON HOLD:
  734. >>
  735. >> Its rediculous range advantage of 50% over other factions has been scaled back to
  736. >> a 25% advantage. In compensation, the Aurora's armor is increased considerably,
  737. >> but it is still by far the most fragile T1 heavy assault unit.
  738. ------------------------------------------------------
  739. +: Speed over water
  740. >> 50%
  741. >> This effect is good for gameplay, as it removes some of the advantage of Aeon having
  742. >> a Tech 1 amphibious tank.
  743. >> It can also be easily explained physically. A hovering tank would waste considerable
  744. >> energy creating water turbulance, and thus less energy is available for thrust.
  745. >> Thanks to Optimus Prime - 4th Dimension for the idea
  746. ------------------------------------------------------
  747. UEF MA12 Striker
  748. >> The UEF MA12 Striker has been given more armor and a more damaging weapon.
  749. >> This falls in line with the UEF mantra of "Tough and Punchy"
  750. >> Being a heavy hitter, the Striker is best used in a stationary line to hold a position
  751. >> against oncoming units. Its strength is not in fighting while in motion, but more in its
  752. >> placement on the battlefield.
  753. ------------------------------------------------------
  754. ++: More Armor [322 from 293]
  755. ++: More Damage [27 from 24]
  756. ++: Weapon Range [19 from 18]
  757. +: Dynamic accuracy decrease while moving. [Accuracy can be good when stationary. Discourage mobile fighting :)]
  758. +: FiringRandomnessWhileMoving [2]
  759. Cybran Mantis
  760. >> The Cybran Mantis has been given a much faster turret speed a nearly instantaneous
  761. >> shot velocity, which nicely fits its role as the Swarm King.
  762. >> A Mantis on the move is a happy Mantis.
  763. >> It also builds faster and its cost has been brought back in line with the Striker and Aurora.
  764. ------------------------------------------------------
  765. ++: Mass Cost [52 from 56 (match UEF & Aeon)]
  766. ++: Energy Cost [260 from 336 (match UEF & Aeon)]
  767. ++: Build Time [110 from 140 (UEF and Aeon are 130]
  768. +: Muzzle Velocity [200 from 22 - looks great!]
  769. Projectile Lifetime
  770. >> 0.75 --> 0.045 This makes the shot last just a little longer than required to reach its
  771. >> designated maximum range.
  772. ------------------------------------------------------
  773. +: Turret Speed [200 from 60]
  774. Remove streak from laser
  775. +: Removed inaccuracy while moving
  776. T1 Mobile Artillery
  777. >> The Tech1 mobile artillery have not been changed a whole lot.
  778. >> The Aeon Fervor has been changed to do a salvo fire. It still fires 4 shots every 8
  779. >> seconds, but instead of 1 shot every 2 seconds, it fires 4 shots in 2 seconds,
  780. >> followed by a long delay. Its quite cool.
  781. ------------------------------------------------------
  782. Aeon Fervor
  783. +: Burst fire [4 shots in 8 seconds like before, except the 4 shots are fired inside 2 seconds, then a delay]
  784. Tech 2
  785. Combat Vehicles
  786. >> Tech2 tanks are not just bigger versions of Tech 1 tanks. These are meant to
  787. >> attack hardened positions and front lines. They are bigger, tougher, slower,
  788. >> somewhat more expensive and more faction-specialized than Tech 1 tanks.
  789. >> All Tech2 tanks are 35% bigger, 33% more expensive, take 25% longer to build,
  790. >> accelerate 50% faster, and have 40% more weapon range than before.
  791. >> They are also all slower and tougher.
  792. ------------------------------------------------------
  793. Aeon Obsidian
  794. Visuals Adjusted
  795. ++: Tank Treads
  796. ++: Selection Box
  797. ++: Unit Size
  798. Balance Armor and Shields more [Shouldn't be so lopsided - super weak armor]
  799. ++: Armor [578]
  800. ++: Shields [400]
  801. Shields
  802. ++: Recharge Delay after taking damage [Changed from 60 to 1]
  803. ++: Recharge Rate [Changed from 47 to 10]
  804. ++: Recharge Time [Changed from 75 to 40 - total rate similar due to shield strength change]
  805. ++: Larger Size [35% bigger]
  806. ++: More Expensive [33% more expensive]
  807. ++: Slower to Build [25% longer build time]
  808. ++: Faster Acceleration [50%]
  809. ++: More Weapon Range [40% more]
  810. ++: More Armor
  811. >> 15% more total hitpoints
  812. >> Original Obsidian armor was weaker than the Aurora's!!
  813. >> Its armor is now about 60% of its total hitpoints rather than 18%.
  814. ------------------------------------------------------
  815. ++: Slower Speed [80% of old speed]
  816. ++: Less Damage [63% of old per-shot damage]
  817. ++: Splash Damage
  818. >> Splash damage is new. Value = 3
  819. >> The splash also helps compensate for near misses, as its shot velocity is quite low.
  820. >> It can hit quite a few small units in one shot.
  821. ------------------------------------------------------
  822. ++: Turret Speed [2x faster]
  823. UEF Pillar
  824. >> This unit is now like the Goliath in TA.
  825. >> It is the heaviest and slowest conventional tank in the game. It is a base buster, but
  826. >> it is very incapable of fighting smaller faster more agile units. The faster shot velocity
  827. >> makes it so when it does fire, it will probably score a hit. The Pillar's strength shows
  828. >> in plowing straight in and taking out hardened defenses.
  829. ------------------------------------------------------
  830. Visuals Adjusted
  831. ++: Tank Treads
  832. ++: Selection Box
  833. ++: Unit Size
  834. ++: More Armor [35% more total hitpoints]
  835. ++: Slower Speed [75% of old speed]
  836. ++: Turret Speed Decreased [50% of old turret speed May need to be slower yet.]
  837. ++: Larger Size [35% bigger]
  838. ++: More Expensive [33% more expensive]
  839. ++: Slower to Build [25% longer build time]
  840. ++: Faster Acceleration [50%]
  841. ++: More Weapon Range [40% more]
  842. ++: Turn Rate Decreased [80% of old value]
  843. ++: Faster Shot Velocity [3x faster]
  844. Cybran Rhino
  845. >> The Rhino is very good at sitting off to the side while you draw fast enemy units
  846. >> toward some decoys, as the Rhino nails them from the side, and outside their vision.
  847. >> It also excels at attacking defended positions from unexpected angles. Cybran is not
  848. >> typically about frontal assaults.
  849. ------------------------------------------------------
  850. Visuals Adjusted
  851. ++: Tank Treads
  852. ++: Selection Box
  853. ++: Unit Size
  854. ++: Larger Size [35% bigger]
  855. ++: More Expensive [33% more expensive]
  856. ++: Slower to Build [25% longer build time]
  857. ++: Faster Acceleration [50%]
  858. ++: More Weapon Range [40% more]
  859. ++: More Armor [15% more total hitpoints]
  860. ++: Slower Speed [80% of old speed]
  861. ++: Turn Rate Increased [2x faster]
  862. ++: Turret Speed Increased [3x faster]
  863. +: Stealth Added [35 energy cost]
  864. UEF Riptide
  865. ++: Faster Turn Rate [2x faster. Matches Aurora now.]
  866. ++: Less Armor [734 --> 540]
  867. ++: Increased Acceleration [0.4 --> 0.6]
  868. ++: Damage Reduction [12 --> 9]
  869. Cybran Wagner
  870. ++: Faster Acceleration [50% faster]
  871. ++: Faster Turn Rate [2x faster]
  872. ++: Missile Turret Speed increased [4x faster]
  873. ++: Electron Bolter Turret Speed increased [67% faster]
  874. Missiles Launchers
  875. Utility Vehicles
  876. Cybran Deceiver
  877. ++: Stealth Field Increase [50% larger]
  878. Mobile Shield Generators
  879. ++: Adjust Speed
  880. ++: Aeon [2.1 from 3]
  881. ++: UEF [1.9 from 2.8]
  882. ++: Increase Acceleration
  883. ++: Aeon [.9 from .3]
  884. ++: UEF [1.2 from 0.56]
  885. +: Shield remains active when attached to a transport plane
  886. +: Transport class changed [2 --> 3 so you can't put too many on a transport.]
  887. ++: Shield Size [Increase from 16 to 18]
  888. ++: Increase Turn Rate [100 from 27]
  889. ++: Zero Turn Radius [from 2]
  890. Tech 3
  891. T3 Siege Bots
  892. >> Make them siege bots, not slaughter-a-base bots
  893. >> Give each faction its own unique advantage and disadavantage for these units.
  894. >> They should not be solo-units either, but instead be used in combination with other units.
  895. >> They should be bigger and more useful for a specialized task than before, but less of
  896. >> a general melee unit.
  897. >>
  898. >> Tech 3 Siege/Assault bots are highly specialized in this mod. The differences
  899. >> betwen the factions are most pronounced here.
  900. ------------------------------------------------------
  901. Aeon Harbinger
  902. >> This unit is now a lot like the Maverick in TA.
  903. >> It is expensive, but fragile. It is highly mobile and has a devastating weapon that can
  904. >> pop most T1 units instantly.
  905. >> You don't want to just charge them into a well defended base. They will not last long
  906. >> enough to pay for themselves. Their strength is in their ability to hit hard and quickly
  907. >> on targets that aren't very well defended, or to strike very hardened units which are
  908. >> too slow to catch or react to them, such as Pillars.
  909. ------------------------------------------------------
  910. Visuals Adjusted
  911. ++: Walk Speed
  912. ++: Selection Box
  913. ++: Unit Size
  914. ++: Death Animation slowed way down
  915. ++: Weapon Lead Target
  916. ++: Less Armor [25% old value]
  917. ++: Regeneration [20]
  918. ++: Larger Size [25% bigger - doesn't fit in factory!]
  919. ++: Faster Acceleration [50%]
  920. ++: More Speed [25% faster]
  921. ++: Faster Turning [75% more agile]
  922. ++: Weapon Damage Increased [345 instead of 115 but dps is 50% more than before]
  923. ++: Weapon Rate of Fire Decreased [2x slower]
  924. ++: Weapon Range Decreased [26 instead of 32]
  925. ++: Turret Speed Increased [2x faster]
  926. ++: Slow down the death animation [1 : 2 --> .2 : .3]
  927. UEF Titan
  928. >> This unit is now like the Sumo in TA.
  929. >> It is very durable but very slow. It has the ability to track and shoot small fast units,
  930. >> and is the ideal anti-swarm land holder. Its weapon range isn't very good, but anything
  931. >> which slips inside this range is quickly devastated.
  932. >> It is not the kind of unit you can charge into a defended base with, because its just
  933. >> too slow to get very far before it is killed by point defenses or artillery. Its best role is
  934. >> protection of vital sensitive areas. You can station them by resource farms, or along
  935. >> your perimeter and they will prevent raids fairly well. You can also support T3 mobile
  936. >> artillery superbly with them.
  937. ------------------------------------------------------
  938. Visuals Adjusted
  939. ++: Walk Speed
  940. ++: Selection Box
  941. ++: Unit Size
  942. ++: Weapon Lead Target
  943. ++: More Armor [3000 armor instead of 2200. Shields unchanged.]
  944. ++: Shield Regen [Modify like Obsidian]
  945. ++: Larger Size [35% bigger]
  946. ++: Muzzle Velocity [Increase to 35 from 22]
  947. ++: Decrease Line of Sight [20 instead of 26]
  948. ++: Slower Speed [33% of old speed]
  949. ++: Turn Rate Decreased [50% of old value]
  950. ++: Weapon Range Decreased [20 instead of 32]
  951. ++: Weapon Rate of Fire Increased [50% faster]
  952. ++: Turret (torso) speed faster [160 instead of 30]
  953. ++: Slow down the death animation [.75 : 1.25 --> 0.5 : 0.75]
  954. Split arms to target and fire independently like Loyalists
  955. >> This could be done, but only one weapon can have the torso as its yaw bone.
  956. >> Research to find out how much of a pain in the ass this would be.
  957. ------------------------------------------------------
  958. Cybran Loyalist
  959. >> This unit is ideal for perimeter attacking.
  960. >> Its superior electronics suite is geared for taking things out while denying them return fire.
  961. >> Its onboard stealth generator will keep it from showing up on enemy radar.
  962. >> Its enhanced optical sensors allow it to see unusually long for a land unit. It has
  963. >> personal radar, allowing it to fire at its maximum range unless fighting stealthed units.
  964. >> This radar also supports the rest of the squad fighting alongside by allowing them to
  965. >> fire at max range.
  966. >> The main weapon has been enhanced with an electronics-disruption system, which
  967. >> staggers attackers taking fire by the Loyalist. Units under heavy Loyalist fire will find it
  968. >> very difficult to move or shoot back.
  969. >> The Loyalist also holds the longest range for any T3 assault bot, however it is neither
  970. >> particularly fast, nor particularly durable for its price.
  971. >> Reprogramming of enemy Tactical Missiles is retained, as well as the EMP feedback
  972. >> when the unit is destroyed. This EMP is enhanced in this mod.
  973. ------------------------------------------------------
  974. Visuals Adjusted
  975. ++: Walk Speed
  976. ++: Selection Box
  977. ++: Unit Size
  978. Stun added to main weapon
  979. ++: Duration [.3]
  980. ++: Splash [3]
  981. ++: Affected units [Tech 1,2,3]
  982. ++: Larger Size [15% bigger]
  983. ++: Stealth Added [50 energy cost]
  984. ++: Increase Line of Sight [29 instead of 26]
  985. ++: Personal Radar Added [50 Range]
  986. ++: Slower Speed [50% of old speed]
  987. ++: Turn Rate Decreased [50% of old value]
  988. ++: Small splash added to main weapon damage [1]
  989. ++: EMP death explosion "damage" increased [from 1 to 2. not sure what this will do.]
  990. ++: Weapon Range Increased [32 - same as pre-patch]
  991. ++: Tracking Range added [37]
  992. ++: Slow down the death animation [.75 : 1.25 --> 0.2 : 0.3]
  993. T3 Mobile Artillery
  994. UEF
  995. Name changed to Thumper [The Thumper LIVES AGAIN!!!! THUMP THUMP THUMP THUMP ...]
  996. Cybran
  997. Camera Shaking
  998. Fix so camera doesn't shake for entire map [behavior now matches UEF Demolisher]
  999. All
  1000. ++: Faster Turning [2x faster]
  1001. ++: Faster Acceleration [3x faster]
  1002. ++: Slower Speed [65% current max speed]
  1003. Experimentals
  1004. UEF Fatboy
  1005. Main turrets
  1006. +: Damage [500 --> 1000]
  1007. +: Rate of Fire [3 --> 1.5 shots per second per turret]
  1008. +: Rack muzzles fire seperately [3 shots per second]
  1009. +: RackSalvoReloadTime [0 --> 1]
  1010. +: Inaccuracy [0 --> 0.5]
  1011. +: Audio [Match UEF Battleship - works better for salvo turret.]
  1012. Cybran Monkeylord
  1013. Give it a death explosion
  1014. AoE [8]
  1015. ++: Damage [5000]
  1016. Cybran Scathis
  1017. ++: Less energy to fire [5k energy to fire - not 30k]
  1018. Aircraft and Anti-Air
  1019. Aircraft Fuel Consumption
  1020. >> Aircraft have a strategic element added in the sense that they will run out of fuel
  1021. >> much quicker now, depending on thier role. Bombers and gunships have the least
  1022. >> amount of fuel, which forces the player to be wise about when to use them, and how
  1023. >> far away to send them. This also forces the use of refuelling platforms.
  1024. ------------------------------------------------------
  1025. +: Fuel Recharge cut [3 instead of 5 (or 15 for Broadsword)]
  1026. +: Experimentals [10x current capacity - should never run out]
  1027. +: Transports [200% current capacity]
  1028. +: Scout planes and Spy planes [Unaltered]
  1029. +: Fighters [50% current capacity]
  1030. +: Gunships [30% current capacity]
  1031. +: Bombers [30% current capacity]
  1032. T2 Flak
  1033. >> The purpose of Flak is to take inflict area damage on slow moving or hovering attack
  1034. >> aircraft such as Gunships and Bombers. Any large swarms of aircraft should take
  1035. >> significant damage from Flak because of its wide area damage. Flak then, fills a
  1036. >> very important role to provide AA coverage where Tech 1 and Tech 3 AA are
  1037. >> lacking. This is due to Tech 3 AA being changed to focus a long range anti-heavy-
  1038. >> plane role. Skipping Flak and going straight to T3 AA will leave you vulnerable to
  1039. >> large numbers of planes taking over your airspace.
  1040. ------------------------------------------------------
  1041. Turrets
  1042. x: Reduce Armor
  1043. x: Increase Damage
  1044. x: Increase Blast Radius
  1045. x: Reduce Turret Speed
  1046. x: Reduce muzzle velocity?
  1047. +: UEF Turret Sound [Use sound from UEF T1 AA Turret]
  1048. Mobiles
  1049. x: Increase Damage
  1050. x: Reduce Turret Speed
  1051. x: Increase Blast Radius
  1052. ++: Armor Definition
  1053. >> After spending considerable time trying to physically make the Flak shells more
  1054. >> effective vs gunships and bombers and less effective vs scouts and interceptors, I've
  1055. >> caved in and created an Armor Definition.
  1056. >> Flak will now inflict 2.5x its usual damage on gunships and bombers.
  1057. >> Flak will inflict only 1/2 damage to scouts.
  1058. ------------------------------------------------------
  1059. T1 AA Turrets
  1060. >> Can't hit beans - Fix.
  1061. >>
  1062. >> Make able to easily hit scouts and fighters, but with less damage.
  1063. >> Make much more fragile
  1064. >> Make cheaper and build faster
  1065. ------------------------------------------------------
  1066. Top Priority targets inserted
  1067. Bombers
  1068. Gunships
  1069. UEF & Aeon Changes
  1070. +: Faster Shot [1.67x]
  1071. +: Faster Tracking [1.11x]
  1072. +: Rate of Fire Increase [3 from 1.6]
  1073. +: Inaccuracy Increase [1.5 from 1]
  1074. Cybran Changes
  1075. +: Switch weapon to nano-dart from Cybran Mobile AA Vehicle
  1076. +: Two missiles per shot [2 barrels]
  1077. +: Appropriate range for AA turret
  1078. +: ProjectileLifetime [Make sure it doesn't fly past the weapon range]
  1079. +: Cheaper [.25x]
  1080. +: Build Faster [.25x]
  1081. +: More Fragile [.25x]
  1082. +: Less Damage [.40x]
  1083. Aeon Czar
  1084. Fall Damage
  1085. >> Something this big freefalls on your base? Its going to do more than 1000 Damage : Radius 5.
  1086. >>
  1087. >> Modify UAA0310_script.lua
  1088. >> OnAnimTerrainCollision()
  1089. >> .
  1090. ------------------------------------------------------
  1091. +: Radius [8 --> 11]
  1092. ++: Give it the GROUNDATTACK Category
  1093. ++: Increase Armor [15k instead of 5k.]
  1094. ++: Regeneration [25]
  1095. T1 AA Vehicles
  1096. Aeon
  1097. Top Priority targets inserted
  1098. Bombers
  1099. Gunships
  1100. ++: Damage [2 from 4]
  1101. ++: Inaccuracy [2 from 1]
  1102. ++: Rate of Fire [4 from 1]
  1103. ++: Muzzle Velocity [120 from 60]
  1104. UEF
  1105. Top Priority targets inserted
  1106. Bombers
  1107. Gunships
  1108. ++: Muzzle Velocity [120 from 60]
  1109. ++: Inaccuracy [2 from 1]
  1110. ++: Rate of Fire [4 from 1]
  1111. UEF Broadswords
  1112. >> These monsters are way too fast and tough and damaging - to have all three is a
  1113. >> serious imbalance.
  1114. >> Slowing them down is a good option, as it gives local AA time to naturally handle them
  1115. >> before they get to their target. It also makes quick rush/snipe tactics less devastating.
  1116. ------------------------------------------------------
  1117. ++: Bigger [25%]
  1118. +: Slower [50% of old speed]
  1119. T3 AA
  1120. >> AAA should be proper airspace control units.
  1121. >> Anti-heavy-aircraft defense.
  1122. >> Viable anti-flying-experimental defense.
  1123. >> But not a blanket defense like what Flak provides.
  1124. >>
  1125. >> 1/2 Armor
  1126. >> 2x Range
  1127. >> 5x Damage
  1128. >> 1/5 Rate of Fire
  1129. ------------------------------------------------------
  1130. Aeon
  1131. +: Armor [6000 --> 3000]
  1132. +: Rate of Fire [2 --> 0.4]
  1133. +: Projectile Lifetime [5 --> 12]
  1134. +: Damage [40 --> 200]
  1135. UEF
  1136. +: Armor [5500 --> 2750]
  1137. +: Rack Salvo Reload Time [0.5 --> 2.5]
  1138. +: Rate of Fire [***** Commented out ***** 3 --> 0.6]
  1139. +: Projectile Lifetime [6 --> 14]
  1140. +: Damage [40 --> 200]
  1141. Cybran
  1142. +: Armor [5000 --> 2500]
  1143. +: Rate of Fire [1.5 --> 0.3]
  1144. +: Projectile Lifetime [3 --> 7]
  1145. +: Damage [24 --> 120]
  1146. +: Range [60 --> 120]
  1147. +: Priority List
  1148. >> SPECIALHIGHPRI
  1149. >> AIR EXPERIMENTAL
  1150. >> TECH3 GROUNDATTACK
  1151. >> TECH3 BOMBER
  1152. >> TECH2 GROUNDATTACK
  1153. >> TRANSPORTATION
  1154. >> SPECIALLOWPRI
  1155. >> ALLUNITS
  1156. ------------------------------------------------------
  1157. ??: Question
  1158. >> Why do the dps stats appear like this:
  1159. >>
  1160. >> Aeon - 160
  1161. >> UEF - 86
  1162. >> Cybran - 144
  1163. ------------------------------------------------------
  1164. Transports
  1165. Armor Regen [Because they won't land on air repair pads]
  1166. +: Tech1 [+1]
  1167. +: Tech2 [+3]
  1168. Tech 2 Transports
  1169. Aeon
  1170. Cost [Cost adjusted to compensate for 12 bones where UEF has 14.]
  1171. +: Mass [320 --> 274]
  1172. +: Energy [12800 --> 10971]
  1173. +: Time [1600 --> 1371]
  1174. ++: Weapon Rate of Fire [All four AA guns: 0.34 --> 1]
  1175. +: Class3AttachSize [4 --> 3 : Fits three T3 bots now]
  1176. Cybran
  1177. Cost [Cost adjusted to compensate for 10 bones where UEF has 14.]
  1178. +: Mass [320 --> 229]
  1179. +: Energy [12800 --> 9143]
  1180. +: Time [1600 --> 1143]
  1181. Speed penalty per cargo
  1182. +: Tech 1 Cargo [3.5%]
  1183. +: Tech 2 Cargo [9%]
  1184. +: Tech 3 Cargo [18%]
  1185. +: Speed [15 --> 18]
  1186. +: Armor [210 --> 260]
  1187. Tech 1 Transports
  1188. Speed penalty per cargo
  1189. +: Tech 1 Cargo [7%]
  1190. +: Tech 2 Cargo [20%]
  1191. +: Tech 3 Cargo [50%]
  1192. +: Speed [15 --> 21]
  1193. +: Armor [90 --> 60]
  1194. T3 Spy Planes
  1195. +: Turn Radius [Much larger]
  1196. +: Max Airspeed [30 from 21]
  1197. +: Min Airspeed [15 from 10]
  1198. +: Turn Speed [0.5 from 2.5]
  1199. +: StartTurnDistance
  1200. >> 25 This lets the plane rubber-band into a fast landing spot even though it can't really
  1201. >> turn that fast. Without it the plane won't land ever with a wide turn.
  1202. ------------------------------------------------------
  1203. +: TightTurnMultiplier
  1204. >> 35 This keeps the plane's airspeed high during turns. Otherwise its too vulnerable to
  1205. >> AA if it slows way down.
  1206. ------------------------------------------------------
  1207. T1 Interceptors
  1208. +: TurnSpeed [1.5 --> 2.5]
  1209. +: MaxAirSpeed [19 --> 22]
  1210. +: UEF weapon
  1211. >> Improved to fire more often with less damage, and sound and act like a machine gun
  1212. >> Thanks to Optimus Prime - 4th Dimension
  1213. ------------------------------------------------------
  1214. +: Aircraft armor/damage adjustment
  1215. >> Aircraft armor counts are unnecessarily low, since AA weapons seem to be
  1216. >> distinctively seperate from other weapons.
  1217. >> A light tank might have 200 hitpoints where a light plane might have 20.
  1218. >> Likewise, AA weapons do very very low damage, like 1 or 2.
  1219. >> This presents two problems. First, its very difficult to fine tune the AA damage output.
  1220. >> More importantly, when things like mobile shields come into play, the same unit
  1221. >> protects both air and ground units. If aircraft armor and AA damage were both
  1222. >> increased x10, the game balance would remain unchanged, but these issues would
  1223. >> be resolved.
  1224. >> Another issue is with calculating veterancy due to damage dealt. Damage to aircraft
  1225. >> doesn't accumulate very much, so its an inaccurate count of damage dealt.
  1226. >>
  1227. >> NOTE: Because we adjusted the armor and damage values using script and not
  1228. >> blueprints, the blueprint values will be THE SAME as they were before, but the actual
  1229. >> in-game values will be 10x bigger.
  1230. >> TO FINE TUNE values in blueprints, just use tenths of a value.
  1231. >>
  1232. >> Make sure any weapons that also attack ground are *not* modified.
  1233. ------------------------------------------------------
  1234. ??: Fall Damage [Can this be adjusted so many units survive a plane crash?]
  1235. Sea Based Changes
  1236. Ship Wreckage [Thanks to Toxic Frog for all the amazing work getting this done!!]
  1237. ++: Wreckage should be worth 90% of a unit's mass [really? 90%?]
  1238. Battleships
  1239. Aeon Battleship
  1240. +: Increase AoE [3 from 1]
  1241. +: Decrease Accuracy [2.0 from 0.3]
  1242. UEF Battleship
  1243. Tactical Missile Defense
  1244. ++: Increase Range [50%]
  1245. +: Salvo settings [Fire 3 shots from a turret fairly rapidly, then reload]
  1246. +: Shots per second within salvo [1]
  1247. +: Delay between salvos [10]
  1248. +: Increase Damage [810 from 600]
  1249. +: Decrease Accuracy [2.0 from 0.3]
  1250. +: Decrease AoE [1 from 2]
  1251. Cybran Battleship
  1252. Tactical Missile Defense
  1253. ++: Increase Range [50%]
  1254. +: Salvo settings [Fire 3 shots from a turret fairly rapidly, then reload]
  1255. +: Shots per second within salvo [3]
  1256. +: Delay between salvos [10]
  1257. +: Decrease AoE [1 from 3]
  1258. +: Improve Accuracy
  1259. >> .2 instead of .5 -- others are .3
  1260. >> Lets see what high accuracy (for the cost) does on a battleship
  1261. ------------------------------------------------------
  1262. Nuke Subs
  1263. >> Cheaper, Faster, and less damaging
  1264. >>
  1265. >> Full strategic nukes in the water is quite a wildcard.
  1266. >> Takes absolutely forever to build, can easily get itself in trouble OR not be found at all...
  1267. >> People are better off building nuke silos.
  1268. ------------------------------------------------------
  1269. Nuke Weapon
  1270. +: Tactical category, not Strategic
  1271. ++: Cost [50%]
  1272. ++: Build Time [25%]
  1273. ++: Blast Radius [50%]
  1274. ++: Range [2.5x Tac Missile range]
  1275. ++: Cheaper [Cost of 1 battleship]
  1276. +: Death Animations [Ships sink a lot slower]
  1277. All animations are slowed down.
  1278. Tech 1 ships [These are typically about 3x faster than Tech 3 ships.]
  1279. Tech 2 ships [These are typically about 2x faster than Tech 3 ships.]
  1280. Tech 3 ships [These sink very slowly. It can take about 60-90 seconds for a battleship to sink.]
  1281. Frigates
  1282. Aeon
  1283. Front Turret
  1284. Range Decrease [31 --> 24]
  1285. ++: Damage Reduction [140--> 35]
  1286. ++: Inaccuracy [0.3 --> .03]
  1287. ++: Muzzle Velocity Increase [24 --> 48]
  1288. ++: Rate of Fire increase [0.2 --> 1.1]
  1289. ++: Turret Speed Increase [80 --> 150]
  1290. Rear Turret
  1291. ++: Range Increase [31 --> 34]
  1292. ++: Inaccuracy [0.3 --> .03]
  1293. UEF
  1294. Cost Reduction [15% overall]
  1295. ++: Build Time [800 --> 680]
  1296. ++: Mass Cost [320 --> 272]
  1297. ++: Energy Cost [3200 --> 2720]
  1298. ++: Armor Increase [750 --> 1013]
  1299. ++: Inaccuracy [0.25 --> .03]
  1300. ++: Rate of Fire increase [0.5 --> 2]
  1301. ++: Damage Reduction [100 --> 25]
  1302. ++: Turret Speed Increase [65 --> 150]
  1303. ++: Muzzle Velocity Increase [24 --> 48]
  1304. Cybran
  1305. Cost Reduction [15% overall]
  1306. ++: Build Time [840 --> 714]
  1307. ++: Mass Cost [336 --> 286]
  1308. ++: Energy Cost [3360 --> 2856]
  1309. ++: Armor Increase [725 --> 1013]
  1310. ++: Inaccuracy [0.3 --> .03]
  1311. ++: Rate of Fire increase [1.5 --> 3]
  1312. ++: Damage Reduction [35 --> 21]
  1313. ++: Turret Speed Increase [45 --> 150]
  1314. ++: Muzzle Velocity Increase [24 --> 200]
  1315. Torpedo Bombers
  1316. Aeon Torpedo Bomber
  1317. ++: Make homing mine able to follow ships for miles. [Projectile Lifetime changed to 60 from 8]
  1318. UEF Cruiser
  1319. Tactical Missile Defense
  1320. ++: Increase Range [50%]
  1321. Submarines
  1322. Speed
  1323. +: Decrease when submerged [-30%]
  1324. +: Increase when surfaced [+20%]
  1325. Cybran Cruiser
  1326. Tactical Missile Defense
  1327. ++: Increase Range [50%]
  1328. Aircraft Carriers
  1329. Cybran Aircraft Carrier
  1330. Tactical Missile Defense
  1331. ++: Increase Range [50%]
  1332. ++: Armor Increase [35,000 from 18,000]
  1333. Aeon Aircraft Carrier
  1334. ++: Armor Increase [30,000 from 22,000]
  1335. Sonar
  1336. +: Make "pinged"
  1337. >> All sonar has the following behavior:
  1338. >> If sonar range is greater than vision range, the sonar will "ping" .
  1339. >> The sonar range will rapidly decrease from its full range, down to match the unit's
  1340. >> vision range, and hold there for about 7 seconds, and then ping again.
  1341. ------------------------------------------------------
  1342. Torpedo Explosions
  1343. >> Splash made bigger
  1344. >> Thanks to Optimus Prime - 4th Dimension
  1345. ------------------------------------------------------
  1346. ++: Aeon Nuke Sub [Fix GAME bug where its Tac isn't being shot down by TMD's]
  1347. xx: Speed in general
  1348. >> Ships should be slower - and also accelerate much slower.
  1349. >>
  1350. >> T1 - 60%
  1351. >> T2 - 50%
  1352. >> T3 - 40%
  1353. >>
  1354. >> Or try 50% across the board.
  1355. ------------------------------------------------------
  1356. Global Changes
  1357. Trees
  1358. Fall Speed [Should look realistically slow now.]
  1359. xx: From being on fire
  1360. xx: From being hit by weapons
  1361. xx: From being run over by units
  1362. Veterancy Modifications
  1363. >> We've redone the way veterancy works. It is much more useful now, as it is based
  1364. >> on the actual damaged dealt by the unit, not how many "kills" it gets.
  1365. >> Before, a light unit could never get veterancy credit for attacking heavy units
  1366. >> because they simply can't kill them. The new veterancy tables require less damage
  1367. >> to be dealt by light units than heavy units.
  1368. >> Also, there is a visual indication now that a unit has veterancy bonus applied. You
  1369. >> will see a visual effect on the actual unit, and know exactly what units have veteran bonuses.
  1370. ------------------------------------------------------
  1371. Damage Tables
  1372. Armor Types
  1373. ++: Gunship
  1374. ++: Multipliers
  1375. ++: Normal [1]
  1376. ++: Flak [2.5]
  1377. ++: Bomber
  1378. ++: Multipliers
  1379. ++: Normal [1]
  1380. ++: Flak [2.5]
  1381. ++: Scout
  1382. ++: Multipliers
  1383. ++: Normal [1]
  1384. ++: Flak [0.5]
  1385. DamageTypes
  1386. ++: Flak
  1387. ++: Nuclear Weapons [All nuclear weapons have outer ring damage set to 1000 and full radius of 45.]
  1388. Explosion Area Damage Tapering
  1389. >> New tag in weapon blueprint called EdgeDamageRatio.
  1390. >> This tag determines the amount of the original damage that is inflicted at the edge of the
  1391. >> weapon's radius. The damage tapers down starting at the half-way point, and gradually
  1392. >> reducing to the final value at the edge.
  1393. >>
  1394. >> Don't forget to retest AoE effectiveness for various high area weapons!
  1395. ------------------------------------------------------
  1396. +: Death Explosions
  1397. +: Projectile Impacts
  1398. Teleporting [Total redesign of the Teleportation System]
  1399. New Unit: Teleport Beacon
  1400. >> Teleport beacons are extremely slow hovering network nodes.
  1401. >> You build them and then transport them with an air-transport to wherever you want, to
  1402. >> set up your Teleport Beacon Network. They are cheap but take a long time to build, which
  1403. >> prevents their overuse.
  1404. ------------------------------------------------------
  1405. Cost [500 mass and 10,000 energy.]
  1406. Build Time [25,000 - similar to the UEF Atlantis.]
  1407. Size [Fits on an air transport just like a T3 siege bot. Relatively small on land.]
  1408. Armor [Fairly fragile - 1000 hitpoints]
  1409. Intel [Vision 10 / Radar 20 - range circle for radar matches teleportation drop zone.]
  1410. Built By SCUs Only
  1411. Mobility [Extraordinarily slow, but can be picked up by air transports.]
  1412. Energy Consumption [Light - 100 energy.]
  1413. Only active when not being transported.
  1414. Only allows teleportation when active.
  1415. Strategic Icon [Needs someone to make it a build icon. Colored diamond for now.]
  1416. Build Icon [Uses "Place Holder" build pic - need someone to make final pics.]
  1417. Model
  1418. >> Needs someone to make a model for all 3 factions,
  1419. >> and any animation or emitters to go with them.
  1420. >> Using "Seraphim Tech" model for now.
  1421. ------------------------------------------------------
  1422. Teleportation Upgrade
  1423. >> The upgrade is the "key" which allows a unit to use the Teleport Network.
  1424. >> Its cost prevents overuse, but does not discourage moderate use.
  1425. ------------------------------------------------------
  1426. Units which can have this upgrade
  1427. SCUs
  1428. Cybran & UEF
  1429. Build Icon [Has blank orange build pic - need someone to make final pics.]
  1430. T2 Air Transports
  1431. Armor Upgrade [Heavy armor - 1000]
  1432. Speed Reduction
  1433. >> Slow to 2 (from 18)
  1434. >> Massive speed reduction, to go along with the significant armor upgrade.
  1435. >> This discourages the use of armored Teleport-Enabled transports as conventional transports.
  1436. ------------------------------------------------------
  1437. ACUs
  1438. Expensive but not prohibitive [Perhaps 3500 mass and 40,000 energy]
  1439. Cost to Teleport
  1440. >> Inexpensive - 5,000 Energy. No delay.
  1441. >> Thinking of making cost relative to distance teleported. Needs discussion.
  1442. ------------------------------------------------------
  1443. Alternatives
  1444. Hijack Signal
  1445. >> An interesting twist would be to allow the use of ENEMY Beacons to teleport to!
  1446. >> This could cause some pretty serious implications. >:)
  1447. ------------------------------------------------------
  1448. Teleport Beacon Network
  1449. >> This network is defined by the locations of all your Teleport Beacons.
  1450. >> It determines where your teleporting units can travel to and from.
  1451. >> Simply put, in order to execute a teleportation command, your unit must be within a short
  1452. >> distance of one of your Beacons, AND your destination must also be within a short distance of
  1453. >> another of your beacons, somewhere else on the map.
  1454. >> This governs the extents of your teleporting activities, and justifies a massive reduction in costs
  1455. >> for teleportation technology, thus bringing it into common gameplay.
  1456. >> Players can station Beacons in various strategic locations, which allow for very fast and safe
  1457. >> travel between these locations via Tech 3 air transports.
  1458. >> The ACUs and SCUs can also take advantage of this network if upgraded with a teleporter.
  1459. >> The strategies created by this system are significant. You could place a Beacon inside a
  1460. >> forward firebase, and teleport your ACU in to assist. If things are getting too hot and the loss
  1461. >> of the firebase is inevitable, you can retreat your ACU through the network to a safe location.
  1462. >> Teleport Networks can also be used to cross extremely large maps in a reasonable time, or
  1463. >> to hide the location of super secret operations. They also will help you get around air blockades
  1464. >> if you managed to get the Beacon on the other side earlier. One nice trick would be to use
  1465. >> T3 transports to teleport new Beacons through your existing network, to expand it.
  1466. ------------------------------------------------------
  1467. Air Transport
  1468. >> The issue of the transport aircraft is just due to my lack of experience as a modder.
  1469. >> I was preferring to go with an upgrade to the Tech2 Air Transports, which would buff
  1470. >> up their armor and slow them down, and allow them to use the Teleport Network.
  1471. >> But since the work involved in getting the upgrade to operate was quite high, I opted to
  1472. >> create a Tech3 Air Transport instead. Unfortunately, its just a larger version of the
  1473. >> Tech 2 transport. In the future, we should be able to either make a proper T3 transport,
  1474. >> or a proper working upgrade for the T2 transport.
  1475. ------------------------------------------------------
  1476. Teleport Hotkey Added [Press the X key to teleport a unit without having to click the purple teleport command button.]
  1477. UI Camera Zoom
  1478. Allow camera to get closer
  1479. Auto Decloak
  1480. +: Decloak Radius
  1481. >> Configurable property in Intel where if an enemy unit is within this distance, unit will decloak.
  1482. >> Unit will recloak immediately if enemy is no longer within the radius.
  1483. ------------------------------------------------------
  1484. x: Make decloak radius smaller when stationary, bigger when in motion. [Perhaps double when moving]
  1485. +: Decloak when global energy pool reaches zero [Operate just like radar and shields.]
  1486. +: Decloak with weapons fire
  1487. >> If any unit which is cloaked fires a weapon, it will automatically decloak. It will stay
  1488. >> decloaked until the number of seconds has passed which is specified in a new Intel
  1489. >> property of the blueprint.
  1490. ------------------------------------------------------
  1491. Escalation Slowdown
  1492. >> Experiment with this - small amounts maybe at first to see how it affects things.
  1493. >>
  1494. >> The theory here is that if construction units (which can in turn produce more
  1495. >> construction units) are MORE expensive relative to combat related units, that the
  1496. >> player has a choice to make between building a runaway economy, and an effective
  1497. >> fighting machine.
  1498. >> You can do both, but if you go for the economy first, you will be way behind your
  1499. >> opponent militarily, and you could get run over while you are trying to ramp up your economy.
  1500. >>
  1501. >> Currently in the original game, its very cheap and easy to dedicate resources into
  1502. >> building up a runaway economy, which in turn allows for a prematurely advanced military.
  1503. >> You don't have to sacrifice much in military initially to do this.
  1504. >> Hopefully this adjustment will create an increase in strategy, as it forces a choice,
  1505. >> which could have advantages or disadvantages.
  1506. ------------------------------------------------------
  1507. The following items will be more expensive and build slower
  1508. Factories
  1509. +: Tech 1 [10%]
  1510. +: Tech 2 [20%]
  1511. +: Tech 3 [30%]
  1512. Engineers
  1513. +: Tech 1 [10%]
  1514. +: Tech 2 [20%]
  1515. +: Tech 3 [30%]
  1516. SCUs [Unchanged for now]
  1517. x: Make sure all units have the appropriate Categories tags.
  1518. Armored State
  1519. >> Added Defense tag in blueprint that causes unit to harden or unharden depending on an action
  1520. >> such as closing up.
  1521. ------------------------------------------------------
  1522. +: Resource Storage Location
  1523. >> Resource storage should exist NOWHERE except in designated resource storage
  1524. >> units, AND the ACU.
  1525. >> No more factories and engineers holding resources.
  1526. ------------------------------------------------------
  1527. +: Shield Perimeter Viscosity
  1528. >> Shield perimeters will now slow units down to a speed of 1 when they are passing through
  1529. >> the shield perimeter. If units are fast, they may sometimes "punch through" but not usually.
  1530. ------------------------------------------------------
  1531. +: Expand tarmac textures so they are bigger
  1532. >> Cybran and UEF only. Aeon's would look bad overlapped.
  1533. >> Thanks to Optimus Prime - 4th Dimension
  1534. ------------------------------------------------------
  1535. +: Experimentals built by SCUs only
  1536. +: Remove Omni from the game
  1537. Explosion Effects
  1538. ++: EffectTemplates
  1539. >> A whole lot of improved emitter collections (effect templates)
  1540. >> Thanks to Optimus Prime - 4th Dimension
  1541. ------------------------------------------------------
  1542. ++: Weapon Explosions
  1543. >> Very nice 3D Explosions
  1544. >> Thanks to Optimus Prime - 4th Dimension
  1545. ------------------------------------------------------
  1546. ++: Remove shadows from explosions [Thanks to Optimus Prime - 4th Dimension]
  1547. ++: DefaultExplosions
  1548. >> Lots of nice effect improvements.
  1549. >> Thanks to Optimus Prime - 4th Dimension
  1550. ------------------------------------------------------
  1551. UAL0401 script
  1552. >> Appears to be nice additions to the GC death effect!
  1553. >> Thanks to Optimus Prime - 4th Dimension
  1554. ------------------------------------------------------
  1555. x: Spoofing [Put this in several Aeon units, as an Aeon technology]
  1556. Thanks
  1557. >> Thanks to the GPG staff for this most excellent, nearly open-source game!!
  1558. >> Thanks to Scathis, o, and Squidbot for answering some of the more difficult
  1559. >> questions which made this mod possible!
  1560. >> Thanks to all the forum modders who've contributed useful insight to the code.
  1561. ------------------------------------------------------
  1562.  
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement