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Change Log
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Finished
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+: 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]
Cloaking Effect [Large purple wispy effect]
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
++: Build Rate [0 --> 5]
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
++: Build Rate [0 --> 5]
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 --> 5]
++: Shard AoE [2]
+: Edge Damage Ratio [0.25]
+: Missile Storage [5 --> 20]
Missile Cost
+: Mass [300 --> 120]
+: Energy [6000 --> 2400]
+: Time [30 --> 15]
+: Repack Delay [3.5 --> 0]
Leave large scorch mark to match blast size.
+: Build Rate [0 --> 5]
Defense
Aeon
>> The Aeon TMD has been toned down due to the nature of how it defends against
>> incoming missiles. Rather than shooting them down, it throws an energy ball up in
>> the air which acts like a decoy for the missile. You can send 10 missiles at the same
>> time at the Volcano, and it will draw them all off.
>> We have adjusted this unit so that the decoys don't last as long, don't fire as many at
>> a time, and have a longer delay between firing decoys.
>> As a result, it should be possible to overwhelm the Volcano by sending missiles at it in
>> sequence so some of them come in when the decoy is not present.
>> Multiple volcanoes should still be very effective at giving good coverage.
------------------------------------------------------
+: MuzzleSalvoSize [3 --> 2]
+: ProjectileLifetime [4 --> 3]
+: RateOfFire [0.2 --> 0.15]
Cybran [Test for its ability to handle incoming light missiles and Tacs as well as TacNukes]
+: Rate of Fire [2.2 --> 2.5]
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
------------------------------------------------------
Shield Generators
Aeon
+: ShieldRechargeTime [16 --> 192]
+: ShieldRegenRate [2200 --> 62.5]
+: ShieldRegenStartTime [11 --> 16]
+: Energy Consumption [150 --> 250]
+: 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.
------------------------------------------------------
UEF
+: ShieldRechargeTime [15 --> 180]
+: ShieldRegenRate [1800 --> 55]
+: ShieldRegenStartTime [10 --> 15]
+: Energy Consumption [200 --> 300]
Cybran
>> 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
Cost
+: Mass [160 --> 220]
+: Energy [2000]
+: Time [400 --> 250]
+: Armor [500 --> 125]
+: ShieldMaxHealth [4000 --> 6000]
+: ShieldRechargeTime [18 --> 185]
+: ShieldRegenRate [800 --> 60]
+: ShieldRegenStartTime [13 --> 16]
+: ShieldSize [18]
+: Energy Consumption [100 --> 180]
Stage 2
Cost
+: Mass [300 --> 320]
+: Energy [3000 -->3800]
+: Time [1000 --> 1100]
+: Armor [500 --> 200]
+: ShieldMaxHealth [7000 --> 10000]
+: ShieldRechargeTime [16 --> 185]
+: ShieldRegenRate [1400 --> 60]
+: ShieldRegenStartTime [14 --> 16]
+: ShieldSize [22 --> 24]
+: Energy Consumption [200 --> 275]
Stage 3
Cost
+: Mass [1000 --> 600]
+: Energy [15000 --> 11900]
+: Time [300]
+: Armor [500 --> 950]
+: ShieldMaxHealth [10000 --> 15000]
+: ShieldRechargeTime [18 --> 150]
+: ShieldRegenRate [2000 --> 120]
+: ShieldRegenStartTime [16 --> 12]
+: ShieldSize [28 --> 36]
+: Energy Consumption [300 --> 470]
Stage 4
Cost
+: Mass [1500 --> 1060]
+: Energy [30000 --> 19650]
+: Time [1500 --> 1450]
+: Armor [500 --> 1700]
+: ShieldMaxHealth [13000 --> 20000]
+: ShieldRechargeTime [20 --> 115]
+: ShieldRegenRate [2600 --> 180]
+: ShieldRegenStartTime [18 --> 9]
+: ShieldSize [34 --> 48]
+: Energy Consumption [400 --> 660]
Stage 5
Cost
+: Mass [3000 --> 1800]
+: Energy [50000 --> 32650]
+: Time [2000 --> 1900]
+: Armor [500 --> 2450]
+: ShieldMaxHealth [14000 --> 25000]
+: ShieldRechargeTime [22 --> 85]
+: ShieldRegenRate [2800 --> 240]
+: ShieldRegenStartTime [20 --> 6]
+: ShieldSize [40 --> 60]
+: Energy Consumption [500 --> 850]
+: Stealth added which matches shield range for each upgrade.
+: Reactivation Delay after running out of energy [All have been set to 3]
++: Sputtering
>> If shield unit itself accumulates an amount of damage equal to least 25% of
>> its max health in one second, turn off shield for 1 second.
------------------------------------------------------
UEF Triad
Salvo Firing [We modified the Triad to fire each of its muzzles in turn, rather than as a group.]
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.
------------------------------------------------------
x: Find a way to get the emitters lower
++: Aeon [24 --> 36]
++: UEF [16 --> 36]
++: Cybran [24 --> 40]
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]
T3 Shield Generators
Aeon
Cost
+: Mass [2400 --> 3600]
+: Energy [44000 --> 66000]
+: Time [3000 --> 4500]
+: Armor [300 --> 2500]
+: ShieldMaxHealth [18000 --> 27000]
+: ShieldRechargeTime [24 --> 90]
+: ShieldRegenRate [3600 --> 242]
+: ShieldRegenStartTime [19 --> 8]
+: ShieldSize [35 --> 52]
+: Energy Consumption [300 --> 800]
UEF
Cost
+: Mass [3000 --> 4500]
+: Energy [50000 --> 75000]
+: Time [3750 --> 5625]
+: Armor [500 --> 2400]
+: ShieldMaxHealth [15000 --> 22500]
+: ShieldRechargeTime [23 --> 85]
+: ShieldRegenRate [3000 --> 225]
+: ShieldRegenStartTime [18 --> 5]
+: ShieldSize [44 --> 66]
+: Energy Consumption [400 --> 900]
+: Reactivation Delay after running out of energy [All have been set to 3]
++: Sputtering
>> If shield unit itself accumulates an amount of damage equal to least 25% of
>> its max health in one second, turn off shield for 1 second.
------------------------------------------------------
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 [73% bigger]
+: Aeon [80% bigger]
+: Cybran [60% 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]
Speed
+: ACU
>> 1.7 --> 1.53 ACU walking speed has been reduced slightly.
>> It 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
+: Phased Particle Inhibitor
>> Instead of a low-power shield, this upgrade provides a "Phased Particle Inhibitor"
>> defense mechanism..
>> Technobabble:
>> When active, the device uses technology derived from teleporters to partially slide
>> the ACU out of the space/time continuum, immobilizing it, but offering extreme
>> protection from damaging effects of Normal space. The rift becomes increasingly
>> unstable over time, requiring exponentially more energy to remain open. Collapsing
>> the field requires three minutes before the time distortion effects dissipate, allowing the
>> device to be re-engaged.
>> Purpose:
>> Activating this will produce a temporary extreme armored state for the Aeon ACU, at
>> the cost of being completely immobile and unable to fire. You can keep it in this state
>> as long as you want, provided you can supply it with enough energy. The energy
>> costs start out very affordable even for the early game, but quickly turn into crazy
>> demands ultimately resulting in a shut-down. The 3 minute delay to reactivate
>> prevents easy resetting of your energy demands to keep your ACU protected semi-
>> continuously. The 15 second period of immobilization after deactivating makes you
>> consider carefully where and when you activate.
------------------------------------------------------
+: Cost
+: Mass [1000]
+: Energy [15000]
+: Effect [Use teleport charging effect when active]
+: Custom button for this device
+: Immobilize when active [Immobilization takes 15 seconds to wear off]
+: Armored State [10x hardening]
+: Energy Consumption
>> Start at 100E, and increase over time.
>> After a few minutes the cost will be unbearable.
------------------------------------------------------
+: Consumption Escalation [Every 5 seconds, increase energy demands by 15%]
+: Running out of energy will deactivate the PPI.
+: Reactivation delay [Once deactivated, delay 3 minutes before allowing reactivation.]
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.]
++: Match blast to 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.
>> This upgrade is for both the ACU and SCU.
------------------------------------------------------
Stealth
Cost [This one can be cheap because there is no cloak at this point.]
+: Mass [1300]
+: Energy [19500]
+: Time [4000]
+: Operation Cost [200 energy]
+: Put first - before cloak.
+: 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]
xx: Returns to normal when upgrade removed
>> There's a problem with the cloak emitter not going
>> away at this point
------------------------------------------------------
xx: Misc bugs with this
>> I've noticed inconsistencies with the stealth field
>> protecting nearby friendly units from fire.
------------------------------------------------------
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.
------------------------------------------------------
+: Retune build time for all upgrades
>> Build times as compared to upgrade costs are extremely inconsistent.
>> We have standardized the rate which resources are consumed during an upgrade.
>> Resource consumption listed is for the standard build speed of the ACU & SCU (30)
------------------------------------------------------
Mass = 0-500 [10 mass/sec]
Mass = 500-2000 [25 mass/sec]
Mass = 2000-25000 [50 mass/sec]
Mass > 25000 [250 mass/sec]
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.
------------------------------------------------------
Nanolathe
>> New upgrade, which is a prerequisite for the Tech 2 engineering suite.
>> The purpose of this upgrade is to provide decent ACU construction speeds without
>> burdening the early economy with overuse of resources by your ACU.
>> Your ACU's build rate will be 30 with this upgrade, as opposed to the default 15.
------------------------------------------------------
+: Mass [250]
+: Energy [3750]
+: Build Rate [30]
Tech 2 engineering suite
+: Mass [2000 --> 1630]
+: Energy [50000 --> 24450]
Tech 3 engineering suite
+: Mass [6750 --> 6172]
+: Energy [900000 --> 92580]
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.]
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 --> 15]
New "Nanolathe" Upgrade [30]
+: Tech 2 Engineering Upgrade [30 --> 60]
Tech 3 Engineering Upgrade [90 - same as original]
+: 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.
------------------------------------------------------
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.
------------------------------------------------------
++: Speed [5 --> 7.5]
++: Acceleration [2.5 --> 5]
++: Turn Rate [90 --> 250]
++: Show radar range on select
+: Cybran Scout Decloak Radius [5]
T1 Light Attack Bots
>> Light attack bots are faster, more agile, accelerate quicker and have faster turrets.
>> 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.
------------------------------------------------------
Aeon Flare
++: Acceleration [1.65 --> 2.475]
++: Speed [3.3 --> 4.455]
UEF Mech Marine
++: Acceleration [1.7 --> 2.55]
++: Speed [3.4 --> 4.59]
Cybran Hunter
++: Acceleration [1.75 --> 2.625]
++: Speed [3.5 --> 4.725]
++: Turret (torso) Speed [180 --> 270]
++: Turn Rate [180 --> 270]
++: 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 reliable fighters, able to maintain effective combat in large
>> numbers throughout the game. They are a whole lot tougher than the Light Assault
>> bots, so much better suited for combat within a high damage environment when
>> speed and agility don't guarantee survival.
>> Here we begin to see some real distinctions between the factions, where Light bots
>> are pretty much the same across the board in ability.
------------------------------------------------------
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.
------------------------------------------------------
+: Speed Modifier 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, slightly more range 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. It makes a good mobile perimeter.
------------------------------------------------------
++: More Armor [300 --> 330]
++: More Damage [24 --> 27]
++: Weapon Range [18 --> 19]
+: Physical Size [20% larger]
++: Tank Treads
++: Selection Box
+: Dynamic accuracy decrease while moving.
+: FiringRandomnessWhileMoving [2.5]
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. Its accuracy while moving
>> now matches its stationary accuracy. 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 [56 --> 52 (match UEF & Aeon)]
++: Energy Cost [336 --> 260 (match UEF & Aeon)]
++: Build Time [140 --> 110]
+: Muzzle Velocity [22 --> 200 - 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 [60 --> 200]
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.
>> Cybran is slated for an improvement but we have not yet decided what form this will take.
------------------------------------------------------
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 bigger, slower, tougher, more expensive, take longer to build
>> and have significantly more weapon range than before.
------------------------------------------------------
Aeon Obsidian
>> The Aeon Obsidian is a very "alien" tank. It doesn't have a lot of the advantages
>> that the Pillar and Rhino have such as good armor, or stealth or agility, but it has a
>> few nice tricks of its own.
>> The most obvious difference is its ability to do short-hop teleports.
>> This has amazing tactical implications, allowing surprise attacks or emergency
>> retreats. The onboard teleport element isn't particularly strong in such a cheap unit.
>> Just enough to jump to anywhere within the range of its weapon. Once the
>> teleport is engaged, it takes sixty seconds for it to recharge and be used again.
>> Its either jump in and fight, or drive in, fight, and then jump out.
>> It also means that you can't use teleporting to get you anywhere quicker than just
>> driving. It might be useful though, to get someplace you might not normally be able to
>> go, such as the top of a plateau lined with an impassable ridge, or across somebody's
>> perimeter wall.
>> The tank itself isn't the best fighter. Its not very fast, although it has respectable
>> damage on its weapon. The armor is particularly low, but it has recharging shields
>> which maintain the tank's integrity after light combat. The weapon has a slow
>> velocity, so its not going to be good at hitting fast units, but its blast radius allows for
>> some near misses.
>> The Obsidian is a good staple for the Aeon land attack force, and allows for a clever
>> Commander to do some impressive alien tactics during the battle.
------------------------------------------------------
++: Physical Size [25% larger]
++: Tank Treads
++: Selection Box
Balance Armor and Shields
>> In the original game, Obsidians relied totally on their shields for defense. Their actual
>> armor was comparable to a Tech 1 tank. Shields go down pretty easily when the
>> energy economy suffers, so that alone makes Obsidians extremely vulnerable.
>> The new balance puts a lot more armor on the unit, while maintaining a strong
>> importance on shields.
>> Total hitpoints increased by 15%
------------------------------------------------------
++: Armor [250 --> 650]
++: Shields [700 --> 450]
Shields
>> The shields have also been improved to begin recharging shortly after taking damage
>> rather than the minute delay that it used to have.
------------------------------------------------------
++: Recharge Delay after taking damage [60 --> 1]
++: Recharge Rate [47 --> 10]
++: Recharge Time [75 -- 48 - total rate similar due to shield strength change]
++: Cost
Mass [160 --> 213]
Energy [800 --> 1070]
++: Time [400 --> 500]
++: Speed [3.1 --> 2.48]
+: Teleport
>> Special ability to teleport itself a short hop anywhere within its vision radius.
>> The energy requirements prevent mass quantities of Obsidians teleporting all at once.
>> A recharge of 1 minute means you can't just zip them in, and zip out again when
>> things get sticky.
------------------------------------------------------
+: Range [Same as weapon range]
+: Cost [535 E]
+: Recharge [1 minute]
+: Emitter
>> A teleporting charging effect shows up after you teleport, which indicates that
>> the unit is charging its teleporter and cannot currently use it.
------------------------------------------------------
++: Weapon Range [23 --> 32]
++: Rate of Fire [0.9 --> 0.65]
+: Splash Damage
>> 0 --> 4
>> 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.
------------------------------------------------------
Edge Damage Ratio [0.35 - This causes full damage 70 at distance 1 and 2. 47 at 3 and 24 at 4.]
++: Ranges 1,2 [70 damage]
++: Range 3 [47.25 damage]
++: Range 4 [24.5 damage]
++: Turret Speed [60 --> 90]
++: Muzzle Velocity [20 --> 15]
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.
------------------------------------------------------
++: Armor [1200 --> 1620]
++: Speed [3.2 --> 2.4]
++: Turret Speed [60 --> 30]
++: Physical Size [35% larger]
++: Tank Treads
++: Selection Box
++: Cost
Mass [160 --> 213]
Energy [800 --> 1070]
Time [400 --> 500]
++: Weapon Range [23 --> 32]
++: Turn Rate Decreased [55 --> 33]
++: Faster Shot Velocity [12 --> 24]
Salvo Firing
>> We modified the Pillar to fire each of its muzzles in turn, rather than as a group.
>> Total shots per second was 2 before.
>> Now, we fire 2 shots in one second, and have a 1.5 second delay, making
>> 2 shots in 2.5 seconds
>> Damage per shot increased 2.5x - DPS is unchaged.
------------------------------------------------------
++: Delay between shots [.5]
++: Delay between salvos [1.5]
++: Damage [28 --> 70]
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.
------------------------------------------------------
++: Larger Size [35% larger]
++: Tank Treads
++: Selection Box
++: Cost
Mass [176 --> 235]
Energy [880 --> 1175]
Time [400 --> 500]
++: Weapon Range [23 --> 32]
++: Armor [1000 --> 1150]
++: Speed [3.3 --> 2.64]
++: Increased [55 --> 82]
++: Turret Speed [70 --> 210]
+: Stealth Added [35 Energy Cost]
UEF Riptide
>> The slow turn rate of the Riptide was keeping it from being effective in combat.
>> Its now quite effective but we have reduced its armor to better match its
>> "hovercraft" class.
------------------------------------------------------
++: Turn Rate [23 --> 46]
++: Armor [734 --> 540]
++: Acceleration [0.4 --> 0.6]
++: Weapon Damage [12 --> 9]
Cybran Wagner [The Wagner's sluggish response in the original game has been fixed.]
++: Acceleration [0.39 --> 0.6]
++: Turn Rate [23 --> 46]
++: Missile Turret Speed [50 --> 200]
++: Electron Bolter Turret Speed [45 --> 75]
Missiles Launchers
>> We have given the T2 mobile missile launchers the same auto-retargeting logic
>> that went into the T3 AA missiles. If many missiles are being launched at a target,
>> and that target dies, the missiles will automatically pick a new target.
------------------------------------------------------
++: Auto Retargeting
Utility Vehicles
Cybran Deceiver
++: Stealth Field Size [16 --> 24]
Mobile Shield Generators
>> Mobile shield gens are slower but get up to speed faster. This better suits ground
>> attack forces which need to be covered. The slower speed prevents heavily
>> shielded ground forces from moving too quickly.
>> The shields also remain active on transport planes, but due to our aircraft armor
>> modifications, AA damage is now sufficient to punch through shields and reduce the
>> imbalance caused by active flying mobile shields. They also take up more room on
>> your transport, so you can't move a full load of units under shields like you can if you
>> leave the shields behind.
------------------------------------------------------
++: Adjust Speed
++: Aeon [3 --> 2.1]
++: UEF [2.8 --> 1.9]
++: Increase Acceleration
++: Aeon [.3 --> .9]
++: UEF [0.56 --> 1.2]
+: 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 [16 --> 18]
++: Increase Turn Rate [27 --> 100]
++: Turn Radius [2 --> 0]
Tech 3
T3 Siege Bots
>> We made them siege bots, not slaughter-a-base bots
>> Each faction has been given its own unique advantage and disadavantage for these
>> units and they are highly specialized now. The differences betwen the factions are
>> most pronounced here.
>> It is important to note that they should not be used as solo-units, but instead be used
>> in combination with other units. They are bigger and more useful for a specialized
>> task than before, but less of a general melee unit.
------------------------------------------------------
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.
------------------------------------------------------
Defense
++: Armor [5100 --> 1600]
++: Regeneration [25]
Offense
++: Damage [115 --> 430]
++: Rate of Fire [0.75 --> 0.375]
++: Range [25 --> 27]
++: Turret Speed [75 --> 150]
++: Speed [2.8 --> 3.5]
++: Turn Rate [146 --> 256]
++: Acceleration [0.9 --> 2.2]
++: Physical Size [25% bigger - doesn't fit in factory!]
++: Walk Animation Speed
++: Selection Box
++: Slow down the death animation [1 : 2 --> .2 : .3]
UEF Titan
>> The Titan is now a beast on the battlefield. It is very durable but very slow.
>> Titans come off the factory with "room" for upgraded armor, which will cost some
>> extra resources but has the ability to make them extraordinarily strong with the help of
>> some engineers.
>> Combined with armor and shields, the Titan represents the absolute pinacle of
>> durability of all conventional units; only experimentals are stronger.
>> The weapon range of the Titan is excellent. It is capable of causing severe damage
>> from a considerable distance much like the smaller T2 Pillar main battle tank. Its
>> reload is fairly slow but the per-shot damage is quite high.
>> The Titan is a costly unit, for Tech 3. There won't be as many Titans as other T3
>> bots in other factions but a few Titans will go a long way.
------------------------------------------------------
Cost
++: Mass [480 --> 800]
++: Energy [3840 --> 6400]
++: Time [1200 --> 2000]
Defense
++: Armor [2200 --> 4000]
++: Max Armor [2200 --> 6000]
++: ShieldMaxHealth [2500 --> 3000]
++: ShieldRegenRate [167 --> 40]
++: ShieldRegenStartTime [45 --> 1]
++: Shield Energy Usage [25 --> 35]
Offense
Damage [50 --> 600]
++: Rate of Fire [2 (unchanged)]
RackSalvoReloadTime [5]
++: Range [25 --> 30]
++: Muzzle Velocity [22 --> 20]
++: Small blast radius added [1]
++: Turret (torso) speed [30 --> 45]
++: Speed [2.9 --> 0.9]
++: Turn Rate [146 --> 75]
++: Physical Size [70% larger]
++: Walk Animation Speed
++: Selection Box
++: Slow down the death animation [.75 : 1.25 --> 0.5 : 0.75]
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.
------------------------------------------------------
Defense
++: Armor [4200 --> 5250]
++: Stealth Added [50 energy cost]
Offense
Disintegrator Weapon
++: Damage [55 --> 70]
++: Range [25 --> 38]
++: MuzzleVelocity [22 --> 44]
++: Small blast radius added [1]
Small stun effect added
++: Duration [.3]
++: Splash [3]
++: Affected units [Tech 1,2,3]
Electron Bolter
++: Damage [10 --> 12]
++: Range [25 --> 38]
++: MuzzleVelocity [22 --> 44]
++: EMP death explosion "damage" increased [1 --> 2]
++: Personal Radar Added [50 Range]
++: Speed [3 --> 1.5]
++: Turn Rate [146 --> 75]
++: Vision Range [25 --> 29]
++: Physical Size [15% larger]
++: Walk Animation Speed
++: Selection Box
++: 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's]
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]
x: Physical Size [35% larger]
Cybran Scathis
++: Less energy to fire [5k energy to fire - not 30k]
Aeon Galactic Colossus
x: Physical Size [50% larger]
Aircraft and Anti-Air
Tech 1
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
------------------------------------------------------
Transports
+: Armor Regen [+10 Because they won't land on air repair pads]
Speed penalty per cargo
+: Tech 1 Cargo [7%]
+: Tech 2 Cargo [20%]
+: Tech 3 Cargo [50%]
+: Speed [15 --> 21]
+: Armor [90 --> 60]
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]
+: Faster [Couldn't hit scouts/interceptors.]
x: Reduce rate of fire [Take it down to 65% of what it is currently]
+: Cheaper [.25x]
+: Build Faster [.25x]
+: More Fragile [.25x]
+: Less Damage [.40x]
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]
Tech 2
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.
>> Flak is particularly effective against tight groups of gunships or bombers attacking in
>> formation. This is cool because it defends your base against formation bomber runs,
>> even if the flak isn't the target. Formation bombers are more effective because they
>> drop their payload more reliably, so it really evens out well.
------------------------------------------------------
Turrets
Aeon
+: Reduce Armor [3900 --> 2500]
+: Damage [40 --> 7]
+: DamageRadius [2 --> 6]
+: Range [44 --> 30]
+: Weapon Reload Time [1.5 --> 0.5]
+: LeadTarget [true --> false]
+: Muzzle Velocity [40 --> 30]
++: Target Priorities [Put Gunship above Bombers]
UEF
+: Reduce Armor [3900 --> 2500]
+: Damage [9 --> 5]
+: DamageRadius [2.5 --> 6]
+: Range [44 --> 30]
+: Muzzle Velocity [40 --> 30]
+: LeadTarget [true --> false]
+: Turret Sound [Use sound from UEF T1 AA Turret]
++: Target Priorities [Put Gunship above Bombers]
Cybran
+: Reduce Armor [3900 --> 2500]
+: Damage [5 --> 6]
+: DamageRadius [2 --> 6]
+: Range [44 --> 30]
+: LeadTarget [true --> false]
+: Target Priorities [Put Gunship above Bombers]
Mobiles
Aeon
+: Reduce Armor [1000 --> 750]
+: Damage [12 --> 3]
+: DamageRadius [2.5 --> 6]
+: Range [40 --> 25]
+: LeadTarget [true --> false]
++: Target Priorities [Put Gunship above Bombers]
UEF
+: Reduce Armor [1000 --> 750]
+: Damage [3.6 --> 3]
+: DamageRadius [2 --> 6]
+: Range [40 --> 25]
+: LeadTarget [true --> false]
++: Target Priorities [Put Gunship above Bombers]
Cybran
+: Reduce Armor [1000 --> 750]
+: Damage [9 --> 4]
+: DamageRadius [2 --> 6]
+: Range [40 --> 25]
+: LeadTarget [true --> false]
++: Target Priorities [Put Gunship above Bombers]
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 the following damage to these units:
>> 2x damage on gunships
>> 1.5x on T1 bombers
>> 0.5x on T3 bombers
>> 0.13x on scouts
------------------------------------------------------
x: Emitters [Need better (bigger) more visible Flak explosion emitters]
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]
+: Armor Regen [+25 Because they won't land on air repair pads]
Gunships
+: Elevation [10 --> 3]
+: Weapon Range [22 --> 15]
Tech 3
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.
------------------------------------------------------
++: Lift Factor [5 --> 7]
++: Elevation [25 --> 35]
Strategic Bombers
>> Strategic bombers should auto target the units that they would specifically cause the
>> most destruction to, beginning with its #1 natural predator, the T3 AA turret.
>> They are resistant to Flak, and have a much higher life expectancy over enemy
>> bases, but the presence of T3 AA will make their mission very difficult if not dealt with.
>> Although expensive, T3 bombers are often the ideal solution for taking out specific
>> targets that are causing you a lot of grief, such as Tacs, Anti Tacs, Shield gens, or Artillery.
------------------------------------------------------
++: Priority List
>> SPECIALHIGHPRI
>> TECH3 ANTIAIR
>> COMMAND
>> TECH3 MASSFABRICATION
>> TECH3 INTELLIGENCE STRUCTURE
>> TECH3 ENERGYPRODUCTION
>> TECH3 FACTORY
>> TECH2 INTELLIGENCE STRUCTURE
>> LAND EXPERIMENTAL
>> TECH2 ENERGYPRODUCTION
>> TECH2 FACTORY
>> TECH1 INTELLIGENCE STRUCTURE
>> TECH1 MASSFABRICATION
>> TECH1 ENERGYPRODUCTION
>> TECH1 FACTORY
>> SPECIALLOWPRI
>> ALLUNITS
------------------------------------------------------
AA Turrets
>> 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.
>> Rough figures are...
>> 1/3 Armor
>> 2x Range
>> 3x Damage
>> 1/5 Rate of Fire
>> 50% more time to build
------------------------------------------------------
Aeon
+: Armor [6000 --> 2000]
+: Rate of Fire [2 --> 0.15]
+: Projectile Lifetime [5 --> 12]
+: Damage [40 --> 120]
+: Muzzle Salvo Delay [0.4 --> 0.5]
UEF
>> UEF fires six high damage missiles in a row seperated by 1/2 second delays, followed
>> by a 20 second reload time. The initial burst does tremendous damage but this turret
>> has the longest reload delay of all the factions.
------------------------------------------------------
+: Armor [5500 --> 1900]
+: Rack Salvo Reload Time [0.5 --> 20]
+: Projectile Lifetime [6 --> 14]
+: Damage [40 --> 240]
+: Rate of Fire [3 --> 2]
Cybran
>> Cybran fires 2 clusters of 4 missiles seperated by a 1/2 second delay, then a 6.5
>> second reload time. The missiles within a cluster will typically impact the same plane,
>> but if that plane is destroyed, each missile will seek a new target, which
>> can be very interesting.
------------------------------------------------------
+: Armor [5000 --> 1800]
+: Rate of Fire [1.5 --> 2]
+: Projectile Lifetime [3 --> 7]
+: Damage [24 --> 72]
+: Rack Salvo Reload Time [0 --> 6.5]
+: Range [60 --> 120]
++: Missile Retargeting [T3 AA missiles will reacquire a new target if the one they were going for dies.]
+: Build Time [1500 --> 2000]
+: Priority List
>> SPECIALHIGHPRI
>> AIR EXPERIMENTAL
>> TECH3 GROUNDATTACK
>> TECH3 BOMBER
>> TECH2 GROUNDATTACK
>> TRANSPORTATION
>> SPECIALLOWPRI
>> ALLUNITS
------------------------------------------------------
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]
Experimentals
Aeon Czar
Fall Damage [Area damage adjusted to match unit size.]
+: Radius [8 --> 11]
++: Give it the GROUNDATTACK Category
++: Increase Armor [15k instead of 5k.]
++: Regeneration [25]
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]
+: 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?]
++: MatchSpeedToTarget
>> Fighter craft will now try to pull in behind an enemy target and match speeds so that
>> they do not overfly their target constantly.
------------------------------------------------------
++: Afterburner
>> T3 Interceptors and T3 Scout planes are now equipped with afterburners.
>> When attacked, these aircraft will put on a short burst of speed to try and get away.
>> Burst lasts for 2 seconds and uses triple the fuel.
------------------------------------------------------
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]
++: Projectile [Switch to the one used for the T3 Artillery]
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
------------------------------------------------------
+: Physical Size [25% larger.]
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]
x: Physical Size [50% larger]
+: 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
x: Try Wankey's solution [http://supremilated.com/smf/index.php?topic=96.0]
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]
x: Physical Size [20% smaller. (maybe)]
Torpedo Bombers
Aeon Torpedo Bomber
++: Make homing mine able to follow ships for miles. [Projectile Lifetime changed to 6 from 80]
UEF Cruiser
Tactical Missile Defense
++: Increase Range [50%]
Submarines
Speed Management
+: Max Speed [40%]
+: Brake Speed [20%]
+: 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 Tempest
++: Projectile [Switch to the one used for the T3 Artillery]
+: Speed Management
>> All ships have a new way of handling their speed and acceleration.
>> The effect is that ships will fight and maneuver in close quarters slowly, but they
>> have the ability to pick up speed in a straight line so they can cross wide ocean
>> distances in a reasonable amount of time.
------------------------------------------------------
+: Base Max Speed [25% of original game]
+: Base Brake Speed [10% of original game]
+: Acceleration Rate
>> Speed multiplier starts at 1.0 and is increased by 0.1 every second the ship is moving
>> straight. This means that in 10 seconds the speed multiplier will be 2.0
>> In 70 seconds the speed multiplier will be 7.0 and does not increase after that.
------------------------------------------------------
+: Deceleration when turning
>> If the ship alters course while traveling, its speed multiplier will decrease by 0.5
>> for every second that the course change is detected. Hard turning will cause
>> major loss of momentum. Stopping reduces the speed multiplier to 1.0 again.
------------------------------------------------------
++: Turn speed inversely proportional to motion speed.
UEF Destroyer
+: Salvo fire main turrets [Changed so muzzles do not fire at the same time, but instead have 1/2 second delay.]
+: Salvo fire AA turret [Barrels alternate instead of firing at the same time.]
Anti-Torpedo Decoys
+: Launch Rate [0.1 --> 0.2]
Global Changes
Veterancy Modifications [We've redone the way veterancy works. It is much more usable now.]
Visual Indication
>> 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.
------------------------------------------------------
Based on damage, not kills
>> Veterancy is based on the actual damaged dealt by the unit, not how many "kills" it gets.
>> We didn't like how a light unit could never get veterancy credit for attacking heavy
>> units because they simply can't kill them. The new veterancy tables take into
>> consideration the strength of the unit doing the damage, when determining how
>> much damage is to be dealt to get veterancy credit.
------------------------------------------------------
xx: Buffs Redone
>> All the veterancy buffs have been replaced with new buffs that focus more on
>> visible, skill-oriented buffs. Max health increases have been replaced with more
>> agility and speed, and weapon damage has been replaced by increased weapon
>> range, rof, and turret speeds.
------------------------------------------------------
Damage Tables
Armor Types
++: Gunship
++: Multipliers
++: Normal [1]
++: Flak [2]
++: Bomber
++: Multipliers
++: Normal [1]
++: Flak [1.5]
++: Scout
++: Multipliers
++: Normal [1]
++: Flak [0.13]
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
Network Teleporting
>> Totally new mode for the Teleportation System.
>> The old style of teleporting can still be done. Which mode of teleporting a unit uses
>> is determined by its blueprint.
------------------------------------------------------
Blueprint tag for Network Teleporting
>> A new blueprint tag called Physics.NetworkTeleporter = true,
>> indicates that a teleport-enabled unit will use the network based
>> system for teleporting and be restricted by the network nodes.
------------------------------------------------------
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.]
Teleport Range
>> We added a new blueprint tag called Physics.TeleportRange which limits the distance that a unit can teleport freely.
>> Using this tag is incompatible with Network Teleporting.
------------------------------------------------------
Teleport Recharge Time
>> We added a new blueprint tag called Physics.TeleportRechargeTime which causes
>> a forced delay between teleport commands. This can be useful for limiting how often
>> specific units can teleport, for balance purposes.
>> Using this tag is compatible with all Teleport Modes
------------------------------------------------------
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.
------------------------------------------------------
+: DecloakRadiusWhileMoving [Same as DecloakRadius except this is used when your unit is 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.
>> 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.
>> Our goal with this change is to throttle back how fast teching up occurs, as well as
>> slow down the exponential increase in production capabilities.
>> 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 massive 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.
>> We want teching up to be a big deal. Players should say things like "Oh crap! He's
>> gone to Tech 2!!"
>> Hopefully this adjustment will create an increase in strategy, as it forces a choice,
>> which could have advantages or disadvantages.
>> An upper limit on this adjustment would be when decisions are made to *not* tech up
>> simply because its cheaper to continue to fight with Tech 1 units effectively than to
>> invest in the factory upgrades.
------------------------------------------------------
The following items will be more expensive and build slower
Factories
+: Tech 1 [30%]
+: Tech 2 [60%]
+: Tech 3 [90%]
Engineers
+: Tech 1 [30%]
+: Tech 2 [60%]
+: Tech 3 [90%]
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.
------------------------------------------------------
+: 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
------------------------------------------------------
Verbage
x: strings_db.lua
>> Since we've changed the features and even roles of many units, we should really go
>> into the strings_db.lua file and update any unit descriptions to match the new changes.
------------------------------------------------------
x: bp.Description Tag
x: bp.Display.Abilities Table [This table has a list of abilities a unit has.]
x: bp.General.UnitName
x: bp.Interface.HelpText [Find out how this is different than bp.Description]
Bugs
Thanks
>> Thanks to the GPG staff for this most excelent, 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.
------------------------------------------------------
