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 PostPosted: 30 May, 2012 
 

Joined: 21 Feb, 2008
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Just curious, will this be a mod of forged alliance, with units and balance to match that of vanilla, or will it actually require installing SupCom vanilla?


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 PostPosted: 30 May, 2012 
 
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Joined: 23 Feb, 2012
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its just a balancing mod so you dont need vanilla to have installed.

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.... i dont found anything that is so epic that it would fit me :D


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 PostPosted: 31 May, 2012 
 
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One more thing:

Does it re-enable lost touches like the camera shake from when the UEF T3 Battleship's howitzers fire (camera used to shake if you observed from close up)? And does it make those battleships turn at a rate more plausible for a 400K tons monster (like in vanilla)... or they still graciously twirl butterfly-style (like in FA)?

Does the Galactic Colossus move slowly, have the 240K hp, and kind of roar before opening up the phason laser show? And does it keep up with the phason instead of toggling it on and off as if it's a water gun like in FA?

And the same goes for the Monkeylord?


Can I suggest 1 improvement I always thought badly needed?
It's about the mobile tactical missile launchers (you know, the T2 land units). They were overpowered in vanilla, and are underpowered in FA.

In vanilla their missiles would actively home-in on a moving target. They'd hit you even if you tried to evade. In FA their missiles can't find the target even if it lits a campfire.

Can we have something in-between, for a nice change?

Would you make so that their missiles will predict (lead) the target's location at the time of impact and will head THERE (instead of going where the target _is_ at the time of launch)? It would not be active homing like in vanilla. So if the target changes heading/speed after the missile is launched, the missile won't hit it (much like the T1 arty shells). Some minor error ratio in the prediction of target-location would be nice as well.


Thank you and good work.

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 PostPosted: 31 May, 2012 
 
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Joined: 23 Feb, 2012
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GC and Ml schould have that short duration and move as slow like in vanilla im sry but the mml will be homing again as its an vanilla mod im not going to change that. i didnt know there was a camera shake at the t3 ship wich is turning slow again. but i can add it in the next version.

ps: if i would make the mml not tracking target the would just be some sort of t2 mobile arty anyway the mml where not overpowerd as they dont got much heslth and could easy be killed with t2 bots wich some ppl think where the realy OP units

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.... i dont found anything that is so epic that it would fit me :D


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 PostPosted: 31 May, 2012 
 

Joined: 21 Feb, 2008
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A vanilla mod should adhere as closely to the vanilla supcom balance and unit behavior as possible. Any deviation for the sake of balance changes you might think would improve vanilla would actually defeat the purpose.


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 PostPosted: 31 May, 2012 
 

Joined: 05 Oct, 2007
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Falcrack wrote:
A vanilla mod should adhere as closely to the vanilla supcom balance and unit behavior as possible. Any deviation for the sake of balance changes you might think would improve vanilla would actually defeat the purpose.

This.

However, you should definitely engineer the mod so that other can make balance mods upon your vanilla mod.

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Nephylim wrote:
But, an FA army in an FA environment just looks... right.
help wrote:
Does anyone know how to use air transports? I cant get them to pick up troops.


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 PostPosted: 01 Jun, 2012 
 
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Joined: 23 Feb, 2012
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if someone just want to change the homing effect of the mmls its just two files that need to be changed. but for other things im not sure how good it work with most other mods must be tryed then.

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.... i dont found anything that is so epic that it would fit me :D


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 PostPosted: 01 Jun, 2012 
 

Joined: 21 Feb, 2008
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Homing missiles is actually one of the few things I miss from vanilla supcom. I was sad they took that out for FA.


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