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Bob Smith
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Posted: 25 Sep, 2007
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Joined: 03 Apr, 2007 Posts: 241
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Well, I'm abandoning the old "UNITMOD" project at long last. It didn't have a memorable name and it wasn't polished nicely.
So it will be reborn as "The Smith Pack" with the following features:
1) A full colour manual.
2) Full Mod Vault support.
3) Fully custom tooltips and build pictures.
This latest release has 19 units in it:
http://www.scribd.com/doc/327270/The-Sm ... ion-Manual
Located in the Vault, and here:
http://files.filefront.com/The+Smith+Pa ... einfo.html
And here's the new manual:
http://files.filefront.com/The+Smith+Pa ... einfo.html
The reason I'm not putting too many pictures or in fact any form of detailed description in this OP is because I've taken the time to make the manual, but here are the details anyway:
What are the new Units like?
"Hacker" T1 Gunship*
"Riskbreaker" T3 NGFS (Naval Gunnery/Fire Support) Ship*
Experimental Spatial Rift Generator
"Templar" T3 Siege Tank*
"B-104 Armageddon" Flying Fortress*
"Attorney" T2 Monitor*
"Pylon" T3 Survey Ship*
"Fanatic" T2 Demolitions Vehicle
"Absolution" Experimental Strategic Shield
"Obligation" T2 Siege Bomber*
"Miracle" T3 Hover Tank*
"Objection" T2 Bombard*
"Kraken" Experimental Dreadnought*
"Terror" T3 Carpet Bomber*
"Liszt" T3 Submersible ECCM Suite*
"Chekhov" T3 Tank Hunter*
"Strauss" T2 Howitzer*
"Constellation" T2 Battlecruiser*
"Typhoon" T3 MLRS
*Has a custom model (amount of editing varies)
There are high-quality pictures on the scribd page.
_________________
Did anyone say new units?
Last edited by Bob Smith on 27 Sep, 2007, edited 1 time in total.
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SooperNoobie
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Posted: 25 Sep, 2007
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Joined: 03 Jun, 2007 Posts: 287 Location: Area 51
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What I'm liking is the fact it uses custom models that look beautiful. Pair that up with the fact this probably has the most useful units while keeping faction diversity, and this is an A+ unit pack. I love it!
_________________ Intelligence Breeds Insanity
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All grown up now. Click it, though, if you still want to. ^^
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Bob Smith
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Posted: 25 Sep, 2007
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Joined: 03 Apr, 2007 Posts: 241
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SooperNoobie wrote: What I'm liking is the fact it uses custom models that look beautiful. Pair that up with the fact this probably has the most useful units while keeping faction diversity, and this is an A+ unit pack. I love it!
Thank you very much! It's nice to see people trying mods.
_________________
Did anyone say new units?
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C.Lupus
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Posted: 25 Sep, 2007
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Joined: 27 Jul, 2007 Posts: 6964 Location: Where the cats are long and the coffee is solar
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I like your manual- (BIG PICS OF BATTLECRUISERS! YAY!)
Havn't had time to test it out yet- but it looks like fun! (did you fix the bug with the Kracken? the death anim didn't work in the old "unit mod")
I like your engineering ship. Would you like to produce a T1 version for each faction for me? I'm making a release this weekend and I wanted to get them out since they (engineering ships) were fairly high demand.
_________________ New sig whenever I finally decide to make one...
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Bob Smith
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Posted: 26 Sep, 2007
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Joined: 03 Apr, 2007 Posts: 241
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C.Lupus wrote: I like your manual- (BIG PICS OF BATTLECRUISERS! YAY!) Havn't had time to test it out yet- but it looks like fun! (did you fix the bug with the Kracken? the death anim didn't work in the old "unit mod")
I like your engineering ship. Would you like to produce a T1 version for each faction for me? I'm making a release this weekend and I wanted to get them out since they (engineering ships) were fairly high demand.
I'll do what I can for T1 engineering ships - all I'd need to do really is scale down the T3 one for UEF and make versions for other factions.
I think most of the issues are fixed, but if you find any I'll hunt down what's causing them!
As to the manual, I figured it was the easiest way to have huge pictures and lots of text explaining things!
_________________
Did anyone say new units?
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Lt_hawkeye
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Posted: 26 Sep, 2007
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Joined: 26 Mar, 2007 Posts: 5075 Location: California, United States
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oh there is an issue with the Cybran bomber thing, weapon wont load.
_________________ {◕ ◡ ◕}
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Bob Smith
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Posted: 26 Sep, 2007
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Joined: 03 Apr, 2007 Posts: 241
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Lt_hawkeye wrote: oh there is an issue with the Cybran bomber thing, weapon wont load.
Huh? I had it working fine in tests! Will it not fire, or only fire once and then never again?
Still, further testing is in order!
_________________
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Bob Smith
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Posted: 26 Sep, 2007
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Joined: 03 Apr, 2007 Posts: 241
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Double post, regrettably, but progress continues apace on The Smith Pack 1.1. This will feature one more unit, the UEF Fanatic Demolition Vehicle. The Fanatic is the UEF's answer to the Mercy, dealing less damage but being quite a lot more resilient. Also, it is amphibious and so can sneak into enemy bases under the sea, blast any coastal turrets they may have and allow a larger force to be landed.
They're easily counterable, but in numbers can easily break a siege.
_________________
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Sonsalt
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Posted: 26 Sep, 2007
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Joined: 15 Feb, 2007 Posts: 233
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Bob Smith
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Posted: 26 Sep, 2007
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Joined: 03 Apr, 2007 Posts: 241
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Sonsalt wrote: Nice work, it would be great if you could also add an long range missile launcher like the MRLS, as an futuristic version or something like this http://upload.wikimedia.org/wikipedia/c ... uncher.jpg
That's something I'm working on - a sort of "scatter shot" missile artillery with a high rate of fire then a long recycle period.
It will probably be a Cybran unit, based off the Myrmidon.
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Sonsalt
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Posted: 26 Sep, 2007
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Joined: 15 Feb, 2007 Posts: 233
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I was working on that sort of projectile for quite a while, but couldn't get it done.
The problem was, that I wanted to launch the missiles out of a Sub. They should start like a tactical missile, turn towards their target, and then get some sort of randomness in order to create a scatter field. But no matter what I did, ether the missiles didn't turn at all, or they always hit their targets.
If you want my files, just send me a PM
This was the sub http://www.anus-panda.co.uk/Projects/Su ... S_EnCl.rar
By the way the sub has another bug, when this mod is activated, I can only select one unit at once.
The same with this ship
http://www.anus-panda.co.uk/Projects/Su ... RS_Prg.rar
Can you help me ?
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Bob Smith
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Posted: 26 Sep, 2007
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Joined: 03 Apr, 2007 Posts: 241
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EDIT: Progress Report on Cybran MLRS...
FIXED!
To anyone who wants to make a "scattergun" missile battery, use the following...
-> Weapon blueprints from a Gunther
-> Bones and turrets from a Siren
-> Projectiles from a Corsair
This will make the unit fire a salvo of small missiles over a wide area (how wide depends on FiringRandomness, obviously) and works a dream!
The Cybran "Typhoon" MLRS will be in The Smith Pack 1.1, now!
_________________
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Lt_hawkeye
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Posted: 26 Sep, 2007
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Joined: 26 Mar, 2007 Posts: 5075 Location: California, United States
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AH!!, so its the corsair projectiles that do it huh? cool!! this is perfect!!
_________________ {◕ ◡ ◕}
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Bob Smith
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Posted: 27 Sep, 2007
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Joined: 03 Apr, 2007 Posts: 241
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Bob Smith
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Posted: 12 Oct, 2007
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Joined: 03 Apr, 2007 Posts: 241
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Since everyone is gone away, I'll ask this question to the hall to remind people my work isn't over.
How should I balance a mostly dedicated AA/Anti-missile unit? Currently I've got a ship which fires 12 SAMs, a T2 flak and two standard AA guns. For other weapons it has 4 Cybran TMD and a twin-linked MML plus torpedoes. It can eat anything in the air for breakfast without even taking a hit (against the massive air armada in Cybran mission 6 it racked up 50 kills, including a CZAR, without getting hit once), destroy some ships with its missiles but against any direct-fire ships it cannot prevail, because most of them have TMD.
Is this balanced? It's got 40k HP and just one of them can hold off a near infinite number of bombers. However, if a battleship or sub gets near it dies in seconds.
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Sonsalt
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Posted: 12 Oct, 2007
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Joined: 15 Feb, 2007 Posts: 233
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Nobody is gone away
I really like your units, though I had to balance them my self, because I use a different homemade balance mod.
Also I was wondering when new units will be released?
Great work so far.
Greetings
Sonsalt
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Bob Smith
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Posted: 12 Oct, 2007
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Joined: 03 Apr, 2007 Posts: 241
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Sonsalt wrote: Nobody is gone away
I really like your units, though I had to balance them my self, because I use a different homemade balance mod.
Also I was wondering when new units will be released?
Great work so far.
Greetings
Sonsalt
That's reassuring! I don't have so much time now, but the Millennium will come soon (that's the mega-AA ship). It now has four TMLs firing super-weakened missiles (500 damage), and aside from a pitiful cannon that's its only surface-to-surface armament. So if you don't have TMD (and what ships don't) then you deserve to have one of them wreck you.
However, to approach it with aircraft is suicide. And I love it that way.
There may also be an Aeon Mortar Bot, if I can get the animations sorted.
Does anyone have any thoughts on the Typhoon or the Fanatic? I used Typhoons to great effect in the campaign - a group of five could stop anything that wasn't an experimental until some battleships with air support took them down.
Also, despite their immense damage their spread makes them utterly useless against a GC.
Other things I noticed was that the Constellation flounders against a well-fortified base, but a few Attorneys can smash coastal installations (using them on UEF3 was wicked.) Also, now the Armageddon is nerfed it can be taken down with enough T2 flak if you've got shields.
Krakens shouldn't be rushed into enemy fleets now - their main gun is their battleship killer, and it can't function in the thick of it. But surround one with three Liszts and two Millenniums (add Galaxies to taste) and my god do you have a strong navy. The Millennia can kill all planes (and the Kraken has pretty tasty AA too), the Liszts outrange most torpedo-using things and add stealth to the bundle while the Galaxies can kill other surface ships. Finally, the Kraken will sit there and act like a mobile Disruptor.
UEF Templars make destroying enemy sieges easy - a group of them broke through the enemy base on UEF2 no problem, but then they died to a T2 tank spam (as they should).
Finally, I have a new love for the Invisible Laser ACU. Give him the Cooling Upgrade too and he has a machinegun arm and a laser!
_________________
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Bob Smith
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Posted: 17 Oct, 2007
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Joined: 03 Apr, 2007 Posts: 241
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Terror comes from the sea in this status report...
That's no Cruiser.
No, it's a Beam Cruiser. It's armed with a GC eye laser stripped down to a form which does about half damage. It is confounded by cliffs and hampered by a short range, but if the enemy has a navy before it arrives, they won't afterwards. My "vision" for SC is turning out to be like Absolute Annihilation - every unit can perform its task exceptionally, but can also be defended against easily. The problem lies when you don't have the right defences. So a Sachiel (that's this beauty's name) can even kill a Tempest one-on-one at short range, but if you don't have AA or anti-sub escorts then it will die unused. Likewise, it can sweep the coastline to clear a beachhead, but a wise enemy will build inland and surround his factories with torpedoes.
Oh, and here's the final version of the AA ship for Cybran, giving each faction now a T3 attacking ship to offer an alternative to normal Battleships (UEF get the Riskbreaker for a light suppression unit, Aeon get this for area denial and Cybran get the Millennium to support other units)

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C.Lupus
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Posted: 17 Oct, 2007
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Joined: 27 Jul, 2007 Posts: 6964 Location: Where the cats are long and the coffee is solar
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It looks like somebody likes his ships too!
are these in the current release yet?
_________________ New sig whenever I finally decide to make one...
http://forums.devdb.org
free, no ads; webhosting/forums/blogs/email redirection and more for developers/modders!
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Bob Smith
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Posted: 17 Oct, 2007
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Joined: 03 Apr, 2007 Posts: 241
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C.Lupus wrote: It looks like somebody likes his ships too!
are these in the current release yet?
Unfortunately not. They need balancing still.
The AA ship currently can one-shot kill any air unit with flawless accuracy and ludicrous rate of fire, and is totally impervious to TMLs (seriously - I saw four Alohas fire as fast as they could while the UEF AI sent Broadswords and Ambassadors in a steady stream and the Millennium took no damage at all.)
The Beam Frigate can destroy a Tempest without dying and can take a Kraken down to 10% health on its own, and only takes 4 minutes to build.
But yeah. I love ships.
_________________
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Nertea
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Posted: 17 Oct, 2007
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Joined: 06 Oct, 2007 Posts: 97
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I can't believe I thought my currently WIP naval expansion mod would ever be unique  .
Nice work though, from looking through the thread.
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Jakovasaur
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Posted: 17 Oct, 2007
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Joined: 15 Feb, 2007 Posts: 135
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C.Lupus
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Posted: 17 Oct, 2007
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Joined: 27 Jul, 2007 Posts: 6964 Location: Where the cats are long and the coffee is solar
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what was your naval expansion mod? *is interested*
_________________ New sig whenever I finally decide to make one...
http://forums.devdb.org
free, no ads; webhosting/forums/blogs/email redirection and more for developers/modders!
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Nertea
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Posted: 17 Oct, 2007
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Joined: 06 Oct, 2007 Posts: 97
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Oh, it's a little side project I work on from time to time with a friend. Don't want to hijack Smith's thread, so that's all I'll say, but maybe I'll post something on it at some point.
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theman
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Posted: 18 Oct, 2007
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Joined: 15 Feb, 2007 Posts: 992 Location: In one of Australia's many super nuke silos
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Yay ships!!
So far looks good.
_________________
TY for the sig CUI-Krusty_The_Klown.
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