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 PostPosted: 22 Jan, 2009 
 
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FOR THE PEOPLE TOO LAZY TO READ MORE THAN ONE LINE: SEARCH VAULT MODS FOR 'FACTION'. DOWNLOAD + PLAY. IN-GAME UNIT DESCRIPTIONS ARE ACCURATE. READ THEM TO LEARN MORE.



For those of you with more patience, read this README (updated link coming soon)


Also, if anybody has suggestions for improvements, bug reports to make, or balance concerns, I DO SUPPORT THIS MOD and I intend to release further versions. Heck, if I can get a moddler/skinner/animator to work with me, and I'll include 100% new units, too.

(Edit: README has been updated to a .rtf file! New content, too!)

(Edit2: If you don't want to download from the vault, here's a Direct download link! Just put the .zip straight into your mods folder. You DO NOT NEED TO UNZIP IT.)

(Edit4: Version 2 released, includes CBFP, Shipwreck mod, independent bug fixes and balance changes.)

(Edit 5: Version 3 released, a few more bug fixes, better balance, and cleaner code.)

(Edit 6: Version 4 released: More bug fixes, added more units, guide to come shortly!)

(Edit 7: Now have pretty pictures of tech trees.)

(Edit 8: Version 5 released. 6 new unis, bug fixes, lots of stuff. Now includes unit guide HERE!)

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Last edited by FunkOff on 19 Feb, 2009, edited 30 times in total.

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 PostPosted: 22 Jan, 2009 
 
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I'm going to go ahead and lock your old threads now.

Edit: Done

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 PostPosted: 22 Jan, 2009 
 

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reserved, for the sake of it.


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 PostPosted: 22 Jan, 2009 
 
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Battleships built like experimentals... excellent. I think it should have always been like that considering the cost and build time. The other changes seem sound, and I'll give it a try this weekend. Thank you.

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 PostPosted: 23 Jan, 2009 
 
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FunkOff wrote:
FOR THE PEOPLE TOO LAZY TO READ MORE THAN ONE LINE: SEARCH VAULT MODS FOR 'FACTION'. DOWNLOAD + PLAY. IN-GAME UNIT DESCRIPTIONS ARE ACCURATE. READ THEM TO LEARN MORE.


For those of you with more patience, read this README!
http://www.gamereplays.org/community/in ... &id=445226

Also, if anybody has suggestions for improvements, bug reports to make, or balance concerns, I DO SUPPORT THIS MOD and I intend to release further versions. Heck, if I can get a moddler/skinner/animator to work with me, and I'll include 100% new units, too.

<3 this mod already. Can't wait to play it. BTW, did you make any changes to the economy system, or just units?

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 PostPosted: 23 Jan, 2009 
 
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Funk, the link you provided doesn't work for me.

A suggestion I would make would be putting the T2 PD -> T2 instead of T3. This would give you a counter to tanks, but as T2 includes MMl's would be easily countered. I believe you already wanted to do this in the tier mod.

Some economic changes have been made. T3 Pgen got kicked and some minor values changed in T1 structures. Some other things may be changed too.


EDIT: Got the link to work.

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 PostPosted: 23 Jan, 2009 
 

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Does this work with the stock AI and/or the sorian AI?


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 PostPosted: 23 Jan, 2009 
 
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Not yet. Sorian that is.

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 PostPosted: 23 Jan, 2009 
 
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GPGnet does not work for me ...

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 PostPosted: 23 Jan, 2009 
 
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AgentSmith16 wrote:
<3 this mod already. Can't wait to play it. BTW, did you make any changes to the economy system, or just units?


T3 fabs and T3 pgens are gone. Other pgens and fabs remain the same. T3 mex were altered. They now provide +10 Mass instead of +18, but they also cost a lot less Mass to build (1800).

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 PostPosted: 23 Jan, 2009 
 
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Only played a couple of games using the mod, but i think it has potential for great fun games. I advise people to check it out.

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 PostPosted: 23 Jan, 2009 
 
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FunkOff wrote:
For those of you with more patience, read this README!
http://www.gamereplays.org/community/in ... &id=445265

Missing File


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 PostPosted: 23 Jan, 2009 
 
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I just tried some silly vs Easy AI games just to see what each unit can do. I must say, this looks like it can really be lots of fun.

Here are my comments so far:

* Medusa T1 artillery rocks very hard, I love them
* Love the stealth on the Manti.
* Termite drops are sneaky and irritating (AI did it to me)
* Lack of T1 anti-air is quite annoying when the AI starts attacking me with bombers.
* Hoplites seems to serve the same role as Medusa, just beefier with greater splash. Is this intentional or am I bad and wrong?


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 PostPosted: 23 Jan, 2009 
 
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You should post the readme here.

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 PostPosted: 23 Jan, 2009 
 
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Soul wrote:
FunkOff wrote:
For those of you with more patience, read this README!
http://www.gamereplays.org/community/in ... &id=445265

Missing File


Fixed.

I'd post the readme here... but it's 8 pages long and the forums mess with the formatting... thus I elected not to.

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 PostPosted: 23 Jan, 2009 
 
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SyDaemon wrote:
I just tried some silly vs Easy AI games just to see what each unit can do. I must say, this looks like it can really be lots of fun.

Here are my comments so far:

* Medusa T1 artillery rocks very hard, I love them
* Love the stealth on the Manti.
* Termite drops are sneaky and irritating (AI did it to me)
* Lack of T1 anti-air is quite annoying when the AI starts attacking me with bombers.
* Hoplites seems to serve the same role as Medusa, just beefier with greater splash. Is this intentional or am I bad and wrong?

Also, I've noticed that the Aeon have trouble raiding with the changes to Flares. Now you have to send an Aurora and a scout if you want to do any damage. Also, the lack of a T1 bomber kind of negates the Aeon's T1 air advantage... I'll have to play it more, but it seems pretty balanced so far.

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 PostPosted: 23 Jan, 2009 
 
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Some very Good features but some that seem bad IMO, cant please us all though


we should have to work for intel but i think a radar should be availble even if small aoe

bombers are awesome the way they work.

too much stealth/cloak , invisible amey is a bit OTT

most units i tried so far other than that seem very good.

i think the acu needs to have less health s hes not a 1 man army like he is as such in FA .

frigate i used was good.

1 thing i think needs taking into consideration is, for every type of unit attack their should be a simple defence against.

like if t1 bomber is avilible you shoudl have interceptor/aa that works

eco seems good not fully tested yet, but defo a good effort and ideas

oh using quantum gateway for more functions is a very smart idea :)

keep up the work ill play it a bit more :)


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 PostPosted: 23 Jan, 2009 
 
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SexE wrote:
i think the acu needs to have less health s hes not a 1 man army like he is as such in FA .


Integrate ACU Rebalance mod? :idea: :P
http://forums.gaspowered.com/viewtopic.php?t=33832

Why do termites have stealth and cloack and landscouts omni, wouldn't just cloack and no stealth for termites coppled with no omni for landscouts do the trick too?

Also who wants to play a testgame?[[/u]

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 PostPosted: 23 Jan, 2009 
 
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AgentSmith16 wrote:
Also, I've noticed that the Aeon have trouble raiding with the changes to Flares. Now you have to send an Aurora and a scout if you want to do any damage.


The trick to this is that scouts do a lot more damage than they used to. Scouts still die to tanks, but they can easily kill unguarded engineers.

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Also, the lack of a T1 bomber kind of negates the Aeon's T1 air advantage... I'll have to play it more, but it seems pretty balanced so far.


This is for the sake of faction diversity. Aeon still has airtrans and a T2 shield bomber which can support ground forces. It would be overpowered if I gave aeon early ints AND bombers.

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 PostPosted: 23 Jan, 2009 
 
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Every line in your readme has /par after it. Irritating.

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 PostPosted: 23 Jan, 2009 
 
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SexE wrote:
too much stealth/cloak , invisible amey is a bit OTT


Only cybran has mobile stealth. They pay a lot of E for it, though. (Seraphim has stationary stealth gen.)

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1 thing i think needs taking into consideration is, for every type of unit attack their should be a simple defence against.

like if t1 bomber is avilible you shoudl have interceptor/aa that works


AA towers are bomber defense until T2. Of course, you can go bombers and hit you enemy's pgens... or you can turtle with towers.

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 PostPosted: 23 Jan, 2009 
 
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Awesome!!! Gonna try it when I get home.

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 PostPosted: 23 Jan, 2009 
 
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Well done FunkOff, this looks like it was quite an undertaking in the spirit of faction diversity, which is still our number one complaint about the original game from other RTS camps.

Best of luck in the ongoing balance tweaks. Not for the faint hearted, trust me, I know. Diversity and Balance are locked in an eternal struggle.

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 PostPosted: 23 Jan, 2009 
 
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You've made it, Funk. :D












P.S. Air exp's are game-enders? Don't really like the mechanic of game-enders tbo.

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 PostPosted: 23 Jan, 2009 
 
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He doesnt like sitting in your base and having the GE winning the game for you.

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