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OrangeKnight
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Posted: 30 Oct, 2008
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Joined: 02 Mar, 2007 Posts: 9002 Location: Ninja Editing Your Post from a Canadian IPhone
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I figured with FA and only so many mods which are actively being worked on and new people coming onto the Modding scene I figured it was a good time for a new list like this, rules are same as before. HERE is the old one if people still wanna see it. Rules:-Only 1 Post per modder (Edit with new releases) -Include all mods you are responsible -Be VERY Clear on which game your Mod is For!!! (SupCom1, Forged Alliance or SupCom2) -Mark Last release Date -Mark Current Patch Compatability -Very Brief Summary of each mod -No Chit Chat Posts Hop to it! Mike
_________________ God of Models - Moderator BlackOps Team Twitter
Last edited by OrangeKnight on 30 Oct, 2008, edited 1 time in total.
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Lt_hawkeye
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Posted: 30 Oct, 2008
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Joined: 26 Mar, 2007 Posts: 5080 Location: California, United States
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BlackOps Team ProjectsBlackOps:UnleashedThe Main mod, contains the Bulk of the new units. BlackOps:Advanced Command UnitsCompletely revamps the ACUs to provide better scaling, more upgrades and some REAL weapon options. BlackOps:Special WeaponsAn extra unit Pack that pulls ideas from Team Meber's older mods but does it all much much better. BlackOps:Naval RebalanceA Revamp of Naval balance to provide better gameplay and balance. BlackOps:Global Icon SupportNot a unit mod per-se, but required. BlackOps:Alternate RealityKinda like the dumping ground for ideas that didn't make the cut to one of the main mods, or old versions of units or ideas/models that just aren't high quality enough for the main mods, units are NOT fully Balanced nor will they ever be.
_________________ {◕ ◡ ◕}
Last edited by Lt_hawkeye on 21 Mar, 2010, edited 5 times in total.
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mangriff
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Posted: 30 Oct, 2008
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Joined: 11 May, 2007 Posts: 435
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Heros Of Today
Insertion of modern military units into the game for their entertainment and diversity!
**see thread for latest release**
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Heros Factions
Allows the AI in skirmish to build and use Heros Of Today units
**see thread for latest release**
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batteryAcid Forged Alliance Units
Small unit pack for Forged Alliance with some interesting units
**see thread for latest release**
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batteryAcid Rapid Fire Artillery Defense
Adds stationary and mobile rapid fire artillery with increased range
**NEW WORKING VERSION** REL 11/04/08
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batteryAcid Animation Fixes for Forged Alliance
Fixes some annoying animation errors that were overlooked by FA developers
**NEW WORKING VERSION** REL 11/04/08
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mangriff Game Colors
My color scheme setup for skirmish maps. UI-only (multiplayer safe) and you can mod the colors to your liking very easily
**NEW WORKING VERSION** REL 11/05/08
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-=-Select the mod to view it's thread or download the mod
-=-All mods are compatible with the latest patch
-=-Frequent new releases
_________________ Veni Vidi Vici
Last edited by mangriff on 05 Nov, 2008, edited 5 times in total.
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Optimus Prime
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Posted: 03 Nov, 2008
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Joined: 15 Feb, 2007 Posts: 1363 Location: Germany
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parado0m
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Posted: 04 Nov, 2008
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Joined: 10 Jun, 2007 Posts: 1780 Location: umm... look! a distraction!
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I am the sole staff member of the Deep Blue Naval Pack. This is a fairly large unit pack that aims to add diversity and useful units that fit in with each faction.
So far as I know, there are no incompatibilities except for raiden2.
Works with current patch V3599, will test if there is a new one.
Note: Does not have AI support yet...
Last release: 11/2/08 (two days ago)
http://forums.gaspowered.com/viewtopic.php?t=30994
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Legion Darrath
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Posted: 04 Nov, 2008
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Joined: 23 Feb, 2007 Posts: 8753 Location: Belgium
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(click image for link)
Summary:
All faction's ACUs will only be able to build Land facs, Air facs, Pgens and mexes. All faction's Engineers can do the same but can also build Hydro's and Radars. Each faction's Land fac will be able to build Labs, scouts, AA and engineers. Each faction's Air fac will be able to build Inties and Transports. Added Transports with prebuild cargo Nerfed acu damage to 50 (100 for uef with gun upgrade) Nerfed aeon range upgrade Added mass storage Added in a torp bomber Nerfed acu nuke to 2k Next release will include Jetmarines, Shield labs, Stealthlabs and hoverlabs Tailored map available LabWars AI available
Then there's a bunch of other mods that aren't really worth mentioning
_________________
 Global Moderator and creator of LabWars
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sorian
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Posted: 08 Nov, 2008
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Joined: 28 Feb, 2007 Posts: 4123 Location: Marysville, WA USA
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This mod introduces 4 new AIs complete with new features, new behaviors, and many bug fixes.
Feature Highlights: The AI will recognize and react to certain ally chat commands. The AI will notify allies of who the AI's primary target is. The AI will notify allies about when and where the AI is firing nukes through chat and a map ping. The AI will respond to enemy T4 threats. The AI will upgrade its commander. Improved Sim speed over the retail Forged Alliance AI. Many of the bugs and typos in the retail Forged Alliance AI have been fixed. Improved econ and build orders. The AI will refrain (as much as possible) from shooting into cliffs. The AI will taunt enemies. The AI will recognize and react to ally pings (F5, F6, and F7). The AI will group its T4 units. The AI will go nuts when it has a Paragon. The AI now features a Strategy Manager. There is now a support system for custom units. The AI will now gather and react to Intel.
Forum Link: http://forums.gaspowered.com/viewtopic.php?t=22908
Code Site Link: http://code.google.com/p/sorian-ai-mod/
_________________
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Manimal
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Posted: 09 Nov, 2008
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Joined: 11 Apr, 2007 Posts: 1915
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My very first mod that's 100% of my own : [FA] Console Plus v2 (04-apr-2009)
Features:
- it can run a command batch
- it brings some new console commands
- it brings some new features ( drag'n'drop and Commands Tooltips integrated in a dropdown box)
- it is a bit more convenient to use than the original Console
_________________ Console Plus - Solo A.C.U. - Experimental Wars
Last edited by Manimal on 04 Apr, 2009, edited 2 times in total.
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meredith
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Posted: 10 Nov, 2008
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Joined: 04 Feb, 2008 Posts: 583
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Raevn
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Posted: 17 Nov, 2008
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Joined: 09 Aug, 2007 Posts: 984
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ThaPear
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Posted: 22 Dec, 2008
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Joined: 08 Mar, 2008 Posts: 270 Location: NHTV, Breda, Netherlands
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Extended RestictionsMakes you able to select more types of units in the Unit Restrictions window. DownloadForum ThreadScore Announcer (ui mod)This UI mod announces it when someone takes and holds the score lead for an adjustable amount of seconds. A slider is added in the options menu, allowing you to change the needed lead time. Special thanks to Neruz for helping me figure it out. Forum ThreadDownloadHelper Tools (ui mod)This ui mod helps you manage your economy. It contains: - An autopauser, which pauses construction/upgrade of selected units at selected amounts of energy/mass. It also shows progress of the current unit it's upgrading and units in the list already upgrading by user command. - A sequenced upgrader list, which upgrades units one after another. - And a mass fab manager, which automatically enables/disables mass fabricators based on your energy income and prefers T2 mass fabricators over T3 ones. Forum ThreadDownloadConstruction Window (ui mod)It's a window which shows buildings you can build with the current idle engineers. If you click a building in the list, it will select the closest engineer and let you select the build location. Toggles with shift-rightbracket ( ] ) and you can select if you want it on the left of your screen or on the right of the screen. Forum ThreadDownloadMovable UI (ui mod)This mod lets you move every part of the UI around Forum ThreadDownloadBig Map Preview (lobby mod)(Is now included into Powerlobby by Moritz)This mod gives you a big map preview in the lobby, which shows mass and hydrocarbon deposits. Forum ThreadDownloadThaPear's Lobby mod (lobby mod)(Fully "compatible" with LEM and Powerlobby)This gives you the possibility to select your prebuilt units and restrictions (per unit) in the lobby. This also gives you the big map preview mentioned above. This will desync with people who don't have it.Forum ThreadDownload: Normal VersionLEM 4.4 versionLEM 4.4 & Sorian AISorian AIPowerLobby 1.5 versionGreetZ, ThaPear
_________________ It's better to keep your mouth shut and let people think you are a fool, then to open it and remove all doubt. My latest mod: Big Map Preview All my mods
Last edited by ThaPear on 16 Jun, 2010, edited 9 times in total.
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DeadMG
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Posted: 26 Dec, 2008
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Joined: 15 Feb, 2007 Posts: 20036 Location: Presumably, at the time of posting, his computer.
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_________________ I'm watchin you!
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Gilbot-X
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Posted: 06 Jan, 2009
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Joined: 13 May, 2007 Posts: 442 Location: Birmingham, UK
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Gilbot-X's Mod Pack 2
Last updated Jan 5th 2009 (version 2.4)
My Mod Pack for Forged Alliance, which features:
Resource Networks - an expansion of adjacency bonuses, so bonuses can be passed over short/medium/long distance links.
Auto Toggle system - a controller unit can monitor your economy and automatically switch things off that are consuming energy and also pause less important construction tasks, when resources are low. As your income improves, it switches things back on and resumes construction tasks. Less micro-management for you to be distracted with.
And lots more!!!
_________________ Download my Mod Pack for Forged Alliance at RTSCommunity.com
Last edited by Gilbot-X on 27 Jan, 2009, edited 1 time in total.
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Lifekatana
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Posted: 18 Jan, 2009
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Joined: 24 Jun, 2007 Posts: 1354 Location: Map
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The ACU Rebalance Mod v1.1!
It lowers ACU starting health, but not maximum health to counter Commander rushes, during the game you regen to vanilla levels(takes around 8-10 min, exatly the time a typical T1 phase takes).
For more info and download links:
http://forums.gaspowered.com/viewtopic.php?t=33832&postdays=0&postorder=asc&start=0
_________________
Quote: It's prononce Aeon not Eon and thank you for me to have eye's of a halk.
- Gamer 8
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conKORD
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Posted: 18 Jan, 2009
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Joined: 26 Jul, 2007 Posts: 139
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FuryoftheStars
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Posted: 19 Jan, 2009
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Joined: 20 Apr, 2007 Posts: 1524 Location: VT, USA
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Veteran Producing Factoriesv1.5 released 9/4/10 Patch compatibility to 3599 Topic thread: http://forums.gaspowered.com/viewtopic.php?p=522193Adds enhancements to factories (including Q-Gates), engineers, and (S)ACUs that allow them to produce level 5 veteran units. Blueprint to SpreadsheetWIP v0.1 released 2/25/10 Patch compatibility to 3599 (untested with 3603, but should work) Topic thread: http://forums.gaspowered.com/viewtopic.php?p=738464This is a stand alone Lua script file that pulls data from unit.bp files and puts them to .txt files for easier comparison via spreadsheets. Reduced Tech ScalingWIP v0.2 released 3/12/10 Patch compatibility to 3599 Topic thread: http://forums.gaspowered.com/viewtopic.php?t=43872Reduces the exponential scaling between the tech tiers. Buff System Fixv1.2.1 released 9/4/10 Patch compatibility to 3599 Topic thread: http://forums.gaspowered.com/viewtopic.php?f=7&t=44963Exactly as the title says... fixes the buff system ( not a balance mod) Also has a plug-in mod for the added feature of being able to switch on/off properly multiple maintenance sources for both energy and mass. Bug FixWIP, Beta release 9/4/10 Patch compatibility to 3599 Topic thread: http://forums.gaspowered.com/viewtopic.php?f=7&t=45964My continuation of Brute's CBFP project. Mod Order Load FixReleased 8/14/10 Patch compatibility to 3599 (should work for 3603 too) Topic thread: http://forums.gaspowered.com/viewtopic.php?f=7&t=46195Fixes the mods.lua file so that the before{}/after{} load fields in mod_info.lua for mods will work consistently. Enhancement Passingv1.0 Released 9/4/10 Patch compatibility to 3599 (should work for 3603 too) Topic thread: http://forums.gaspowered.com/viewtopic.php?f=7&t=48059Allows units to pass enhancement, veteran, and kill info to their upgraded unit (ie, T1 Factory to T2 Factory). Improved Core VeterancyWIP 9/8/10 Patch compatibility to 3599 Topic Thread: http://forums.gaspowered.com/viewtopic.php?f=7&t=48060Improves upon the core veterancy system following upon Eni's original TV 1.17 Wreckage ReductionV0.2 11/12/10 Patch compatibility to 3599 (should work with 3603, too) Topic Thread: http://forums.gaspowered.com/viewtopic.php?f=7&t=49168Reduces the reclaim %age from wreckage by half. (so ~40% instead of 81%)
_________________ Nuke/Shield Collide Mod topic thread My Mods
Last edited by FuryoftheStars on 06 Dec, 2010, edited 31 times in total.
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duncane
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Posted: 20 Jan, 2009
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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Both FA and SC mods:
Improved Close-up camera
Increases the default camera zoom so you can get much closer to the units to enjoy the detailed models. Also has a first person style unit tracker mode.
Original SupCom mods:
Duel AI
This AI is focused on small maps and 1v1 play. It is good practice for ranked matches for players ranked below the top 1000. It also includes the chance of an early "Ghetto Gunship" attack.
Alternative Music Order
By default the Supcom music plays in the same order each game. This mod randomises the order. You will hear tracks you have never heard before!
Forged Alliance Mods:
FA AI Patch
The AI's are okay in FA, but just need a few improvements to make them worthwhile. This is my attempt at fixing the issues.
FA Extra AIs: Air / Land / Naval
The stock AI's in FA include sub AIs for focusing on Air, Land and Navy attacks. This mod allows the sub AIs to be selected directly in MP and Skirmish.
NOTE: This mod is now included with the AI patch.
Swarm AI
An AI that focuses on LOTS of T1 units and wont tech up till it reaches near the unit cap. Also the thread includes a NoTechAI that never techs past tech 1.
Null AI
An AI that does nothing. Doesnt sound useful but people use it to play themselves.
AI Ally Control
Allows a player to take control of an allied AI player to give orders or to take units. Also allows a player to give units to an AI ally.
Base Assault
New skirmish/mp game mode. The idea is that the human or AI players in team 1 or team 3 starts with a full pre-defined base and the other players, who start with nothing but an ACU have to assault this base.
Duncane Balance Patch
My FA balance changes including the return of fab farms, fire beetles as mine fields and the end to restorer spam.
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
Last edited by duncane on 06 Jun, 2009, edited 3 times in total.
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themak
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Posted: 23 Jan, 2009
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Joined: 09 May, 2007 Posts: 177 Location: Albany, NY
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Bulwark Mod Adds a direct-fire range ring to the UEF T2 Shield Boat (Bulwark) that corresponds to where the shield hits the water’s surface. This helps keep your forces beneath the shield without having to eye the boundary yourself. It is available on the vault (author: The_Mak) as well as here. Tempest Enhancements This mod is structured to add new features and enhanced stats to the Aeon Experimental Battleship: Tempest. Currently the only enhancements that are in the mod are as follows: -The ability to build all land hover units (in addition the the naval units it could already build) The mod is available here. Enjoy.
Last edited by themak on 05 May, 2012, edited 2 times in total.
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FunkOff
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Posted: 23 Jan, 2009
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Ghaleon
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Posted: 01 Feb, 2009
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Joined: 13 Jun, 2008 Posts: 729
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[REL-FA] TVg V4.5 - Total Veterancy g V4.5
Download
My build of Total Veterancy by Eni.
Summary:
Veterancy that works! Commanders are Heroes, Support Commanders useful again. Veterans can be directly built. Loads of UI improvements.
Many additional features, NN NGE restrictions work for custom units, Unit cap increases if an ally is defeated, fix for overeager map scripts, some 3603 balance changes, fixes, etc.
I've received Eni's permission and this build appears to be working as intended.
[REL-FA] GUI by Ghaleon (GUIbg) [UI-mod]
currently at v9, now fully integrated into GAZ UI v6
Contains a ugly window which displays what you have reclaimed.
when enabled will also expand the maximum amount of mass/energy displayed to 8 digits from the former 6 digit limit.
All build templates get a name displayed below them.
Custom names can be permanently and within the running game toggled on or off.
Auto replay saver, saves current replay on exiting to the score screen and renames it by date/map.
Detailed unit view, basically what total veterancys ui mod implemented, displaying shield hp regen, build rates etc. (v7, this option is fully compatible with TV UI)
Improved Unit deselection:
Reduce the number of selected units by shift(-1) or ctrl(-5) or ctrl+shift(-10) right-click in group selection.
All options are toggleable in the options dialog.
some more features, coexists with GAZ UIv5.
Integrated into v6.
fastbuild
http://ghaleons-mod-collection.googleco ... uildv3.zip
Increases Build Power and Range by 10 for all units, engineers can now build at ludicrous ranges.
Unit Cap x4
http://ghaleons-mod-collection.googleco ... p%20x4.zip
Unit Cap quadrupled, intended for single player use.
Debughelper
http://ghaleons-mod-collection.googleco ... lperv1.zip
Spawns a Paragon and Support Commanders of all factions when prebuild is enabled
T3 Engineering Stations
http://ghaleons-mod-collection.googleco ... ionsv2.zip
My take on Engineeringstations for all Factions, balanced for latest patch FA(aka lesser buildpower)
Turtle Power
http://ghaleons-mod-collection.googleco ... owerv2.zip
Ridiculously overpowered Ravager recolor which also shoots at Air, has a Shield and huge Splash. Experimental imba base defence good for insane Survival.
+ a few more at my googlecodepage:
http://code.google.com/p/ghaleons-mod-c ... loads/list
_________________ TVg V5 Alpha Testers Wanted!
 Bulletstorm released other mods
Last edited by Ghaleon on 26 Dec, 2009, edited 6 times in total.
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Moritz
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Posted: 15 Feb, 2009
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Joined: 06 Mar, 2008 Posts: 144
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Domino
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Posted: 15 Mar, 2009
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Joined: 26 Feb, 2009 Posts: 2997
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Mod Support Link viewtopic.php?f=7&t=46958Mod support for all mods see the above link for more details
_________________ Domino. ______________
Last edited by Domino on 01 Jul, 2010, edited 1 time in total.
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KrimsonStorm
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Posted: 15 Mar, 2009
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Joined: 09 May, 2007 Posts: 3064 Location: New York, USA
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Large unit pack and balance/diversity mod. Mod still in development. Includes:
-Around 40 new units.
-2-3 New Experimentals Per faction.
-Bonus Mappack.
-Balance tweaks.
Please see: http://forums.gaspowered.com/viewtopic.php?t=35433
_________________
Last edited by KrimsonStorm on 15 Jul, 2009, edited 2 times in total.
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BulletMagnet
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Posted: 03 Apr, 2009
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Joined: 05 Oct, 2007 Posts: 16445 Location: camping near the biggest power-up
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If you have any questions about my mods, feel free to PM me. All my mods work on all flavours of FA, and should also work in vanilla SupCom without any concerns too. ULTIMATE Over-Kill Control:WIP 19Tired of having a handful of Percies, and seeing them all blast away at that one T2 Engineer?
/BulletMagnet sure is.
So i made a small mod that cleverly told weapons to pick a new target if their existing target was sure to die from the damage that already has their name on it.
The mod, fueled by my crazy mind, quickly evolved to include improvements for all homing weapons (SAMs and torpedoes alike), and a limited terrain checking system so your tanks don't simply sit next to a cliff and blast away at the cliff-face.
Further to the above, if you issue an attack order on something, then a move order shortly afterward; your selected units will prefer to target the recent attack targets over things nearby. If you want to tell a tank blob to "Shoot that ACU, while running the **** away" and not have them lay into the other, unimportant, units nearby straight after the move order - well now you can!
/BulletMagnet has more ideas and plans to include, but is a bit busy with RL to put them all in in one go. MoarBuildy:Release 01Reduces;cost, build time, health, damage of all T3 and T4 units by 33%.
This makes them much less effective, but also much more attainable. It adds an interesting dynamic to late-game play as T1 and T2 units can face-off T3 forces of similar numbers. NoCrash:Release 1.02Sick of that muppet who builds CZARs and drives them into your base?
Well, be annoyed no more as NoCrash removes crash damage from all non-T4 aircraft, and leaves T4 crash damage at 1,000.
You may find a FileFront mirror here. Diegobah Engineering Mod Pack:Release 01This mod pack does two things;1. takes the UEF T1 Engineer, changes a few lines of the descriptions and passes it off as a new unit, and 2. bundles the Rich Mod; without asking GPG for permission to do so. You may also want to see this thread for a proper explanation. Vet. Sans:Release 01Supreme Commander; a game about armies of robots shooting, blasting, and generally belting the living snot out of one-another. Robots make great war-machines; they obey orders until they cease to be. They never lose moral, nor refuse orders.
But why do they have veterancy?
They're fricken' robots for Pete's sake! Doesn't GPG think that's just a little... um... stupid?
/BulletMagnet thinks it's stupid.
This is where the Vet. Sans Mod comes in. it removes veterancy, and it's associated buffs from all units. Now, you can spam LAB's and T1 at your opponents Monkey Lord and not have to witness the incredible veterancy-monster in action.
[PROTIP:] There's also a version that keeps veterancy for ACU's and SCU's. you can find that one here. HalfPower:Release 1Functionally like the ResourceRich mod, except that it halves resource output, and only works on energy. The effect of this is that everything costs twice as much energy as before; shields, intel, units, structures, overcharge, etc. I like Supreme Commander 2's clever UI features involving squad-like behaviour for units that are given the same command, so I though I'd port it back to FA. Hence the [running title] Backport UI mod was born. Having discovered that my original goal wasn't very hard, I thought I'd experiment a bit and see if I can issue complete orders from the UI. My attempts to do that failed - hard. But it did give me some new ideas that turned out to be [far] more popular than the squad selection. Since the forum is a bunch of whiny twats (I still love you) and want the later parts of the mod on their own. Without a witty name for this, I couldn't release it. One short "n-th reply is the name of" I have my witty mod name; One Click Wonder, care of OrangeMike. So without further adieu, here's my two UI mods; Backport UI:Release 41. Automatic group selection.
A single click of any unit if a control-group will select every other unit said group. Handy for managing intermingled groups of units. Goom made something similar to this, but I've gone and done it better. XP 2. Automatic group creation based on issued order.
When you issue an order, the selected units are automagically (sic) assigned to new group. Automatic groups are denoted with an A# instead of a regular number. Regular control-groups remain, and function as one would expect. Feel free to test the upper limit of how many groups are possible - just don't hold your breath. One Click Wonder:Release 11. Single click mex construction.
**** clicking the UI, **** build mode, and **** other UI mods (you know who I'm talking about) that help making building easier. You can't get any easier than clicking on a damn mass deposit. I'll be adding Hydrocarbons in the next release, so don't tell me to put them in. 2. One-click (and a key) rebuilding of destroyed structures.
My abuse of WorldView may not end with constructing mexes. Grab some engineers, find something of yours that is blown up, hold Alt. and rebuild! 4. Manual Repair/Construction of something that would otherwise be Guard/Assist.
Ever wanted to power-build a factory, or repair one but not want your engineers assist afterwards? Again, use Alt. for much win; mousing over an incomplete and/or damaged structure with engineers will set the current UI order to repair. Drop a left-click on the object and you're golden. FlyingHigh:Release 2Simple premise; aircraft fly and attack at double (2x) normal altitudes.
Might be a small but concerning gunships, will fix at some point. Mini-Commander:Release 9Oh crap! Everything has been shot by Brackman's 'shrink-o-ray'.
Commanders, buildings, and units are now tiny... half their previous sizes. Speeds and ranges have been reduced by the same amount, an 80km map now feels like a 160km map. Paratroopers:WIP 07Features;
- units get on, and off, transports much faster now. no more transports wondering what to do while under fire.
- when a transport dies, units survive, take some damage when hitting the ground, and possibly hurt the poor SOB that he landed on.
- transports generally work better as transports.
- damage is moddable, and be tweaked/added for custom units too.
- an extra UI button for transports to tell attached units TO GET THE HELL OUT!
_________________
Nephylim wrote: But, an FA army in an FA environment just looks... right. Does anyone know how to use air transports? I cant get them to pick up troops.
Last edited by BulletMagnet on 12 Aug, 2010, edited 8 times in total.
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