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 PostPosted: 20 Dec, 2009 
 
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GPG APPROVED

This mod includes most changes of FA Beta patch 3603.
Transports were left as they were in 3599.
Due to issues with armordefinitions.lua acu deathnuke has been reduced to 2000 inner ring damage and 500 outer ring damage.

Version 6.1 is now available from the GPGnet vault.
Uninstall any previous versions before downloading.

Changelog:
V1: Initial release
V2: Minor bug fixes
V3: Typo correction
V4: General bug fixes
V5: Additional balance changes
V5.1: Fixed bug that prevented vault upload and fixed UEF T3 Bomber's missing file.
V6: Additional balance changes
V6.1: Reversed some changes

For a list of all changes made in this mod please consult the original 3603 Beta Patch release thread.

New in V6.1
GENERAL

*T2 Mobile Shield
-Energy consumption now 10 more than the original.

*T2 Transports
-HP nerf removed

UEF

*Armored Command Unit
-Fixed a bug that caused it to deal damage to friendly units (credit to FuryoftheStars)

New in version 6:
GENERAL

*T2 Mobile Shield
- Shield HP reduced by 500
- Energy consumption reduced by 10
- Built time increased by 10% (Aeon: 792 from 720/UEF: 660 from 600)

*T2 Transports
-HP reduced by 10%

*T3 Air factory
-Energy cost reduced to 72000 from 105000
Mass cost reduced to 2750 from 3150

AEON

*Aeon T3 AA Gunship: Restorer
- 500 HP increase
- Energy cost increased by 4000
- AA weapon damage increased to 71 * 2 from 65 * 2

CYBRAN

*T2 Point Defense: Cerberus
-Decreased damage to 13 from 14

*T2 Shield Generator: ED5
- Fixed typo in energy cost. Down to 26666 from 266666

New in version 5:
LOBBY OPTIONS

-Now you can disable/enable score
-Added unit sharing conditions
(Requires the FA ladder mod)
AEON

*Mobile Shield Generator: Asylum
-Shield Health set to 4300
-Shield Regenrate set to 58
-Now requires 115 E to operate

*T4 Experimental Aircraft Carrier: CZAR
-Increased health to 58000 from 48000
-Decreased crash damage from 15000 to 10000

CYBRAN

*T2 Point Defense: Cerberus
-Increased damage to 14 from 9

*T2 Shield Generator: ED5
-Decreased mass cost to 1800
-Decreased energy cost to 266666
-Decreased build time to 1400
-Increased shield health to 15000

*T1 Assault Bot: Mantis
-Increased turret yaw speed to 90

SERAPHIM

*T3 Submarine Hunter: Yathsou
-Decreased speed to 5 from 6

GENERAL

*T1 Anti-Air Turret
-Reduced mass and energy cost by 25%
-Reduced build time by 25%
-Reduced health to 800 from 1200

*T2 Artillery Installation
-Reduced mass and energy cost by 25%
-Reduced build time by 25%

*T2 Anti-Air Flak Artillery
-Reduced mass and energy cost by 30%
-Reduced health by 30%

*T1 Air Scout
-Reduced energy cost to 1300 from 1600
-Reduced build time to 17 from 20

*T1 Attack Bomber
-Increased build time

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Last edited by Legion Darrath on 21 May, 2011, edited 11 times in total.

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 PostPosted: 20 Dec, 2009 
 

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oh god, so it is 2500 for all units? :(

And why not leave transports like 3603 and just remove guettos?


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 PostPosted: 20 Dec, 2009 
 
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Did you fix the 800k nuke sub cost?


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 PostPosted: 20 Dec, 2009 
 
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X-Cubed wrote:
Did you fix the 800k nuke sub cost?


Did I say I did?

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 PostPosted: 20 Dec, 2009 
 
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Thank you so much for this!

Will make it much easier to host 3603 games.

Merry Christmas everyone! 8)


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 PostPosted: 20 Dec, 2009 
 
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http://forums.gaspowered.com/viewtopic.php?t=38887

there is the patch release notes for anyone who didnt actually get 3603 beta.

The only thing that remains as 3599 is the transports, ghettos were not the problem, the problem was the fact the t2 transports were so cheap they could be used to rival interceptors....

deathnuke is 2500 to everything.

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 PostPosted: 20 Dec, 2009 
 
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oh, and speaking of sub nukes, i think 800k is NOT a mistake, perhaps a little expensive, but still affordable. The mass cost is less than a nuke silo, and this energy cost accounts for the fact its a mobile nuke silo, with effective cruiser-like TMLs. LD wont be making balance changes as its not up to us to decide, the 3603 beta patch was tested and was found to be mostly fine, better than 3599 anyway. transports were the only sucky thing.

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 PostPosted: 20 Dec, 2009 
 
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It's unaffordable and utterly useless BUT STILL TOTALLY FINE EVERYBODY

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 PostPosted: 20 Dec, 2009 
 

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razsammy wrote:
deathnuke is 2500 to everything.


This is a very big problem, it makes the game a lot different.

Moritz


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 PostPosted: 20 Dec, 2009 
 
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Quick Question since this changes to the units all to 3603 Stats if I want to use the CBFP I should use the one for 3603 Correct?

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 PostPosted: 20 Dec, 2009 
 

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razsammy wrote:
http://forums.gaspowered.com/viewtopic.php?t=38887

there is the patch release notes for anyone who didnt actually get 3603 beta.

The only thing that remains as 3599 is the transports, ghettos were not the problem, the problem was the fact the t2 transports were so cheap they could be used to rival interceptors....

deathnuke is 2500 to everything.
Doesn't change the fact that interceptors are so cheap they rival tanks. :roll:


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 PostPosted: 21 Dec, 2009 
 
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Kenquinn wrote:
Quick Question since this changes to the units all to 3603 Stats if I want to use the CBFP I should use the one for 3603 Correct?


I don't think using the CBFP at all would be a good idea since depending on which mod is loaded first the other might not function as expected since both mods affect the same units.

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 PostPosted: 21 Dec, 2009 
 

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the CBF shouldn't be changing any balance details. as long as the 3603 Mod is loaded first, the CBF should still work perfectly.

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help wrote:
Does anyone know how to use air transports? I cant get them to pick up troops.


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 PostPosted: 21 Dec, 2009 
 

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Move that to FA general, few peoples come here, and we need this to be widely used.

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 PostPosted: 21 Dec, 2009 
 
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the sub nuke it not useless, it costs 65% of the mass of a Nuke silo, and about 3.5x more energy. the drain of -2400 to make it in the naval yard is not too expensive for a NUKE SUB, seeing as the missiles now only take 5 minutes to build. If it was a typo, and the cost should be 80k energy, thats 3x LESS energy than a silo... = OP.

I made a topic in FA general linking to this topic (because nobody comes here!!) and LD made remmy delete it ....

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 PostPosted: 21 Dec, 2009 
 
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LD, why don't you just include the CBF (not the balance, but fixes) in this fashion mod?

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Last edited by Merak on 21 Dec, 2009, edited 1 time in total.

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 PostPosted: 21 Dec, 2009 
 
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Merak wrote:
LD, why don't you just include the CBF in this fashion mod?


Because I was asked to make 3603 as a mod.
Correct me if I'm wrong but the CBFP does a lot more.

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 PostPosted: 21 Dec, 2009 
 
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But have no balance of 3603. If CBF works fine with this mod, then will be...ahh, fine.

I mean, all players will use it in gpg, with no bugs.

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 PostPosted: 21 Dec, 2009 
 
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the important big fixes are there, one i know for sure is fixed is the pausing mex still draining mass bug.

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 PostPosted: 22 Dec, 2009 
 

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Perhaps this mod brings me back to FA since month of abstinence.
Good work LD.

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 PostPosted: 22 Dec, 2009 
 
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Thank you, LD. It's great :D .

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 PostPosted: 24 Dec, 2009 
 
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I think we should get a moderator to add a link to this in the 3603 beta sticky in FA Discussion.

Or maybe LD doesnt want his server to get pillaged, in which case just add some text telling people to get it from the Vault.


Hrms, hopped onto GPGNet just to see, 11 games in custom but none are using this, sadface.

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http://forums.gaspowered.com/viewtopic.php?p=320240


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 PostPosted: 24 Dec, 2009 
 
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GPG approved?


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 PostPosted: 25 Dec, 2009 
 
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Ertwyu wrote:
GPG approved?

Yes, as in, I'm not getting sued >.>

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 PostPosted: 27 Dec, 2009 
 

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tried to play it using sorian AI no naval no nukes on a non-naval map

AI just sits there walking around starting point not building.

disabled your mod, worked like normal.


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