Strategic Teleporters is an adaptation of the idea behind the
Quantum Gate Teleporters mod by
Moolio which includes various changes and enhancements and generally takes the mod in a different direction. Moolio has graciously consented to my working on this mod, the idea and original code of which depended heavily upon his own work. Thanks!
Strategic Teleporters v0.1 -
Preview/feedback releaseOverviewThe motivation for this mod came largely due to the fact that many of the games I play (usually with 2-3 others) on any maps bigger than 20K end up turning into nuke-fests and experimental stampedes. This is largely because getting a conventional army near the other person's base either takes being super sneaky (and them doing a bad job with intel) or it takes FOREVER while they slowly make their way across the map. I had often wished for a faster way to move units around when I came across Moolio's mod and realized I had the workings of an answer.
The basic idea behind this mod is to add another strategic-type weapon to SupCom which makes traditional land-based units more useful, most especially when playing on large (40+ km) maps. While ferrying works, even it is slow when trying to move units across the largest 80km maps, and it would be nice if there were a way, in exchange for significant economic assets, to move units around faster.
This mod enables the Quantum Gateway for each faction to teleport units around it to an allied gateway anywhere on the map. Since this is a strategic event, there is a relatively high cost involved as well as some risk.
DetailsTeleportation takes place between two allied gateways. The initiating gateway's rally point determines which gate will act as the receiving gateway. Any and all units can be teleported. This includes experimentals such as the UEF satellite and the Czar.
Teleporting a single unit costs an amount of Energy based on its tech level. Moving Tech 1 units is cheaper than Tech 2 and so on. The current energy costs are as follows:
- Base cost for initiating a teleport = 1000 energy
- T1 = 50 energy per second per unit
- T2 = 75 energy per second per unit
- T3 = 150 energy per second per unit
- T4 = 2500 energy per second per unit
- ACU/SCU = 8000 energy per second per unit
The motivation behind these values is to try and make the costs of moving a large "army" of units approximate the cost of a nuke (the idea being that both are strategic weapons). An army of T1 is about 150 units, T2 is 100, T3 is 50, T4 is 2. Commanders cost significantly more because they already have a teleporter upgrade and this mod shouldn't allow excessively cheap commander teleportation.
Teleporting units has a "charge up" time. This value is currently 30 seconds. The charge-up time serves two purposes:
- Allow time for resources to be collected.
- Allow time for an enemy to respond to a teleportation.
The first is pretty obvious, but the second is more interesting. With such a powerful unit, I wanted to put some downsides into the equation so people have to consider the cost/benefit of using the teleporter. I thought about damaging each unit teleported by some percentage of their max health, but didn't actually implement it (I still like the idea, though). What I ended up doing is this:
If either the sending or receiving gateway is destroyed while a teleport is in progress, BOTH gateways are destroyed AND all the units in-transit are destroyed as well. This gives your enemy an additional option to dealing with people using teleporters: Instead of destroying the gateway outright, they can wait until their enemy starts using it and THEN destroy it. This has the potential to deal MUCH more damage than just losing a single building.
Finally, I added various visual effects to units being teleported, the gateway charging time, the teleport event, and the active-gateway-destroyed event.
NotesSome important things to be aware of:
- Only units within the gateway radius when the teleport is initiated are transported.
- Units are made immobile when transport begins.
- There is no way to stop a teleport in progress (except CTRL+K'ing the gateway).
CompatibilityThis mod is almost certainly incompatible with anything that modifies the Quantum Gateway unit. Other than that, I'm not sure, but if you find something, let me know!
PictureI notice people like pictures of mods, so here's (a lame) one


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That's about it. I'm pretty new to the whole modding thing, so hopefully I haven't done anything too dumb, but I'd love to hear any thoughts or ideas, or about any bugs or problems anyone finds. Thanks again to Moolio for his help and allowing me to continue work on this mod.