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Should I do more reviews in the Future?
Poll ended at 01 May, 2007
Yes 51%  51%  [ 25 ]
Maybe do a few more reviews 12%  12%  [ 6 ]
No 14%  14%  [ 7 ]
This is so stupid that I'm not going to vote 22%  22%  [ 11 ]
Total votes : 49
Author Message
 PostPosted: 17 Apr, 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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The next mod is by the amazing Legion Darrath
Necro bot: Unit additions, strategy enhancement

Well I’m back whether you like it or not. Ok that’s kind of not true cause if no one likes me back then I’ll probably leave again.*Starts crying*
Today I’ll be reviewing Legion Darrath’s Necro bot mod. This mod adds a T3 Necro bot (bet you didn’t expect that.) for each faction and they look like their respective faction’s T3 engineers (LD not modelling. Who would have guessed.) So something that would add to the mod (but probably won’t happen) is custom models. The bots necro (BTW necro mean bring back to life) by reclaiming and it gives you back some recourses (and doesn’t take any). The nerco bot nercos most units fairly fast. The exceptions are experimentals which obviously take longer. They cost roughly the same as a T3 engineer but build faster. There are a few problems with the necros. If you get them to patrol they will only necro (reclaim) if you need more metal so it advisable to do it manually. Also if you que up the necro bot it doesn’t work very well. Out of ten wreckages you get 5-8 units unless you click on a wreckage, wait for it to be done and then click on another. The necro bot also gives the UEF and its enemies a rather bad exploit. The Novax. If you necro the wreckage of the satellite bit you get a virtually indestructible weapon.
Regardless this mod is going to make a lot of game funner by letting you play ping pong with experimentals (Destroy, necro, destroy, necro etc etc).
On a side note, you still can’t necro your ACU

8.5/10
Pros: Going to make some games more fun.
Cons: Few bugs that will probably be a bit hard to get out.
This mod was updated from the original.
For more info and the link to download this mod go here:
http://forums.gaspowered.com/viewtopic.php?t=27426


The next mod is made by Resin Smoker
Air staging firebases v1.81: Strategic enhancement
This mod gives the option for Air staging facilities to build base defenses after being upgraded. After being upgraded to certain levels the firebase (or air staging facility) gets a small about on drones and a shield. Once upgraded fully the firebase is able to build everything a good normal firebase should need, including anti nuke. For some reason the firebase won’t reclaim anything (or it just does it very slowly) which is very annoying when the firebase is building and then stops because there is a pebble where next structure is supposed to go. Apart from this the mod is very good and it is a nice addition that it air staging facility can be built on water. It is a good idea to get the engineer that made it to assist the facility as it upgrades because they can take awhile. The mod also has two separate mods (that can be turned on and off separately) which give drones to aircraft carriers and CZARs though the CZAR also get a good shield that makes it about as strong as a soul ripper (it might be a good idea to get that a bit better balanced). This mod is a good mod and I recommend that people try it.
8.5/10
Pros: Creative, T2 can make T3 (in a way)
Cons: CZAR shield a bit to strong, firebases won’t reclaim

This mod can be found at http://forums.gaspowered.com/viewtopic.php?t=16583

The next mod is by redattack34
Reds unit pack v2.0: Unit additions, strategy enhancement
This mod adds various units to each side. Most of the units and land based and vary in size. Some of the units this mod adds are useful like the T3 mobile AA, mobile cloak field generator for Cybran, T3 tanks, dogfights and heavy shield generator for aeon, but most other units aren’t very useful but some have very interesting attacks. I think this mod would be a lot better if there were more custom models.
7/10
Pros: Interesting ideas, new units
Cons: Old models, some aren’t need

This mod can be found at http://forums.gaspowered.com/viewtopic.php?t=12759


This mod is made by Lt Hawkeye
Hawkeye’s Unit addons: Strategy enhancement, Unit additions
Hawkeye’s unit addons adds some new navel and land units to the mix. Each faction gets a new battle type ship. The UEF get the “Bismark” Super battleship which shoots bullets that look like “Mavor” shells and has lasers that shoot both air and land units, its downfall is its lack of torpedoes but it does have a fair amount of hp and a shield. The Cybran have the “SeaDragon” Heavy battleship which has a laser cannon, a normal cannon and two rapid firing light laser turrets plus two torpedo launchers and a fair amount of hp. Its AA rarely damages aircraft for some reason. The Cybran also get a heavy destroyer that is fitted with lasers and can be built on land. The Aeon has the “Genesis” Hover cruiser which has two rapid firing oblivion cannons and a light AA gun. It has only 20000hp and a 5000hp shield so it’s not very strong compared to other navel units at its tier level though it is good on land. These navel units are very different to each other.
This mod also adds amphibious bots which are a nice change from the tanks and seem better. They are fairly well balance though the Cybran wins 1 on 1s due to is EMP gun but it does have the least amount of hp. The UEF get a nice laser bot which is a modification of the normal siege bot.
New turret for each faction add a bit of variety as Cybran get a EMP gun turret in T3, Aeon get a laser turret which can sweep and the UEF get a chain gun which can toggle between air and land units.
The last addition to the game this mod adds are the Lambda tower which “pushes” certain types of projectiles away but it uses a lot of energy to keep it running though the Aeon’s one uses less energy. It think it would be a bit better if the new units had new models though some have been slightly modified already.
8/10
Pros: Interesting and useful new units
Cons: Mostly old models

This mod can be found at http://forums.gaspowered.com/viewtopic.php?t=12405

The next mod is made by Exavier Macbeth
Exavier’s mod collection: Strategy enhancement, Unit addition
The latest Mod Collection from Exavier has a mod that halves T1-T3 mobile unit cost and an ACU upgrades mod as well as the normal CZAR buff, Unit additions and modification and omni reduction mods. Five new unit types have been added such as the multi-role fighter/bomber, fast attack frigate, two new types of CUs and some miscellaneous units. The multi-role planes are very good though maybe a bit too good for their price. I have found that they work best in groups and are well balanced. The fast attack frigates are really just different looking destroyers that are different and better in a way. They are perfect anti ship support for battle ships but they don’t have a very long range. The two new types of CUs are the Combat Command Unit and the Engineering Command Unit. The CCU is perfect for combat as it is pre-upgraded but it can’t build anything. The ECU is engineered for building but can still defend it self to an extent. The miscellaneous units include hovering artillery with wheels for Aeon, which can shoot three shots at a time, a light hovercraft for the UEF, which has radar jamming abilities, and a mobile EMP type zappy thing for Cybran. The ACU upgrades can be very interesting. Each upgrade has 1-4 extra upgrades after the first one and they take a minimum for 5min minutes and a maximum of 30min to complete so it is helpful to have helpers. Many upgrades are very good and once you’ve upgrades it to the max you could end up with an ACU with 100000hp, a Galactic Colossus type beam and can build a T3 shield faster then you can say “OMGWTF. That ACU is over powered”! The mod that cuts T1-T3 mobile unit cost in have kind of says ‘Spam fest time. Over all this is a good mod though it would be better if the new units had custom models.
8/10
Pros: New units, more ACU upgrades, CZAR buff
Cons: New units have old models, some upgrades take a bit too long.

This mod can be found at http://forums.gaspowered.com/viewtopic.php?t=3164

The next two mods are made by Goom

Range checker 1.1: Strategic enhancement
The range checker mod shows the weapons range of the units weapons if you press num0. IT show a range of weapons ranges if you press num1-9 (including ACU build range) which can be canceled by pressing num.(num-dot). It’s not entirely useful in the early stages of the game (except for ACU build range and T1/T2 PD range) but it can be quite handy in the later game due to the SMD and heavy artillery range.
8/10
Pros: Useful in later game, serves its use
Cons: Nothing special

The mod can be found here http://forums.gaspowered.com/viewtopic.php?t=14634

Build patterns 1.1: Strategic enhancement
The Build patterns mod add a variety of build patterns for your use. The mod has most of the basic build patterns that many people use, such as a T1 mass fab farm, land factory surrounded by PGens, T1 mex surrounded by mass storages and a very basic T2 firebase to name a few. This is not useable in multiplayer (In theory). The build patterns aren’t customizable in game but you can by playing around with some files.
8.5/10
Pros: Build patterns, slightly customizable
Cons: Aren’t customizable in-game, can’t be using in multiplayer

The mod can be found here http://forums.gaspowered.com/viewtopic.php?t=13719

The next mod is by Lt hawkeye
Hawkeye’s Experimentals: (Can be found in Hawk’s mudpack) Strategy Enhancement
Hawkeye’s experimentals mod adds mini experimentals that have had there weapons changed in one way or the other. It’s hard to decide if this mod is made for fun or for bringing strategy enhancing semi-experimentals to the game because it does both extremely well. Some of the mini experimentals are built in factories while others you have to build on the ground like normal. The mini experimentals work best in numbers and are often better then normal experimentals in one or two ways. This mod is good if you want some smaller experimentals or strategy enhancing semi-experimentals.
8.5/10
Pros: Fun and strategy enhancing units in the same mod
Cons: There aren’t really any.

The mod can be found here http://forums.gaspowered.com/viewtopic.php?t=12405


The next mod is made by Legion Darrath
Legion Darrath’s unit pack: Strategy Enhancement, Unit Additions
(This mod is made up of 3 parts)
T3 Scouts: Unit Addition, Strategy Enhancement
The T3 Scouts part of the unitpack adds T3 scouts to each faction. The added scouts are larger versions (don’t think the Cybran is) that also take more damage (except for Cybran, it still does not have a gun (it is still very good)). Each scout give has a special ability so each one has different uses. The Aeon T3 Scout can teleport so you can just teleport one in to an enemy’s base (Building about 50 of them and teleporting them in to an enemy’s base could be a good for taking out maybe one building.(not sure if it would work though). The Cybran Scout can sneak into a base and stay there as long as there is no omni around. The UEF one… I’m not so sure about. Its special ability is making more units come show up on the radar like the UEF ship has. It is probably best used being put in an attacking force so it looks larger than it is, as fodder and for radar support. If any of the scouts need to be tweaked it would be the UEF one. In many cases using one of these land scouts would be better than an air scout.
The More T4 part of this mod adds one new experimental unit to each faction. The Cybran’s unit (Phantom) is a larger loyalist that has been buffed up. Its main weapon has the range of a Fatboy’s cannon. This unit is good for sniping off units from long range. The Aeon’s unit (Salvation) is a larger Harbinger that takes 2000 per shot and has rapid fire. It is really just a GC that can’t crush any unit and without the tractor beam but can reclaim and repair. The UEF’s unit (Avalon) is a larger Broadsword that has been buffed up. It’s less useful then a Soul Ripper. This mod mainly adds a bit more variety to the experimental list.
The More PD part of this mod adds personalised PD for each faction. As in many mods and this one Aeon have teleport PD, UEF have ‘radar jamming’ PD and Cybran have stealth PD. The stealth PD uses 600 energy when on, in other words 4x the amount of energy used and has a slightly smaller area. The UEF one uses 300 energy which is infinity times more then the thunderhead which uses 0. The Aeon PD uses 50 energy to teleport and takes about 47seconds to charge. The Cybran PD seems the most useless as you should be able to build a stealth generator with uses less energy and has a slightly larger stealth radius. The Aeon one is very useful as if you get about 12 of them you can teleport them right next to the enemy ACU and destroy it but they don’t stay in formation so if you want the move the forward it requires a bit of micro.
7/10
Pros: Interesting additions, Good amount of variety
Cons: Some things aren’t really needed, some things need to be balanced

This mod can be found at http://forums.gaspowered.com/viewtopic.php?t=10822

The next mod is made by LardHavoc (Modified for patch 3251 by Legion Darrath)
Nanolathe Tower ver1.9: Unit Addition
The Nanolathe tower mad adds towers that will assist construction. They assist at about the speed of a SCU which is good. When turning the whole unit will turn. I was very rarely able to get a tower to assist a factory of any type.
7/10
Pros: Effective assisting
Cons: Rarely assists factories

This unit can be found at http://supcomsource.net/files/file.php?id=8324
The next mod is made by ToxicFrog
Navel Wreckage 1.1: Looks nice
The Navel Wreckage mod works very well as it makes navel battles and where navel battles were, a whole lot better. I’m tempted to give this mod a 9.5 or higher but two things stop me. One is that when the Monkeylord is destroyed it leaves no wreckage. The second is that hovering units do not leave wreckage but I’m ignoring that because it may be hard to change. Also wreckage some times the wreckage is hidden but this is rarely.
9/10
Pros: Navel wreckage!
Cons: No hover units or Monkeylord wreckage.

This mod can be found at http://forums.gaspowered.com/viewtopic.php?t=5729

The next mod is made by Exavier Macbeth
Unit Additions & Modifications v1.6 (found in Exavier mod collection): Strategy Enhancement, Unit Addition, Unit Modifier
The Unit Additions and Modifications mod v1.6 comes in the Exavier mod collection pack with an Omni reduction mod that also gives you T3 spy planes a small omni range (both are separately turned on). The mod adds 3 more T3 unit to each faction, a Tactical missile sub to each faction, a T3 shield for Cybran, shield/stealth cruisers, T3 transports to each faction, anti-teleport towers, cloaking field generators, carpet bombers and hunter submarines. T3 Cybran shields are nice but they are just T2 shields with upgrade 4. Personally I think it should only be upgrade 3 or 2 as it costs a lot. The Cybran get a cloak able rhino tank with stealth that has been buffed up, so they are very effective if the opponent doesn’t have Omni. The Aeon gets a teleporting bot which is useful as you can by-pass the defences and just destroy something vital. The UEF get a mobile anti-tact gun which is useful as it can destroy tact missiles when you moving a attacking force. T3 assault tanks are a nice change from bots and seem well balanced. The T3 or Mk2 sensor scouts are good as they are really just scouts with omni that have been buffed up, simple but good. The tact missile subs have been modified so they can shoot missiles without building but the missiles have reduced damage. The Aeon sub still seems worst off as it has less health, can hold only 3 missiles, has no torpedo ability and the missiles are slower as they go in a high ark. I still think something more should be done. The shield/stealth cruisers (Cybran gets stealth) are a nice addition to any fleet. The air staging pad and tact missiles have been taken out of the UEF and Cybran shield/stealth cruisers. The T3 hunter subs are good and well balanced but it seems that the Aeon one is the worst as its torpedos are easily destroyed by the UEF or Cybran sub. The UEF and Cybran sub’s torpedos sometimes miss there target. They seem to be fairly well balanced. The T3 transports don’t transport more units then the T2 transport but have a lot more health making them more useful in getting things in to battle. If loaded up with light attack bots they make excellent gun ships. T2 carpet bomber are nice and I’m sure that many people have wanted them, but they seem to drop bombs ahead of there target. This is should happen but the problem I have with it is that the bombs don’t hit the target. Cloaking field generators are a nice touch and the Cybran’s have the best one due to its range, is only T3 (UEF and Aeon are T4), costs less and uses 1000 less power. Some might say it’s unbalanced but Cybran need it and it suits them. The anti-teleport towers work well as long as you have enough power as they use up quite alot. Strategic missile subs now shoot tactical nukes that have a distance of a less then T3 artillery. There is still a bug that sometimes makes the T3 Cybran stealth cruiser shoot its missiles straight forward the when the launcher is on air mode. The CZAR buff mod which comes with it is good as is gives the CZAR a 5000hp shield and increases its movement. Both are much needed.
8.5/10
Pros: Adds useful units, lots more units
Cons: Few bugs, needs tweaking

This mod can be found at http://forums.gaspowered.com/viewtopic.php?t=3164



The next few mods are ones that Seiya made.
Having 3 or 4 of the next few units near the front line would be a good defence against experimental units.

Anubis Cybran T4 PD V2.1: Unit Addition
The Anubis is a larger Cerenus with Monkeylord Lasers. Each laser does a fair amount of damage and each Anubis has 3 lasers on it like the Cerenus. If used with the Abyss and Annihiator it is fairly evenly balenced.
8/10
Pros: Experimental killer
Cons: Has to charge, uses 2000 energy when all lasers are active.

Abyss Aeon T3 PD V2: Unit Addition
A larger Oblivion that shoots about 10 small Oblivion projectiles in a shot gun type fashion. If used with the Annihilator and the Anubis it is fairly evenly balenced.
8/10
Pros: Experimental killer, bunched up units
Cons: Has to charge, low hp

UEF Annihilator Heavy laser cannon V2: Unit Addition
The Annihilator is only good for slow moving units but it does do a nice amount of damage. If used with the Anubis and the Abyss it is kind of balenced, though it is the worst one of the three as it is really only good for killing experimentals unlike the other two.
7/10 Pros: Experimental killer
Cons: Slow turning speed, slow firing speed.

Hades T3 Gunship for Cybran and Aeon: Unit Addition, Strategy Enhancement
The Hades has lasers like the Anubis but shoots 4 lasers instead of three. It looks like the Aeon T2 gunship and has the same amount of HP. It has a small amount of fuel. It seems that it has been made to give the other factions a T3 Gunship. Its damage is far superior to the UEF T3 gunship but has only 150 hp and not much fuel to balence it.
7/10
Pros: Powerful, experimental killer
Cons: Easily killed, small amount of fuel.

These units and some other and cool/powerful units can be found at http://forums.gaspowered.com/viewtopic.php?t=4415
(The three PDs should be downloaded together so it is more balanced.)

The next mod was made by ()((()
()((()’s Interface mod V0.3: UI Changes
This mod makes the UI look a lot nice and in the build menu it show what the unit/building will look like in Strategic Zoom. It also looks a lot smoother and has everything well spaced out.
9/10
Pros: Looks nice, everything clearly seen.
Cons: Might take a while to get used to, might not be for every one.

This mod can be found at http://forums.gaspowered.com/viewtopic.php?t=3293

The next mod was made by Devils Hitman
Underwater Structures v1.0: Strategy Enhancement, Unit modifier
The underwater structures mod is a fairly simple looking mod that lets you build Energy storages, Mass storages, T1 Mass Fabs and Walls under water. This mod does not add any extra icons to the build menu as it is the same way you build an AA turret on water. The mod does not make any Power generating units work in/on water sadly. It has a few bugs (or features that aren’t listed) such as the animations of then T1 mass fabs don’t work any more, the adjutancy bonus for the Mass fabs, Energy storage or Mass storage don’t work any more and the Mass fabs only use power if turned on then off again.
It is useful though that if you get pushed of the land and into the water as long as you have an ACU or SCU with RAS you can rebuild and fight back. The underwater walls are a nice touch that isn’t really useful but can help stop underwater land units for a while. Hopefully sometime soon there will be Power generators and T3 Mass fabs added to the mod.
6.5/10
Pros: Underwater structures, no land doesn’t equal no recourses
Cons: No power generators, needs to be tweaked and fixed

This mod can be found at http://forums.gaspowered.com/viewtopic.php?t=3757

The next mod was made by redattack34
T2 dog fighters: Unit Additions, Strategy Enhancement
The T2 dog fighters mod adds 2 (soon maybe 3) interceptor like aircraft in to the game. The first thing I realized when I built an air factory at the start of the game is that you could build them from a T1 aircraft factory and for UEF there were 2 icons for there dog fighter. I’m not sure if that is supposed to be possible. The 2 dogfighters in the added in to the game are for the UEF (Hawk) and the Cybran (Cutter) both are enlarged interceptors with changed stats. They are fairly evenly balanced even though the UEF one is slightly more powerful then the Cybran one. They are a nice change from air superiority fighters but for some reason they cost more mass then the air superior fighters. This is a good mod to download as but you might want to wait till an Aeon one comes out.
8/10 now 8.5/10 when a Aeon one is added
Pros: Fills in the gap between T1 and T3 AA aircraft, nice little addition
Cons: No Aeon one at the moment, needs a bit of tweaking

This mod can be found at http://forums.gaspowered.com/viewtopic.php?t=7560

This mod can be found at http://forums.gaspowered.com/viewtopic.php?t=6399

The next mod is made by Dahak
Siege Shields: Strategy Enhancement, Unit Additions
This mod adds a ‘Siege Shield’ to each faction. The shields take a while to build but once done you have a just about indestructible shield (100000hp) that can cover the main island in fin’s revenge (or what ever it’s called) but uses up a heap of energy (15000). There isn’t really much else to say about it. It's good on large maps and wold work well with islands on bigger maps.
8/10
Pros: Big, Strong
Cons: Bit to big? bit to strong?

This mod can be found at http://forums.gaspowered.com/viewtopic.php?t=5266

The next mod is made by Saya, Cleopatre and associates
SCA UI mod v2.0: UI changer/modifier
This UI mod has a lot of information on the page you get it from. This mod starts off by getting you to choose one of three base configurations (which you can go back to when ever you need) and shows you some other information. One of the main features of this mod is that you can move windows around and resize them until you find what is right for you. You can then save it in one of the two save spots (user1 and user2). There is also a general options menu that lets you choose to hide things and has a few more options. There is a camera options menu that is a bit like the general options menu and lets you adjust pitch options and other camera options. Another feature that people might get this mod for is key mapping. This mod is quite a good UI mod but it can get a bit hard to use so it is good that there are pre made versions. For some reason some of the buttons weren’t where they were supposed to be. I think a good next step is to add custom colours.
8.5/10
Pros: Custom made UI, good selection of options
Cons: Bit fiddly

This mod can be found at http://forums.gaspowered.com/viewtopic.php?t=59

The next mod is made Neruz
Quantum Gate teleporter v1.1: Unit Modifier
This mod has quite a bit of good information on its page and it tells you how to use it there as well so I won’t repeat it (maybe). The name pretty much says what the mod does. The teleporting bit uses a lot of energy and takes a while so you might want to have a few gates from where you are sending them from. Something that I found disappointing is that it can’t teleport experimental units though it does make sense as they are often bigger then the gate. I’m not totally sure but it seemed that the fire the black sun (solar bean) button was an option for the gates
8/10
Pros: Teleporting, great on big maps
Cons: Use a lot of energy, slowish

This mod can be found at http://forums.gaspowered.com/viewtopic.php?t=8495

The Next mod is made by Valaron
T3 Mass/Energy Storage: Unit addition
The T3 storage mod gives you a T3 storage that is 4x the size of a T1 storage. With adjutancy bonuses 1 T3 storage = 3 T1 storages and can increase output to 66% and even up to 150% compared to 50% with normal storages. The T3 storages are good and useful as they hold 10x the amount of mass/energy then a T1 storage.
6/10
Pros: Better adjentancy bonus, lots of storage
Cons: Take long to build, aren’t really needed

This mod can be found at http://forums.gaspowered.com/viewtopic.php?t=2440

The next mod is made by Bonomel
Airborne Engineers v1.0: Unit Addition
The air engineers mod adds a T2 and T3 air engineer to each faction. The air engineers take 25% longer to build things then the normal engineers. They also can’t capture which makes sense but is a bit annoying if you get one to build a MEX somewhere but there is already a MEX there. Air engineers are great for assisting things as you can have lots of them and they don’t clutter up the ground. If you get an air engineer to assist another air engineer the assisting one will circle the other one when the other one is building. This mod isn’t perfect but it should make the people who want air engineers happy.
8.5/10
Pros: Flying engineers, good for assisting
Cons: Not perfect, the engineers move strangely sometimes

This mod can be found at http://forums.gaspowered.com/viewtopic.php?t=5032

The next mod is made by DeadMG
Mech Marine Mania: Game play change/addition
This mod makes factories spawn units (the higher the tier the longer it takes) and uses a map that has no mass deposits. This creates very interesting game play. When you get into a game you really have nothing else to do but start forming a small army of T1 bots as you commander can’t build anything, you have not recourses (the commander does not produce any) and “you can’t build anything”. When you destroy something you get mass and energy. With the recourses you can upgrade the commander. Aeon isn’t a great choice due to there slow firing, high damage weapons with slow projectiles. Also with the version I have it has some bugs such as:
*You can build engineers and other things from factories (they are hidden in the T1 and T2 factories but not the T3)
*Upgrade you commander with a building suite thing allowing him to build T2 and some T1 things (T3 things if you upgrade it that much)
This may because of the version I have. Apart from that this mod is perfect for multiplayer games.
6/10
Pros: Good multiplayer, interesting style
Cons: Buggy, only one map

This mod can be found at http://forums.gaspowered.com/viewtopic.php?t=9663

The next mod is made by Legion Darrath
AA ACU v1: Unit modifier
The Anti Air ACU mod is supposed to make ACUs target Air Units. I couldn’t get the Aeon ACU to fire at any air unit in any condition. The UEF and Cybran ACU would target air units but unless they were gunships or aircraft landing they would not shoot. When shooting air units the ACU just uses the normal weapon. Giving the ACU AA abilities is good but the one in this mod isn’t perfect yet.
Now: 7/10 When the Aeon one works: 8.5/10
Pros: ACU more defended against gunships
Cons: Doesn’t really work against bombers, Aeon ACU doesn’t work

This mod can be found at http://forums.gaspowered.com/viewtopic.php?t=6856

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Last edited by theman on 28 Jun, 2008, edited 40 times in total.

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 PostPosted: 17 Apr, 2007 
 
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Um...If you're going to review them, you should go into things like balance and fairness more than just if they're good at killing stuff.

And yes, I voted for the 'I'm not going to vote' option, because it's 'ich spreche nicht deutsche' level irony.

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 PostPosted: 17 Apr, 2007 
 
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Hrimfaxi wrote:
And yes, I voted for the 'I'm not going to vote' option, because it's 'ich spreche nicht deutsche' level irony.


Thats the only reason its their.

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 PostPosted: 17 Apr, 2007 
 

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Sure, but mods without a readme file should always fail!


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 PostPosted: 17 Apr, 2007 
 

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Yea, it would be nice to have the mods reviewed, but as was already said, it seems you are not calling review what I think a review is. For example, when you say bad: something, something, etc, you are not calling the mod bad, but the weapon operation? or are you? I mean... I would not call a giant laser using lots of energy a bad thing, so I am sorta confused by your review.

What I, and many others are interested in, are addons that make the game more interesting without loss of balance. For example, mods that add more options to gameplay, or enhance gameplay (having tech 1 and tech 2 units not becoming obsolete?), not super mega ultra units that make the others pointless... Other people may want those units, for fun, as something to reach and own everything, and may not want addition to tech1 or whatnot, and that's cool.

I would want a review that addresses these issues :)


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 PostPosted: 17 Apr, 2007 
 

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I think he ment it as more of a pros and cons thing.


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 PostPosted: 17 Apr, 2007 
 
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RMSe17 wrote:
Yea, it would be nice to have the mods reviewed, but as was already said, it seems you are not calling review what I think a review is. For example, when you say bad: something, something, etc, you are not calling the mod bad, but the weapon operation? or are you? I mean... I would not call a giant laser using lots of energy a bad thing, so I am sorta confused by your review.

What I, and many others are interested in, are addons that make the game more interesting without loss of balance. For example, mods that add more options to gameplay, or enhance gameplay (having tech 1 and tech 2 units not becoming obsolete?), not super mega ultra units that make the others pointless... Other people may want those units, for fun, as something to reach and own everything, and may not want addition to tech1 or whatnot, and that's cool.

I would want a review that addresses these issues :)


what he said :p

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RMSe17 wrote:
Yea, it would be nice to have the mods reviewed, but as was already said, it seems you are not calling review what I think a review is. For example, when you say bad: something, something, etc, you are not calling the mod bad, but the weapon operation? or are you? I mean... I would not call a giant laser using lots of energy a bad thing, so I am sorta confused by your review.

What I, and many others are interested in, are addons that make the game more interesting without loss of balance. For example, mods that add more options to gameplay, or enhance gameplay (having tech 1 and tech 2 units not becoming obsolete?), not super mega ultra units that make the others pointless... Other people may want those units, for fun, as something to reach and own everything, and may not want addition to tech1 or whatnot, and that's cool.

I would want a review that addresses these issues :)


When I said "Good" I went "What is good about this unit/mod" and when i said "Bad" I went "What is bad about this unit/mod". Also now that i know what people want to know about in a mod I will start looking for those types of mods.

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 PostPosted: 17 Apr, 2007 
 

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theman wrote:

When I said "Good" I went "What is good about this unit/mod" and when i said "Bad" I went "What is bad about this unit/mod". Also now that i know what people want to know about in a mod I will start looking for those types of mods.


Ok, I see what you mean. Thanks for taking the initiative and doing the reviews!


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Well, needless to say, I am biased here, but I want more reviews of my units. I want to know what people think so I know what to do with them. Note, the hades is actually overpowered and I am not happy with the Oblivion or Annihilator. Infact, the only unit that I have made that I am 100% happy with is the Anubis. About the only thing it needs is an economy balance. So my, say, keep them coming.

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 PostPosted: 17 Apr, 2007 
 
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seiya wrote:
Well, needless to say, I am biased here, but I want more reviews of my units. I want to know what people think so I know what to do with them. Note, the hades is actually overpowered and I am not happy with the Oblivion or Annihilator. Infact, the only unit that I have made that I am 100% happy with is the Anubis. About the only thing it needs is an economy balance. So my, say, keep them coming.


I agree i'd like my stuff reviewed too. Granted thats quite a bit (if you include the beta). Problem is I don't want a simple rundown of what the units do as thats in the thread already :P


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Exavier Macbeth wrote:
Problem is I don't want a simple rundown of what the units do as thats in the thread already :P

I only did simple reviews for the first few as I wasn't sure what people wanted and as I wasn't sure if people liked the idea.

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Yeah, I like the idea, assuming more detailed reviews are provided in the future and not descriptions of what the units do and how well they do it.

That said, I wouldn't mind if you took a look at my work (link in sig).


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Id would love to see more peoples mods reviewed, include mine, but again, as stated before a rundown of unit functionality isn’t what is necessary considering that is already available. I say that you split the mods into three major categories: Strategy Enhancement, AI Modifiers, Units.

Strategy Enhancement: This section would be like a 1.0-10.0 scale, and you would basically review whether or not the mod in question added new and interesting strategic elements to the game.

AI Modifiers: This section would be, again a 1.0-10.0 scale, but here you would analyze the changes made to the AI, making them more creative, or fun to play against, or more of a challenge.

Unit Additions: This section would be, again a 1.0-10.0 scale, and I don’t know, I came up with all three as I was reading, but I guess this could be like, any new strategies available from the addition of new units, their originality, enjoyability, and balance.

Anyways that’s what ive got to say, and nothing is to keep you from combining the any two elements, like a Unit/Strategy review combo platter for example 

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Thanks for the idea MercilessShadow I might start playing around with that in the reviews but there’s two groups you missed. UI changes and Unit modifiers.

Any way, I have decided to review 2 more mods and so here they are.

The first one is made by Devils Hitman
Underwater Structures v1.0: Strategy Enhancement, Unit modifier
The underwater structures mod is a fairly simple looking mod that lets you build Energy storages, Mass storages, T1 Mass Fabs and Walls under water. This mod does not add any extra icons to the build menu as it is the same way you build an AA turret on water. The mod does not make any Power generating units work in/on water sadly. It has a few bugs (or features that aren’t listed) such as the animations of then T1 mass fabs don’t work any more, the adjutancy bonus for the Mass fabs, Energy storage or Mass storage don’t work any more and the Mass fabs only use power if turned on then off again.
It is useful though that if you get pushed of the land and into the water as long as you have an ACU or SCU with RAS you can rebuild and fight back. The underwater walls are a nice touch that isn’t really useful but can help stop underwater land units for a while. Hopefully sometime soon there will be Power generators and T3 Mass fabs added to the mod.
6.5/10
Pros: Underwater structures, no land doesn’t equal no recourses
Cons: No power generators, needs to be tweaked and fixed

This mod can be found at http://forums.gaspowered.com/viewtopic.php?t=3757

The other mod I have looked at is one done by redattack34
T2 dog fighters: Unit Additions, Strategy Enhancement
The T2 dog fighters mod adds 2 (soon maybe 3) interceptor like aircraft in to the game. The first thing I realized when I built an air factory at the start of the game is that you could build them from a T1 aircraft factory and for UEF there were 2 icons for there dog fighter. I’m not sure if that is supposed to be possible. The 2 dogfighters in the added in to the game are for the UEF (Hawk) and the Cybran (Cutter) both are enlarged interceptors with changed stats. They are fairly evenly balanced even though the UEF one is slightly more powerful then the Cybran one. They are a nice change from air superiority fighters but for some reason they cost more mass then the air superior fighters. This is a good mod to download as but you might want to wait till an Aeon one comes out.
8/10 now 8.5/10 when a Aeon one is added
Pros: Fills in the gap between T1 and T3 AA aircraft, nice little addition
Cons: No Aeon one at the moment, needs a bit of tweaking

This mod can be found at http://forums.gaspowered.com/viewtopic.php?t=7560

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Last edited by theman on 11 May, 2007, edited 3 times in total.

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 PostPosted: 18 Apr, 2007 
 

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Those are very good reviews. Thanks a ton and keep up the good work.

You may want to simply update your first post whenever you have new reviews so people dont have to scroll all over your thread later on to read them.

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tpapp wrote:
Those are very good reviews. Thanks a ton and keep up the good work.

You may want to simply update your first post whenever you have new reviews so people dont have to scroll all over your thread later on to read them.


Thank you and I might just do that.

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 PostPosted: 18 Apr, 2007 
 
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I hope you do my mods to, so I know what other's think of it.

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 PostPosted: 18 Apr, 2007 
 

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Quote:
The other mod I have looked at is one done by redattack34
T2 dog fighters: Unit Additions, Strategy Enhancement
The T2 dog fighters mod adds 2 (soon maybe 3) interceptor like aircraft in to the game. The first thing I realized when I built an air factory at the start of the game is that you could build them from a T1 aircraft factory and for UEF there were 2 icons for there dog fighter. I’m not sure if that is supposed to be possible. The 2 dogfighters in the added in to the game are for the UEF (Hawk) and the Cybran (Cutter) both are enlarged interceptors with changed stats. They are fairly evenly balanced even though the UEF one is slightly more powerful then the Cybran one. They are a nice change from air superiority fighters but for some reason they cost more mass then the air superior fighters. This is a good mod to download as but you might want to wait till an Aeon one comes out.
8/10 now 8.5/10 when a Aeon one is added
Pros: Fills in the gap between T1 and T3 AA aircraft, nice little addition
Cons: No Aeon one at the moment, needs a bit of tweaking


I'm pretty sure you can't build them from a T1 factory. I'll check that when I get home, but it could have something to do with Hawk and Cutter both use the same icon as the original interceptors.

I don't think they cost more than air superiority fighters , but I'll check that out as well.
EDIT: OK, yeah, they were more expensive. I'm blaming it on a typo.

Yeah, for some reason, they were buildable by a T1 factory. That too has been fixed.


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 PostPosted: 18 Apr, 2007 
 
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These are not so much reviews as they are somewhat expounded unit summaries that you'd get in an above average readme.txt file.

If used in the latter role, your write-ups are quite useful. I have felt that the descriptive text that the creators of these units have written is curiously abbreviated.


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 PostPosted: 18 Apr, 2007 
 
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seiya wrote:
Well, needless to say, I am biased here, but I want more reviews of my units. I want to know what people think so I know what to do with them. Note, the hades is actually overpowered and I am not happy with the Oblivion or Annihilator. Infact, the only unit that I have made that I am 100% happy with is the Anubis. About the only thing it needs is an economy balance. So my, say, keep them coming.


I actually find the Anubis to be THE most powerfull one of those 3 Tier 3-4 turrets that you made. Even thou it can have a massive explosion on death it's still able to hold off 2-3 Experimental without any big problems.

Didn't play around with the UEF turret but the Aeons seems fine imo doesn't take down a Experimental as quick as the Cybran one.

Also this thread is good for those who are looking for mods, because most mod makers rarely put in a Readme file in it, maybe it will be a standard later on but for now most people tend to skip it.


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 PostPosted: 19 Apr, 2007 
 
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Added another mod.
Last one for a few days.

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 PostPosted: 20 Apr, 2007 
 
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Cool reviews, thanks for doing this

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 PostPosted: 20 Apr, 2007 
 
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Thanks for the positive review :D
Just so you know: the Cybran scout is just slightly larger, because it looked like crap if it was any bigger.

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 PostPosted: 23 Apr, 2007 
 
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Part of Exacier's mod collection reviewed. Did have a look at the omni planes and reduce omni sensor mod but didn't review them because
a: they are small mods
b: there title sums it up

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