Updated 27 Sept 2007
Firebase V2.0
-New Models.
-Better drone behavior and types of attacks.
-Improved and expanded build patterns. (T1 thru T3)
Carrier Air force
-Uses the improved swarm drones.
Graviton
-Made some minor adjustments to the unit for balence.
SAM / TML Auto Re-targeting
-SAM’s and TMLs will now check for an “Overkill” situation on launch and select a new target.
-Should the target be destroyed before the missile impacts, a new target will be selected within the missiles radius.
Enjoy!!!
Updated 6 September 2007
-The Firebase is now compatable with Goom's Build pattern mod... Specificly you'll now no longer need to click 1000 times to build up your base!
See the tasty pic's below for details.
Note: Please keep in mind that the patterns I've made avalible so far are just basic ones (T1 stuff only) and that multi-leveled patterns will be made avalible shortly.
Updated 4 September 2007
-All units and Buildings now have "Custom" icons. (Well at least the units i have been working on)
-Revamped and added the Graviton to the Firebase pack. (This unit kicks ***!)
-The Multi-Role drone now can launch torpedos as well as use it's beam weapon.
-Added the projectile scripts from "After the War" as optional content. (Can be switched on and off seperatly from the other mods) I added this because I found the scripts extreamly useful. (Yes i am runing ATW at home so i included the basic scripts just incase folks who haven't down loaded the full version of that mod use with the Firebases as intended)
Updated as of 17 August 2007
Added or modified list
-Firebase will now refresh the UI after they have completed building. Hopefully this will resolve the issue of the build cue from another unit overlapping with the Firebases.
-Removed the artillery piece that was auto spawning from the Cybran Firebase.
-Repair bots can now be selected and assigned commands as required.
Updated as of 15 August 2007
Completed the "Gamecommon.lua" files required to make the Firebase mod compatable with the Mod-Vault.
-Firebases no longer build point defenses automaticly after upgrading from one tier to the next... but rather it's now done as a build cue similar to what the engineers are currently using. This build cue can be stopped, paused and assisted on the fly. Overall this gives you a huge amount of flexability and tailoring options for how you can build up your Firebase. The build cue can be built up by dragging and dropping what you want where you want it within the Firebases build area. This build area is the space defined by the blue circle around the Firebase. (An area of 10 around the Firebase, see pic below)
Note: Selecting the Firebase automaticaly shows its avalible build area, just as shown in the pic above.
As you can see this gives you a hell of alot of room to build up your defensive fortifications with guns, shields and what ever else you want. Yes, that means basicly every T1 thru T3 non-factory structure is avalible within reason and the Firebase will get and provide Adjacency bonuses for most strructures it's built along side.
Level 1-2, T1 Structures
Level 3-4, T1 & T2 Structures
Level 5-6, T1 thru T3 Structures
-Firebases are now
amphibious, thus greatly enhancing it's strategic value as an anti-naval platform. (Yes, you can build torpedo launchers from the Firebase

)
Updated as of 13 August 2007
-Swarm Drones now cost 50 mass / 1000 energy to rebuild and Firebases will check to see if you have the required mass / energy prior to auto-respawning the drones.
-Added a “Production Toggle” button to the Firebase to pause the replacement of the Swarm drones if the are dying at a rate that is adversely affecting your economy. Once the toggle is released all drones will respawn as normal and will the required cost deducted from your economy.
-Firebases can now pause their upgrades without having to re-start the upgrade process.
-Adjacency has been enabled for Mass Extractors T1 thru T3 and T1 power generators built alongside a firebase. (Size 4 structures only) This bonus increase as the firebases are upgraded… Maxes out with 20 per second for T3 Mass Extractors and 30 per second for T1 Power Generators.
-Updated swarm drone veterancy… You should see a marked improvement in your drones as they rack-up kills.
-Added a shielded Czar with 12 Swarm drones. (There was a request for this in GPG forums)
Updated as of 6 August 2007
Current Upgrade path
Stage 1: Form Fitting Shield (1k), Hit-points (2k), 1 Multi-Role Drone.
Stage 2: Sphere Shield (4k), Hit-points (4k), 1 Multi-Role Drone, 1 Anti-Air Drone.
Stage 3: Sphere Shield (7k), Hit-points (6k), 1 Multi-Role Drone, 1 Anti-Air Drone, 1 Gunship Drone, 2 Anti-Air Turrets (T2).
Stage 4: Sphere Shield (10k), Hit-points (8k), 2 Multi-Role Drones, 2 Anti-Air Drones, 2 Gunship Drones, 2 Anti-Air Turrets (T2), 2 Point Defense Turrets (T2).
Stage 5: Sphere Shield (15K) Hit-points (10K), 2 Multi-Role Drones, 2 Anti-Air Drones, 2 Gunship Drones, 2 Anti-Air Turrets (T2), 2 Point Defense Turrets (T2), Basic Radar, Tactical Missile Defense.
Stage 6: Sphere Shield (20K) Hit-points (12K), 3 Multi-Role Drones, 3 Anti-Air Drones, 3 Gunship Drones, 2 Anti-Air Guns (T2), 2 Point Defense Guns (T2), Basic Radar, Tactical Missile Defense, 1 Artillery Gun (T2), 1 Tactical Missile Launcher (With auto-fire enabled).
-Modified the drone GSR / GRR for better drone behavior. They should stay closer to the base now but may still run off if in pursuit of a target. (Much better then before, trust me)
-All drones now patrol a defined path near the Firebase rather then just guard the Firebase. These patrol points can be selected and moved but will reset once the drone using that path is killed. (Each drone has it’s own patrol path… Hold “shift” to see ands modify the patrol paths)
-Mobile Drone Carriers: Added drone fighters to the Aircraft Carriers for the Aeon and Cybran factions. Didn’t use the UEF carrier as it is submersible as this would cause allot of problems due to the layer changes. The carriers spawn drones just like the platforms do but the drones are set to guard the carrier not patrol.
-Slowed down the drone replacement speed… There is now a 3 second delay before they are replaced and there is a graphical “Teleport Effect” for when they are spawned. Drones are still generated at no cost but that may change in the next update. Still considering balance related issues as well as scripting the cost / spawn effects.
-Added Roman Numerals for the platform upgrades….Should be easier to read the platforms level.
-Added Repair drones... They patrol the area near your base and repair / reclaim / assist in upgrading as needed. (Repair units are un-selectable) Please note that the repair drones are given during the first platform upgrade and if they are destroyed during combat you’ll not be able to receive another one without totally rebuilding the platforms from scratch.
-Tactical Missile Launcher... has been modded from the one currently in game. (Dont worry the old one is still avalible while this mod is active) In a nutshell all I've done is enable Auto-Fire and tweak the targeting priorities a bit. This TML is only avalible when the Firebase upgrades to stage VI.
30 July 2007
With this mod all of the Airstaging platforms are now upgradeable to Air Staging Fire-Bases! The platforms can be upgraded in four steps with each step adding better drones (AI controlled), hitpoints, shields and gun emplacements.
Note: The AI controlled drones are replaced by the platforms as the drones are destroyed. Scout enhancement pack included within this mod.