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What do you think about this mod? (Assuming you've tried it)
It's fantastic and I can't wait to see more! 79%  79%  [ 30 ]
It's fun and i have a few ideas that can help. (please post comments) 3%  3%  [ 1 ]
Looks cool but overall I'm indiferent. 11%  11%  [ 4 ]
Would be better if this or that were corrected. (please post comments) 0%  0%  [ 0 ]
Needs major work... (WTF you call that modding?) 0%  0%  [ 0 ]
Sorry dude i was just brousing the threads. (Wheres the back button when you need it?) 8%  8%  [ 3 ]
Total votes : 38
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 PostPosted: 30 Jul, 2007 
 
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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!!! :D

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.

Image Image Image Image

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

Image Image Image Image

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)

Image

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 8) )


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.

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Blackhole http://www.youtube.com/watch?v=B3aDT0Ft_Yg
WOFhttp://www.youtube.com/watch?v=FVqMqz8PgEc
FOD http://www.youtube.com/watch?v=be9cu9UHv-U
TML http://www.youtube.com/watch?v=1Apk08LAtxc


Last edited by Resin_Smoker on 26 Sep, 2007, edited 28 times in total.

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 PostPosted: 30 Jul, 2007 
 
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One suggestion I have, change the level marks to Roman Numerals. Instead of IIII do IV. Much easier to see, especially at quick glances.


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 PostPosted: 30 Jul, 2007 
 
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oh i think i'll like this

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 PostPosted: 30 Jul, 2007 
 
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kashik wrote:
One suggestion I have, change the level marks to Roman Numerals. Instead of IIII do IV. Much easier to see, especially at quick glances.



I can try it out later and see how it works.

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Blackhole http://www.youtube.com/watch?v=B3aDT0Ft_Yg
WOFhttp://www.youtube.com/watch?v=FVqMqz8PgEc
FOD http://www.youtube.com/watch?v=be9cu9UHv-U
TML http://www.youtube.com/watch?v=1Apk08LAtxc


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 PostPosted: 30 Jul, 2007 
 
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Mmmmmmmmmmmm. Do you think two point and two AA is really an effective enough defense, for all the power you're upgrading into other areas? Perhaps the drones can make up for the lack of direct firepower, but . . . it just seems odd to me.

Lastly, you said you can upgrade platforms for each type of drone . . . . . . only one at a time? Or can you upgrade for a mix?

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 PostPosted: 30 Jul, 2007 
 
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See below for my notes about updates...

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Blackhole http://www.youtube.com/watch?v=B3aDT0Ft_Yg
WOFhttp://www.youtube.com/watch?v=FVqMqz8PgEc
FOD http://www.youtube.com/watch?v=be9cu9UHv-U
TML http://www.youtube.com/watch?v=1Apk08LAtxc


Last edited by Resin_Smoker on 03 Aug, 2007, edited 5 times in total.

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 PostPosted: 31 Jul, 2007 
 
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Me likey. Me very much likey.
e-Cookies to you!

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TY for the sig CUI-Krusty_The_Klown.


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 PostPosted: 31 Jul, 2007 
 
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Can i get Chocolate E-Cookies?

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Blackhole http://www.youtube.com/watch?v=B3aDT0Ft_Yg
WOFhttp://www.youtube.com/watch?v=FVqMqz8PgEc
FOD http://www.youtube.com/watch?v=be9cu9UHv-U
TML http://www.youtube.com/watch?v=1Apk08LAtxc


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 PostPosted: 01 Aug, 2007 
 

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Small question.

Quote:
Tactical Missle Laucher (With auto-fire mod).


Will auto-fire apply to other T2 Tactical Missile lunchers as well?

If so if 2 or more TML build close will target randomly or same unit? Becouse so far only avaible auto-fire mod for TML`s was targeting at same unit. (Tested with 2 TML close and increased range. They were targeting same unit).

If you dont know it yet then only check it when it will we avaible. :)


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 PostPosted: 02 Aug, 2007 
 
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Merkabah wrote:
Small question.

Quote:
Tactical Missle Laucher (With auto-fire mod).


Will auto-fire apply to other T2 Tactical Missile lunchers as well?

If so if 2 or more TML build close will target randomly or same unit? Becouse so far only avaible auto-fire mod for TML`s was targeting at same unit. (Tested with 2 TML close and increased range. They were targeting same unit).

If you dont know it yet then only check it when it will we avaible. :)


This will be the Tactical Laucher not the Nuke Launcher.... As for the targeting issues I was not aware of this, however the fire base will have only one TML.

BTW: The only reason I can think of that two TML's attack the same target is that they share the same Targeting priorities and being that they are in proximity of each other.... when a target comes into range for one TML it's in range for the other as well.... So naturally they will both respond to the same target at ruffly the same time. This isn't so much an error as it is the nature of the game itself. (PD weapons if near each other should do the same thing)

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Blackhole http://www.youtube.com/watch?v=B3aDT0Ft_Yg
WOFhttp://www.youtube.com/watch?v=FVqMqz8PgEc
FOD http://www.youtube.com/watch?v=be9cu9UHv-U
TML http://www.youtube.com/watch?v=1Apk08LAtxc


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 PostPosted: 02 Aug, 2007 
 
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Resin_Smoker wrote:
BTW: The only reason I can think of that two TML's attack the same target is that they share the same Targeting priorities and being that they are in proximity of each other.... when a target comes into range for one TML it's in range for the other as well.... So naturally they will both respond to the same target at ruffly the same time. This isn't so much an error as it is the nature of the game itself. (PD weapons if near each other should do the same thing)


It's exactly what happens. Many people in the threads for that mod kept calling it a bug apparently, but it's normal behavior. It's also one reason I believe auto-firing TMD is harder than people thinks(or should be). I think TMD is so overkill it needs to be scripted so that they don't fire at a unit that's already got a missile inbound - two or three missiles for naval, no limit for experimentals.

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 PostPosted: 02 Aug, 2007 
 
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Resin_Smoker
Can you make drones not free and limit them range? (Now then can fly out to other end of the map)
For example 1 drone cost 100 mass and 2000 energy.

And can you add your drones to aicraft carriers? (And one multi-role drone to cybran T2 cruiser "Siren") Or create new "drone carrier".

PS Thx you for this mod. Good idea, not bad realization (for this time).


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 PostPosted: 02 Aug, 2007 
 
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It's a fun mod now, I agree with others that say the drones attack too far out though. Can't wait to see the mobile version :D.


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 PostPosted: 02 Aug, 2007 
 
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I love this mod, especially when I combined it with toxicfrog's campaign mod enabler! Made UEF mission 4 a lot of fun when about 6 fully upgraded bases just kept sending hundreds of drones to bomb the enemy base! The drones didn't really destroy that much, but took care of the frontal defense line and distracted the enemy forces enough for me send a couple dozen gunships at their ACU!

my only 2 wishes for this mod would be:
-more upgrades (which you are apparently already doing).
-A way to command the drones from the staging facility, for example, if you set the facility to attack a place, the drones would go to that area, then attack the target, and come back.

THANK YOU!

P.S:
conKORD wrote:
Resin_Smoker
Can you make drones not free and limit them range? (Now then can fly out to other end of the map)
For example 1 drone cost 100 mass and 2000 energy.


I say keep it the way it is, because the drones die fast and are not supreme killers. Besides, they are meant partly for attacking purposes.

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 PostPosted: 03 Aug, 2007 
 
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Lurkily wrote:
Resin_Smoker wrote:
BTW: The only reason I can think of that two TML's attack the same target is that they share the same Targeting priorities and being that they are in proximity of each other.... when a target comes into range for one TML it's in range for the other as well.... So naturally they will both respond to the same target at ruffly the same time. This isn't so much an error as it is the nature of the game itself. (PD weapons if near each other should do the same thing)


It's exactly what happens. Many people in the threads for that mod kept calling it a bug apparently, but it's normal behavior. It's also one reason I believe auto-firing TMD is harder than people thinks(or should be). I think TMD is so overkill it needs to be scripted so that they don't fire at a unit that's already got a missile inbound - two or three missiles for naval, no limit for experimentals.



I tend to think the TML should have it's targeting priorities altered so that it shoots at T3 unit and experimental units only.... All to often the TML shoots at the first bit of cannon fodder it sees.

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Blackhole http://www.youtube.com/watch?v=B3aDT0Ft_Yg
WOFhttp://www.youtube.com/watch?v=FVqMqz8PgEc
FOD http://www.youtube.com/watch?v=be9cu9UHv-U
TML http://www.youtube.com/watch?v=1Apk08LAtxc


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 PostPosted: 03 Aug, 2007 
 
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Goom wrote:
It's a fun mod now, I agree with others that say the drones attack too far out though. Can't wait to see the mobile version :D.



A mobel version for Aircraft Carriers can be easily done... I can focus on that aspet this weekend if you desire that more the further upgrades to the platforms.

As for the Drone range... This tends to be an real issue ATM because it's either too think or too thin. (Either they go all over the map or they get "Stuck" and don't attack like they should) Reason being is how that game handles the "Guard Scan Range (GSR)" and "Guard Return Range (GRR)", listed in the units blue prints. (Air units only)

Guard Scan Range Sets (GSR) how far out a fighter will look off of it's patrol path to engage a given target... While I can easily lower this figure, the drones response time maybe slower and they may ignor attackers that are obvious to the player.

Guard Return Range (GRR) sets ruffly when a fighter will attempt to return to it's patrol area or the unit it's guarding. While in theroy a unit should turn around and break off an attack if it goes beyond this preset range... the reality is figters will continue to chase a target past this range. However once past this range the units in many cases will not longer attack the target they are chasing. There could also be issues steming from the visual intel range that the unit has or it's the unit it is guarding.... meaning that this could also play a factor in the mechanics of how this all works. Keep in mind that a Swarm drone chasing a target past it's GRR will follow a target unit the drone / target is either destroyed or the target flys back thru the drones GRR... Once that happens the drone will start attacking again.

I'll be experamenting in detail to see if i can come up with a good compromise without having to script code to force the return of the fighters. (Scripting code is not one of my strong points yet.... I do have LUA books on order and will have them in about a weeks time 8) )
Currently I have the GSR set to 100 and the GRR to 500... I may alter these to GSR of 50 and GRR of 400 respectively.

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Blackhole http://www.youtube.com/watch?v=B3aDT0Ft_Yg
WOFhttp://www.youtube.com/watch?v=FVqMqz8PgEc
FOD http://www.youtube.com/watch?v=be9cu9UHv-U
TML http://www.youtube.com/watch?v=1Apk08LAtxc


Last edited by Resin_Smoker on 03 Aug, 2007, edited 1 time in total.

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 PostPosted: 03 Aug, 2007 
 
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So far I have the following updates in mind or from your suggestions:

Stage 5: Sphere Shield (15K) Hitpoints (10K), 2 Multi-Role Drones, 2 Anti-Air Drones, 2 Gunship Drones, 2 Anti-Air Guns(T2), 2 Point Defense Guns (T2), Basic Radar, Tactical Missle Defense.
Stage 6: Sphere Shield (20K) Hitpoints (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 Missle Defense, 1 Artillery Gun (T2), 1 Tactical Missle Laucher (With auto-fire mod).[color]

-Modification of GSR / GRR for better drone behavior.

-Moble Drone Carriers... Either just adding the drones to carriers or making a Hive style unit. (BTW this whole mod first came about because i was looking into making a hive unit... however i didnt find a model that was fitting for the role. If you have ideas for a model please post it... hell if you can model something that would be great as well)

-Possible drone cost addition or lowering of the drones Hitpoints to make them "lesser" then standard fighters. While I can see altering the hitpoints or adding cost I dont want to mess with the damage or special abilities as they took so fooking long to make work right in the first place)

-Roman Numerals for the platform upgrades... aparently the "III" i've been using are too hard to see.

-Repair drones... Could be a long term project but i'd like to have the capability to have a drone that automaticly attempts to rebuild the platforms if they are destroyed.

If you have any other idea or suggestions please post them and I'll see what i can do within the two days i have off.

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Blackhole http://www.youtube.com/watch?v=B3aDT0Ft_Yg
WOFhttp://www.youtube.com/watch?v=FVqMqz8PgEc
FOD http://www.youtube.com/watch?v=be9cu9UHv-U
TML http://www.youtube.com/watch?v=1Apk08LAtxc


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 PostPosted: 06 Aug, 2007 
 
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Uploaded update V1.5 to RTS, 06 August 2007.

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Blackhole http://www.youtube.com/watch?v=B3aDT0Ft_Yg
WOFhttp://www.youtube.com/watch?v=FVqMqz8PgEc
FOD http://www.youtube.com/watch?v=be9cu9UHv-U
TML http://www.youtube.com/watch?v=1Apk08LAtxc


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 PostPosted: 06 Aug, 2007 
 
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hmmm, i think that the repair drones should be re-spawned, but with a reasonable time.

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 PostPosted: 06 Aug, 2007 
 
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Lt_hawkeye wrote:
hmmm, i think that the repair drones should be re-spawned, but with a reasonable time.


Reason I left it like this, is that I'm working on having the drones replace structures that are destroyed... Currently I've yet to get this to work unless they are assisting the structure directly. While this would work for the platform, it does nothing for the adjacent guns and misc structures.

Basicly, I didn't want to over complicate things by making unnessisary scripts for something thats going to change anyway.

Work-in-progress...

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Blackhole http://www.youtube.com/watch?v=B3aDT0Ft_Yg
WOFhttp://www.youtube.com/watch?v=FVqMqz8PgEc
FOD http://www.youtube.com/watch?v=be9cu9UHv-U
TML http://www.youtube.com/watch?v=1Apk08LAtxc


Last edited by Resin_Smoker on 06 Aug, 2007, edited 1 time in total.

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 PostPosted: 06 Aug, 2007 
 
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kashik wrote:
One suggestion I have, change the level marks to Roman Numerals. Instead of IIII do IV. Much easier to see, especially at quick glances.


Done!

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Blackhole http://www.youtube.com/watch?v=B3aDT0Ft_Yg
WOFhttp://www.youtube.com/watch?v=FVqMqz8PgEc
FOD http://www.youtube.com/watch?v=be9cu9UHv-U
TML http://www.youtube.com/watch?v=1Apk08LAtxc


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 PostPosted: 06 Aug, 2007 
 
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conKORD wrote:
Resin_Smoker
Can you make drones not free and limit them range? (Now then can fly out to other end of the map)
For example 1 drone cost 100 mass and 2000 energy.

And can you add your drones to aicraft carriers? (And one multi-role drone to cybran T2 cruiser "Siren") Or create new "drone carrier".

PS Thx you for this mod. Good idea, not bad realization (for this time).


Well I'm working on limiting how fast / how easily the drones are given out... so far I've added a 3 second delay to the drones re-spawning. Maybe I'll add cost to this as well... not sure as I need more feedback from other players before i do this.

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Blackhole http://www.youtube.com/watch?v=B3aDT0Ft_Yg
WOFhttp://www.youtube.com/watch?v=FVqMqz8PgEc
FOD http://www.youtube.com/watch?v=be9cu9UHv-U
TML http://www.youtube.com/watch?v=1Apk08LAtxc


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 PostPosted: 06 Aug, 2007 
 
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Mazrix wrote:

my only 2 wishes for this mod would be:
-more upgrades (which you are apparently already doing).
-A way to command the drones from the staging facility, for example, if you set the facility to attack a place, the drones would go to that area, then attack the target, and come back.



-Two new upgrades added... maybe more will come if there is further interest.

-I've set it so the drones now patrol a path rather then just guard the Firebase. While you can't have them attack a selcted target as i've intended the drone to be AI controled. You can however move the patrol paths around. At least that way you have some limited control without totaly circumventing the AI control.

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Blackhole http://www.youtube.com/watch?v=B3aDT0Ft_Yg
WOFhttp://www.youtube.com/watch?v=FVqMqz8PgEc
FOD http://www.youtube.com/watch?v=be9cu9UHv-U
TML http://www.youtube.com/watch?v=1Apk08LAtxc


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 PostPosted: 06 Aug, 2007 
 
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Goom wrote:
It's a fun mod now, I agree with others that say the drones attack too far out though. Can't wait to see the mobile version :D.


Two mobile units added and the GSR has been lowered from 100 to 50.

I could aways add the drones to a "Hive" stype of flying unit.... If there was interest?

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Blackhole http://www.youtube.com/watch?v=B3aDT0Ft_Yg
WOFhttp://www.youtube.com/watch?v=FVqMqz8PgEc
FOD http://www.youtube.com/watch?v=be9cu9UHv-U
TML http://www.youtube.com/watch?v=1Apk08LAtxc


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 PostPosted: 06 Aug, 2007 
 
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I feel a fetish for Air-Stage facilities coming along :P

Have I told you how much I love you :wink:

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