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Purified's Random Modding


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#1 Purified

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Posted 29 September 2008 - 05:18 PM

I have recently gone about dwelling further into modding stuff, doing mostly changes that make certain units extremely powerful and different. Here are some of my favorite works of what I've done.
Feel free to discuss about it or suggest other ideas I can try making.  ^_^ Just don't suggest anything special ability related as I'm awaiting the mod tools to let me look into lua files.
Novus has begun integrating some Hierarchy units, here is their anti-matter phase tank, which makes a grenade vent core.
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A shot of the rapid fire anti-matter gun
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Here's one I really like. Me and Kelathin might include a new turret for Hierarchy based off this thing. It  has a low degree sweep attack that is very powerful. If it does come into the x=pack, it'll be a mutagen 3 unlockable with an orange spray, and have a limited degree of rotation(meaning you can safely attack it from the back, but anything that tries to fight it  from the front would get hit, hard). It will also be called a 'Stinger Turret'.
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Their bark is scarier than their bite. These AMs spew rail gun shots, but that's just graphic, I'd have to increase the pellet attack to make them act more like real rail gun projectiles. :p
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What happened here? This is what happens when you remove a buildings' immunity to Charos's tornado.
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Some stuff that is really wild, corrupters with beam cannons. I also designed a beam cannon defiler.
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and this one here is just plain OP, sky lords that fire 120 missiles with a 360 degree range.
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Link for even more of my screenshots (which only accumulate!) Link
I might make a massive mod that throws together all of these insane units (tweaked a bit of course to keep some from being more OP than others :p )

Edited by Purified, 29 September 2008 - 05:21 PM.

GameFront page with various things I have released, where I have mods and map packs available! Click here!
Current uploads: Hierarchy's New Walkers mod, Hierarchy Mini Walkers mod, Modified Units mod, Map Pack 1 (4x maps), Map Pack 2 (3x maps), Map Pack 3 (5x maps), Bizarrio World, Map Pack 4 (4x maps), Global Territories Mod

#2 Kelathin

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Posted 30 September 2008 - 12:29 AM

Very visually interesting, not sure I'd do it... I'm more of a balance type of guy myself. However, I'm interested to know why the buildings landed after charos's tornado like that...wonder why collision meshing did not prevent that from happening...
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#3 Purified

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Posted 30 September 2008 - 04:59 PM

For Charos's tornado, it can send any unit to any spot on the map. however, the unit can move, and if the game detects the unit is on a unreachable area, it'll scoot the unit off. However, buildings can not actually move, they aren't programmed to do so on their own, hence they get stuck on the cliff.
And, the only idea here I'm pushing for in the x-pack is the Stinger Turret and mini walkers.
GameFront page with various things I have released, where I have mods and map packs available! Click here!
Current uploads: Hierarchy's New Walkers mod, Hierarchy Mini Walkers mod, Modified Units mod, Map Pack 1 (4x maps), Map Pack 2 (3x maps), Map Pack 3 (5x maps), Bizarrio World, Map Pack 4 (4x maps), Global Territories Mod

#4 Valdez

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Posted 30 September 2008 - 09:44 PM

The Beam Cannon Corruptors are really beautiful. Good way to show the Beam Cannon weapon effect in all its glory (it's one of my favourite weapon effects)

About the Stinger turret, I think it'd look better using the base of the Spitter Turret although I understand the rationale behind using an asymmetrical base to convey the idea that the turret has restricted arc of fire. Also, because the Spitter is already a radiation weapon I was kinda thinking that keeping the Stinger as a mass driver cannon might make it more unique.

The plasma grenade vent core looks like a potentially good effect for some Hierarchy long range attack with clusters spawning at the explosion.

Edited by Valdez, 30 September 2008 - 09:46 PM.

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#5 Purified

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Posted 01 October 2008 - 11:40 PM

More screen-shots post. ^_^

I still have yet to be able to figure out how to add in units (still won't work for me properly), but I can always mod the graphic instead. Add in a modded projectile as well and maybe some stat changes, and I've got a new unit! ;)  Unfortunately, I lose the properties of the unit it replaces, so if anyone can put a post/forum for modding new units in, I'd appreciate it. :unworthy:

Here is a shot of a modded mass driver cannon on the assembly walker. It has now been transformed into a gravic turret that shoots dark mode conq shots.
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A new gun for walkers, the basic defense global hardpoint! It has anti air and ground abilities, it sounds scary too. It has a few strange properties that come up as it wasn't a tactical buildable. It cost -1 rm, replaces your walker icon with it's own (it's own hardpoint socket icon looks empty), and I think I recently discovered that it will prevent you from building units...
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Dark mode conqs get a bit of awesome added to them with a spread shot attack.
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The guns on a pb and even the tractor beam are actually hardpoints! meaning I can remove them as shown... I have yet to see if I can throw anything else onto them, but I'll find out soon. :thumbup:
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This is what happens when PBs and FIs turn into a hybrid, a pb that shoots rail projectiles with extra range and speed!
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There are roughly 5 unusual things in this picture, can you find them all? :unsure:
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Something you don't want to run into, a horde of all armored mini walkers.
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Something you'd probably want to avoid encountering even more.
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GameFront page with various things I have released, where I have mods and map packs available! Click here!
Current uploads: Hierarchy's New Walkers mod, Hierarchy Mini Walkers mod, Modified Units mod, Map Pack 1 (4x maps), Map Pack 2 (3x maps), Map Pack 3 (5x maps), Bizarrio World, Map Pack 4 (4x maps), Global Territories Mod

#6 Strategist

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Posted 01 October 2008 - 11:50 PM

View PostPurified, on Oct 2 2008, 12:40 AM, said:

Something you don't want to run into, a horde of all armored mini walkers.
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Now that's what one would think the Hierarchy would do (though with normal sized walkers but either way)!  :thumbup:


Great job with your modding Pur. :)

Edited by The Stratigest, 01 October 2008 - 11:52 PM.

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#7 SpardaSon21

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Posted 02 October 2008 - 02:43 AM

View PostPurified, on Oct 1 2008, 08:40 PM, said:

Something you don't want to run into, a horde of all armored mini walkers.
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Ooooooohhhh. Walker swarms.

Now THAT is seriously something the Hierarchy needs to be able to do.  Can't get much more brute force than lots of walking stomping tanks.

#8 Valdez

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Posted 02 October 2008 - 03:45 AM

They are sooooo cute, the mini walkers! Must... cuddle...

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#9 SpardaSon21

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Posted 02 October 2008 - 05:27 PM

Hmmm.  We need a mod based off of Valdez's UaW Stories.

The most powerful unit in that mod: Nufai's Paranoid Kitty.

Followed by Sniper/Siege Mode Viktorlok!

#10 Valdez

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Posted 03 October 2008 - 05:41 AM

Paranoia Cat would make a nice civilian unit that spawns from the buildings like those civilian humans. You can harvest it with Reapers, but do so before it kills your Reaper Drone (recall what it did to south Manhattan in the story).


I'd really like to see Inquisitorlok (current version, not birdy version) though. His design was loosely inspired by that masari asian dragon concept art.

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#11 Purified

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Posted 04 October 2008 - 01:26 AM

close-up of the gravic cannon
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Rapid fire dervish (though with an attack decrease), also note the size of the anti-matter
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modified rm, looks like a range enhancer.
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GameFront page with various things I have released, where I have mods and map packs available! Click here!
Current uploads: Hierarchy's New Walkers mod, Hierarchy Mini Walkers mod, Modified Units mod, Map Pack 1 (4x maps), Map Pack 2 (3x maps), Map Pack 3 (5x maps), Bizarrio World, Map Pack 4 (4x maps), Global Territories Mod

#12 Valdez

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Posted 04 October 2008 - 01:43 AM

The rapid fire Dervishes look pretty good. They should have a sort of pause between salvos or something.

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#13 Purified

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Posted 04 October 2008 - 03:35 PM

Variants get missile abilities. They also get Mirabel's missile barge special to add to it.
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The standard missile attack is quite strong.
before you think that sounds too OP, consider Novus needs to be able to compete with these monsters from the Masari. The hybrid pbs (which have a lowered pop cap of 5)
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and these crazy tanks.
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Masari also get a new tank too.
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Edited by Purified, 04 October 2008 - 05:49 PM.

GameFront page with various things I have released, where I have mods and map packs available! Click here!
Current uploads: Hierarchy's New Walkers mod, Hierarchy Mini Walkers mod, Modified Units mod, Map Pack 1 (4x maps), Map Pack 2 (3x maps), Map Pack 3 (5x maps), Bizarrio World, Map Pack 4 (4x maps), Global Territories Mod

#14 Purified

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Posted 06 October 2008 - 12:59 AM

New units enabled.
First up, The Purifier. It's been turned into a mass drop as well. Unfortunately, I have been unsuccessful enabling the mass drop sw to start up when it's built. So, it wil function as a fast heavy hitpoint stomper.
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The stormchaser is introduced in place of the seer. Originally, I was going to replace the disc but, the stormchaser would not attack. So, I replaced the seer instead. I also got the idea of giving the seer an attack. I buffed the burning sight damage and turned it to focus only on the targeted unit. Seers can now do a 100 damage instead of a measly 5 with burning sight. Posted Image

Edited by Purified, 06 October 2008 - 01:00 AM.

GameFront page with various things I have released, where I have mods and map packs available! Click here!
Current uploads: Hierarchy's New Walkers mod, Hierarchy Mini Walkers mod, Modified Units mod, Map Pack 1 (4x maps), Map Pack 2 (3x maps), Map Pack 3 (5x maps), Bizarrio World, Map Pack 4 (4x maps), Global Territories Mod

#15 SpardaSon21

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Posted 06 October 2008 - 07:48 AM

Ummmm.  Masari beam tanks?  At least give them a wimpy Disciple shot.  Tanks don't shoot beams.

#16 Purified

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Posted 06 October 2008 - 04:56 PM

These ones do :p

Besides, they only replace the sentry, and people rarely use those mid-late game. And if you really want to use the tank, you can go into dark mode for rapid mass driver shots. As here:
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Edited by Purified, 06 October 2008 - 05:00 PM.

GameFront page with various things I have released, where I have mods and map packs available! Click here!
Current uploads: Hierarchy's New Walkers mod, Hierarchy Mini Walkers mod, Modified Units mod, Map Pack 1 (4x maps), Map Pack 2 (3x maps), Map Pack 3 (5x maps), Bizarrio World, Map Pack 4 (4x maps), Global Territories Mod

#17 Purified

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Posted 06 October 2008 - 04:57 PM

Another change is that habitat walkers get assembly walker legs.
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Edited by Purified, 06 October 2008 - 04:58 PM.

GameFront page with various things I have released, where I have mods and map packs available! Click here!
Current uploads: Hierarchy's New Walkers mod, Hierarchy Mini Walkers mod, Modified Units mod, Map Pack 1 (4x maps), Map Pack 2 (3x maps), Map Pack 3 (5x maps), Bizarrio World, Map Pack 4 (4x maps), Global Territories Mod

#18 SpardaSon21

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Posted 06 October 2008 - 07:09 PM

WTFLOL.

#19 Valdez

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Posted 06 October 2008 - 09:36 PM

Seeing that Purifier drop gives me an idea, You should try making the Mass Drop also drop Purifier Crowns. A rain of black spiky balls dropping from the sky = epic win.

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#20 Purified

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Posted 06 October 2008 - 11:43 PM

Exactly, I was getting the idea of a mass drop that dropped a single purifier projectile that does massive AoE damage. Might happen if I can get the purifier to activate the sw timer :p
Also, I enabled mutate cows buildable from the arrival site. I'm sure some people will love that. :petroicon:
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GameFront page with various things I have released, where I have mods and map packs available! Click here!
Current uploads: Hierarchy's New Walkers mod, Hierarchy Mini Walkers mod, Modified Units mod, Map Pack 1 (4x maps), Map Pack 2 (3x maps), Map Pack 3 (5x maps), Bizarrio World, Map Pack 4 (4x maps), Global Territories Mod




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