Purified's Random Modding
#21
Posted 06 October 2008 - 11:53 PM

#22
Posted 07 October 2008 - 06:27 AM

Personal opinions are supported by personal beliefs alone. Did you know my duck avatar makes me eviler than you?
#23
Posted 08 October 2008 - 06:01 PM
A shot of two sizes of saucers.

What would have been a second type of pb in addition to the triple gun one. Though it didn't work out, so now the warhead pb is the only type of pb to be available in the mod (unless I can figure out how to make true multiple units).
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
#24
Posted 09 October 2008 - 08:20 PM
PBs now also get beam cannons attached to them, which was my first crazy modding idea. Surprised it took me this long to figure it out...

the compromise for this is that beam cannons have been moved to science walkers, where they are also shrunk.
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
#25
Posted 10 October 2008 - 03:29 AM

#26
Posted 10 October 2008 - 03:54 AM
PB: 10,000 HP, 9,000 DMA
Ohm: 500 HP
Grunt: 1500 HP
Disciple: 1000 HP, 500 DMA
Walker: Your computer goes boom because the number is so high.
#27
Posted 10 October 2008 - 04:00 AM
SpardaSon21, on Oct 10 2008, 04:54 PM, said:
PB: 10,000 HP, 9,000 DMA
Ohm: 500 HP
Grunt: 1500 HP
Disciple: 1000 HP, 500 DMA
Walker: Your computer goes boom because the number is so high.
Well he could try and knock Crysis off the title of "most system resources needed"
I'd really like to see the Defiler and Science Walker green lasers changed to something like that trailer with white particle effects aroudn the beam. I had the idea of the beam resembling the Constructor's beam, except the blue is green and the black particles are white.
Edited by Valdez, 10 October 2008 - 04:01 AM.

#28
Posted 10 October 2008 - 04:42 AM
Like I said earlier, the No. 1 problem with UaW is that it isn't big enough for its backstory. The millennia of conflict between Novus and Hierarchy. The defeated gods of the Masari. Whole sectors of the galaxy ravaged by the Hierarchy in their quest to consume everything. Small Novus waging a futile guerrilla war against the Hierarchy in the small hope of stopping them.
UaW goes from all that to tiny battles with a maximum number of 90 units per side. All focusing on one insignificant planet, Earth. Yeah, I know the war needed a focal point, but UaW is supposed to be about more than just Earth at stake. The whole galaxy is in danger, and everything is converging on Earth as if it were the most important planet in the galaxy. It doesn't seem right.
We should be seeing massive armies duking it out. UaW is more tactical than strategic, and IMO tactical games aren't very epic in nature due to the amount of micro involved.
Hierarchy has this bad with you needing to check every 5 mins to see if your Reapers are still harvesting. Kinda hard to focus on brute forcing things when your drones are stopping collecting for no apparent reason. Kills the vibe.
And no, I wouldn't mind model and texture quality taking a small hit in order to have bigger, more epic battles. 90 just isn't big enough.
#29
Posted 10 October 2008 - 04:47 AM
SpardaSon21, on Oct 10 2008, 05:42 PM, said:
...it would pwn WiC so hard in the visuals department.
And yeah, tactical battles are something I can easily enjoy more by playing (you guessed it) WiC.
A more generous pop cap would be better. Even allowing a 4th Walker onto the battlefield would really make things nicer (Purified would probably go for 4000 so no worries there)
SpardaSon21, on Oct 10 2008, 05:42 PM, said:
That's the sad thing about them. They behave like a stupid.
I'd like a radar indication when Reapers stop harvesting. At least then I wouldn't need to physically check half the time...

#30
Posted 10 October 2008 - 05:37 AM
Too bad abilities can't be autocastable. There was a guy who did a mod like that for DoW so you don't have to micromanage everything and have time to concentrate on fighting/production instead of watching your units like hawks.
And what's the point of the Battlecam in UaW when everything is so micro-intensive? I can't just sit back and watch b/c I have to micromanage so much.
#31
Posted 10 October 2008 - 05:54 AM
SpardaSon21, on Oct 10 2008, 06:37 PM, said:
I only use it for screenshot taking. All of my pics are taken in battlecam. The main gripe I have with it is that the default battlecam rarely focuses on the stuff I wanna see, which forces me to use the camera tether version which is attached to a unit/structure.
I would like the Battlecam to be an alternate camera mode which has more freedom of camera movement while retaining all the camera movement controls. And preferably filter out not just the UI but also other tactical data like the yellow numbers signifying harvested resources or the unit silhouettes behind buildings so that screenshots have a "cleaner" look

#32
Posted 10 October 2008 - 06:57 AM
I would use Battlecam if it meant my soldiers didn't get chopped to bits because I wasn't there to hold their hands. If UaW allowed autocasting of abilities, Battlecam would be a lot more useful.
#33
Posted 10 October 2008 - 11:46 AM
It however should focuse more on the battles instead of showing the players' bases all the time.
#34
Posted 10 October 2008 - 05:06 PM
SpardaSon21, on Oct 10 2008, 12:54 AM, said:
PB: 10,000 HP, 9,000 DMA
Ohm: 500 HP
Grunt: 1500 HP
Disciple: 1000 HP, 500 DMA
Walker: Your computer goes boom because the number is so high.
ROFL. I think you're exaggerating
I will mention grunts are twice as fast, get 1 pop cap,cost 10 rm, and get a 2 pulse rate with 7 pellets. Does that sound too OP?
So far my opinion on the top most powerful units of each faction.
- Hierarchy - phase tank/beam cannon defiler
- Novus - missile variant
- Masari - beam cannon peace bringers
I actually haven't found pop cap.
As for large scale battles...U@W suffers there indeed, but for a good reason. Processing power
Edited by Purified, 10 October 2008 - 05:07 PM.
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
#35
Posted 10 October 2008 - 06:56 PM
#36
Posted 10 October 2008 - 07:48 PM
I'd defiantly do t if I could. With the way the AI is, you'll be more likely to end up in a huge war trying to break it's turtle, especially on a map like Pacific Southwest.
making a recycle center gather rm..
might be possible, might now be.... for me at least.
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
#37
Posted 10 October 2008 - 08:45 PM
Purified, on Oct 10 2008, 07:48 PM, said:
I'd defiantly do t if I could. With the way the AI is, you'll be more likely to end up in a huge war trying to break it's turtle, especially on a map like Pacific Southwest.
making a recycle center gather rm..
might be possible, might now be.... for me at least.

Personal opinions are supported by personal beliefs alone. Did you know my duck avatar makes me eviler than you?
#38
Posted 10 October 2008 - 08:51 PM
*begins considering making all units cost 1 rm*
Edited by Purified, 11 October 2008 - 12:16 AM.
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
#39
Posted 11 October 2008 - 12:51 AM
#40
Posted 12 October 2008 - 03:14 AM
Novus gets collectors trainable from their RAs, and the collectors train fast, cost 10 rm, and have no pop cap. This lets Novus greatly exceed collector limits. Only one res center is required to maintain the new collectors. Of course, like all units, building 10,000 collectors will probably lag your comp badly

M will end up with the short end of the stick on all this. N and H will out compete M econ easily being about able to build more than one command base to be about to gain 20K - 25K in rm per round. M will get a massive Me build limit increase, along with a 300 rm generator on their citadels.
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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