I tried the FA economy mod, but it's still not to the point of being able to be actively used in games.
While I completely despise the vanilla tech tree, namely its distribution, I will also try Neph's mod, just to be fair.
Even though deficit banking is still not available (and the repercussions of not having it, namely assisted building, the lack of which is annoying the hell out of me), it looks like I might actually actively play the game with mods.
Also, I've started a thread on moho mod talk that is a compiled list of SupCom 2 mods: http://forums.gaspowered.com/viewtopic.php?f=7&t=50248|||Assisted construction is ranked as one of the most overpowered (and tedious) things in FA. Now I can accept that feature, but only if its returns as a function of the number of engineers is not linear, but logarithmic or some other scale which provides diminishing returns. I hope your mod includes this.|||I was under the impression that multi-engineer assist could not be implemented in SC2. And for mostly good reason.|||I don't have any plans to do anything with regards to assisted construction for the time being since liveordie is planning on including the FA economy as an addon to his mod. I'll first wait and see what comes of that. My immediate interest is the tech tree because that has the larger potential to significantly enhance gameplay.
As for the scaling in assisted construction, I would rather prefer something like f(x)=x/(x+1) instead of something logarithmic-based because a log scale would always provide a return (even if it is small) the more engineers you use. On the other hand, lim x->inf f(x) = 1, so that each structure/unit can only have a maximum number of assisted constructors.
As for Mithy's comment, we'll just have to examine the code to find out. But in restructuring the tech tree to my liking, I guess I can accept not having assisted construction.|||Engineer assisting and hence engineering micro was the number 2 thing wrong with Supcom1/FA. (Number 1 was of course having to individually upgrade mass extractors
).Unfortunately they nerfed Engineer assist much to far in Supcom2. Now its not worth having more that 1 assist. Personally having 2 or 3 able to rapid build PD could change the gameplay quite a bit.
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Oh and the issue with the tech tree is the training along the bottom. It feels like a poor replacement for more units. If I want a tougher tank I dont want a "Trained" ordinary tank, I want a BIGGER TANK.|||duncane|||duncane|||Quote:|||UEF still upgrades Mexes, just not in the same way.|||Research ≠ Tier Upgrades|||Not a blog.|||Clicking "build nuke" might actually be less tedious than dragging a box around your engineers and having them assist the silo... oh well...|||I've started working on a new tech tree mod: http://forums.gaspowered.com/viewtopic.php?f=7&t=50261. Hopefully this will satisfy some FA enthusiasts as I'm trying to create a SupCom 1 + 2 merger that will try to satsify both FA and SupCom 2 fans, namely the reintroduction of some sort of tier system while ensuring that all units remain unique and useful throughout the game.|||madface why don't you just say your fresh bright crap ideas at your mirror? Someone may actually care there.|||Thanks for posting on my thread, terau.|||A tech tree mod? WOuld be interesting combined with the revamp mod..|||only if its good.
one could think about sort related techs in one branch, to make specialising better, but countering harder, if your opponents change tactics.|||I've stripped the entire tech tree system. Right now when I get into a game in SupCom 2, there is absolutely NO tech of any kind whatsoever. I'm experimenting with different types of layouts and upgrade paths with the SupCom 2 and revamp units.
I'm not expecting to get it perfect on the first go. I really want to make this mod appealing to SupCom 2 fans as well, so it's not a strict FA-makeover. It's possible that the upgrade paths will change upon further revisions.|||Tech tree mod sounds pretty interesting. You can get something relatively close to FA type teching if you play with the all-units/no research exclusion. Only very fast paced.|||It's possible to get extremely close to FA given that tech tree upgrades can be set to take a certain time to build, as well as cost a certain amount of mass and energy. In other words, you can require additional stuff other than RP in order to unlock something. In fact, you can even set RP = 0 and require the unlocks to work strictly on mass, energy, and build time. I intend to incorporate all 4 factors in the official mod, but I'll also develop a RP = 0 version for those that want "FA2".|||we need to do this, get awesome mods, and get so many people to play it, that you have to install the mod to just play online!!!
to above post, i didnt know that, i saw those setting when i was trying to make floating building research... (i didnt have dlc i wanted a taste) and was messing with the research stuff, but i had no idea that they worked!|||RPhilMan1
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