A new version of SWLandWarTMRebalance (v77) is available.
This is a fairly complete and functional version of the mod, which includes a full-fledged research mechanic.
Research is divided into several tabs.
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Here is the research available at the moment:
Increasing the parameters of combat units
increasing the specified parameters for combat units belonging to particular groups (implemented via additional categories)
increases to stats for commanders and defenses, as well as economic boosts such as base income and percentage-based income increases and also research to increase limits for mass fabricators!
abilities that appear on a separate panel and can be used by the player; they are subject to a cooldown timer. Such abilities include artillery strikes, nuclear missile launches, and the deployment of faction-specific unit groups (the composition of which can be upgraded). Furthermore, the research tree contains enhancements that increase the number of units deployed and reduce the cooldown time for these abilities.
Ythotha’s Storm can be summoned anywhere, except for the enemy spawn point. You cannot simply cast the Itota’s Storm ability directly onto the enemy base.
Summon Percival (sniper bots) at the clicked location; they act as a temporary squad that deals damage for 30 seconds before disappearing.
*The nuclear missile is implemented by summoning a missile silo to the player's base and launching a free missile. The silo consumes no resources and disappears on its own. The missile travels across the entire map and can be intercepted by anti-missile defense systems
Airstrikes are implemented by spawning bombers at a distance from the target; they then fly to drop their bombs at a location specified by the player. They can be shot down, and they also disappear after 30 seconds. You can even control them!
and other useful things
The mod may cause a black screen if any UI mods are installed that alter the interface or add new panels and windows.
Additionally, if certain units (such as bombers or nuclear missiles) are prohibited by the map itself or by lobby settings, they will not spawn.
To ensure a clean gameplay experience in my mod, I have removed the available bombers from the factory build menus. We play without air units anyway; however, should you choose to enable air units, please note that these specific units will not be available for construction in your factories.
RP points are awarded automatically over time (based on settings configured in the lobby), and their accrual rate doubles every 10 minutes, as the game’s dynamics and player power scaling are non-linear.
I consider this a good solution; in this aspect of the game, it is fair and balanced for all players, independent of the mass they have accumulated (i.e., their economic gameplay skills) or the mass they have destroyed. Everyone starts on the same footing—the conditions are equal for all. While the balance isn’t perfect and could certainly be improved, it is reasonably adequate.