Wish-A-Mod Foundation
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For a shielded units there is a special icon when the shield is manually disabled.
I wish a mod that add a special "reload" icon when shield is recharging (after losing all its hp)
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Sercammus faf mod to not break all cycle type hotkeys (e.g. for factories or templates). In this mod I like the ACU info card, construction prediction times and mostly ECO stall predictions on constructions.
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A mod to play as Nomads in the Co-Op missions. If there is another way to accomplish this outside of a sim mod, let me know!
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is there already a mod that allows you to ban units for ai but not human players? if not i think that would make a fine addition.
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Allow a dead team mate acu to respawn from quantum gateway.
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Hi does someone know which mod adds the donut icon to the zcar? and other cool icons for other experimentals
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@DarkStalker69 calibers experimental icons
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All units grow in size as the vet
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All units grow in size as the vet
Has some technical limitations. You can check you my W I D E ACUs mod (I think that's what it's called) for something similar to this.
The problem is there's no way to adjust the bones of a unit. So you are either stuck with units firing out of where their weapons used to be (like in the mod) or you'd have to completely replace the unit every time it vets, which would reset its orders as well as anything told to attack it.
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A mod that increases damage by +5% (or +10%) for each veterancy level, but not for all units, only for those added to the list or those whose Blueprints it's added.
Let me explain. For example, the Total Mayhem mod has a lot of "experimental" T1-T2-T3 units, but their relevance quickly fades. This kind of damage bonus could greatly enhance them and encourage players to use and level them up wisely.
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A mod that increases damage by +5% (or +10%) for each veterancy level, but not for all units, only for those added to the list or those whose Blueprints it's added.
Let me explain. For example, the Total Mayhem mod has a lot of "experimental" T1-T2-T3 units, but their relevance quickly fades. This kind of damage bonus could greatly enhance them and encourage players to use and level them up wisely.
Should be doable even with AI. If you take my "Casino" mod there are unit buffs in the shop, which could in theory also be tied to vet level (i think). So if you give my mod as input into the AI it will probably figure it out
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I think it'd be neat if you could select multiple types of factories at once and have the ability to queue up build orders from both air, navel, and land. Whichever factories can complete an order will attempt to do so, and the other requests will be ignored - sorta like queueing up a t2 gunship on a t2 air factory, and then assisting the t2 factory with a t1 factory - nothing will happen because the t1 factory can't build a t2 gunship. Similarly, if you select a land and an air factory, you'd have the ability to queue up both medium tanks and interceptors. The air factory would work on the interceptors and the land factory would work on the tanks. Then, if we had a keybind to select all factories of all types, we'd be able to direct every single piece of our productive machinery toward a singular purpose or plan / design with ease.
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A mod that increases damage by +5% (or +10%) for each veterancy level, but not for all units, only for those added to the list or those whose Blueprints it's added.
Let me explain. For example, the Total Mayhem mod has a lot of "experimental" T1-T2-T3 units, but their relevance quickly fades. This kind of damage bonus could greatly enhance them and encourage players to use and level them up wisely.
If you haven't try the total Veterancy mod.
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For non serious games.. An all upgrades mod, which let's ACUs get conflicting upgrades simultaneously at some expensive rate. Shielded, Billy, Tele UEF ACU. Cloaked, Mazer, Tele Cybran ACU. Etc.
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a mod where t1 units are fast and t3 units are slow
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a map where there are no resources in the center of the map, nothing to fight over, and each player's starting base is on-top of a hill.
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A mod where all units (artillery, tanks, point defence, etc) can fire farther if they are aiming downward. [higher height elevation aiming at a lower elevation]
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A mod where t1 energy structures can be upgraded to t2 and produce an equivalent amount of energy to 1/9th of a t2 power generator and then to t3 to produce an equivalent amount of energy to 1/16th of a t3 power generator
And t2 power generators could be upgraded to produce an equivalent amount of energy as 9/16ths of a t3 power generator
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A mod where UEF has longer range, Aeon has stronger shields, and Cybran has more units
seraphin get a minor boost in everything because they're already so good
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