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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    New "Random Events" AND Roguelike-Mode Mod!

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    • F Offline
      Firv @Nuggets
      last edited by

      @Nuggets said:

      Amphibious - Land cards also apply to naval units at 30 percent.

      shouldnt it also be the opposite?

      1 Reply Last reply Reply Quote 0
      • F Offline
        Firv
        last edited by

        also when rerolling, i think you should keep the same rarities

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        • F Offline
          Firv @Nuggets
          last edited by

          @Nuggets said:

          Prototyper - The first time you build each type of unit, that one starts at full veterancy. Experimentals included.

          also this one is kinda weak

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          • F Offline
            Firv @Nuggets
            last edited by

            @Nuggets said:

            Field Command - Support commanders receive commander cards at 40 percent.

            ❤

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            • Dragun101D Offline
              Dragun101 @Nuggets
              last edited by

              @Nuggets

              That due to how RAS Enhancements are handled, assuming your mod is changing eco stats the “normal” way, it won’t affect RAS due to being coded script level/on a different place in in fhe Unit BP

              I’m a shitty 1k Global. Any balance or gameplay suggestions should be understood or taken as such.

              Project Head and current Owner/Manager of SCTA Project

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              • NuggetsN Offline
                Nuggets FAF Association Board
                last edited by

                I am aware and as i said believe i fixed this long ago. At least it was working at some point. I havent trsted it the last couple of days though because i forgot

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                • NuggetsN Offline
                  Nuggets FAF Association Board
                  last edited by

                  New update for... Random events! (v23):

                  I (and others) felt that many of the events were lame, unbalanced and punished the losing player too much. Especially with the Roguelike mod all the stat changes were nothing special anymore so I wanted to move away from them and go into more truly... random... events. In my mind this mod is supposed to create chaos and often times it did, but also often times it was just unfair or "boring" stat modifiers that might not be relevant.
                  So here are the changes:

                  • 47 events removed (mainly stat modifier events)

                  • 13 new events added

                  • 19 events changed / adjusted

                  • There is now a "protected buildings" category, which prevents buildings such as T2/T3 Pgens, HQs, SMD, Nuke, Game ender and T3 arty (not sure if I forgot some) from being destroyed or given to hostile AI from events.

                  • Additionally the bug that you could build t2/t3 factories without its required HQ after a "tech lockout" has been fixed.

                  • Created my own "mobile bomb" unit which is essentially the old beetle with cloak as the new beetle did not fit into my idea for the events (and is lame!). The custom bomb unit has 101 HP, cloak, no e drain and is amphibious. It cannot be made by players.

                  • Updated / changed the logic when and how hostile units are given commands to attack targets. No longer will there be idle units after a while.

                  Additionally I have updated the post (near the top) with what current events exist. There are currently exactly 100 events.


                  I have seen your messages regarding the classes @firv and @cychwa_klaymberg and I agree. I will look into those next week.

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                  • F Offline
                    Firv
                    last edited by

                    Defector vote is kek lol. I want that to happen so much XD

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                    • cychwa_klaymbergC Offline
                      cychwa_klaymberg
                      last edited by

                      Hello!
                      I saw the Russian localization for the mod, and that’s fantastic! However, it creates a problem in international games—specifically when a Russian player doesn't know English, or vice versa.
                      Is there any possibility of allowing each player to choose their own localization at the start of the game? That would be absolutely wonderful!

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                      • NuggetsN Offline
                        Nuggets FAF Association Board
                        last edited by

                        I didnt create the russian localization and had no hand in it. I dont really want to translate everything and then work with reports that something is missing or badly translated. Idk if its possible as ui mod maybe?

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