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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!

    Land modded war like another expirience

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    • cychwa_klaymbergC Offline
      cychwa_klaymberg
      last edited by cychwa_klaymberg

      Hey all!

      This topic is more of a small reference/description for some Sim mods that I use for the strange game mode, but it turns out to be very interesting.


      Main differences and exceptions:

      • no air units
      • no T4 units
      • no T3 arty/sats etc...
      • T2 costs x2 T3 costs x3
      • longer time to obtain T2 and T3 technologies
      • x2 resourses and a lot more energy prodaction for Hydrocarbon
      • new land units and PD's from Total Mayhem mod
      • x2 HP for units and buidings, PD's has 20% more range
      • BO ACU for another ACU upgrades


      The essence of this mode

      Large ground unit armies, including experimental units with their own characteristics of use and combat commanders. With these settings, turrets are not something insurmountable at the T1-T2 stage of the game, but have good support. Due to the fact that the increased time for obtaining T2 technology, as well as the increase in prices of more technologically advanced units, T2 technology does not dominate so much over T1, and T3 over T2, which, on the other side, allows you to use most of the units throughout the game.
      Also, due to the increase in the cost of T3 technology and T3 equipment, the Total Mayhem mod units are not unbalanced a lot.
      Building factories surrounded by extractor masses gives a good discount due to the acceleration of factories bp, which creates additional points of interest on the map.
      Lots of reclaim near the starting positions, as well as large groups on the map, create additional zones of interest and conflict in the early stages of the game.
      The lack of air units (except scouts), artillery, and satellites allows you to concentrate in combat zones without fear of something flying in and destroying your economy.
      The large spaces on the maps allow squads to perform well in a variety of situations. It's impossible to block a T1 turret, and some of Mayhem's strong turrets have been removed entirely. Meanwhile, properly designed bunkers perform well when an army is defending.
      Quite strong combat commanders, especially in the early game, but not so strong that they can single-handedly fight T3 armies or large amounts of spam without support.


      join the game, I hope you find it interesting 🙂


      list of modifications used:

      -Total Mayhem
      -BlackOps: ACUs
      -x2 resourses, build power, build range, RAS
      -HydroPowerPlant T1-T3
      -x2 build power
      -defence range buff
      -T1/T3 - x1,5 HP
      -T2 - x2 HP
      -All faction FAF, BlackOps, Nomads
      -Tech Age
      -Tech Specialists
      -Advanced Shields
      *thanks a lot for this mods .^^,

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      • D Offline
        dovaca
        last edited by dovaca

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        • cychwa_klaymbergC Offline
          cychwa_klaymberg
          last edited by

          Im try with all faction T1 engi mod without All ACU and this is more interesting and tactically

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