Wish-A-Mod Foundation
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A mod that draws a radius for every known enemy SMD when you press launch on your SML to choose a target. And maybe also draws a wide line from your SML to where your cursor is that becomes red when it obviously crosses an enemy SMD's radius.
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A visible cooldown for Billy nuke on your com. Otherwise you have to look at the in-game timer and remember the cooldown duration.
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If a 1st factory is assisting a 2nd factory, and you have selected a 3rd factory and order it to assist the 1st, it should automatically start assisting the 2nd instead. Would help when you are building a lot of factories, and the "king" factory is very far away.
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A mod that doesn't allow cancelling a current order in an assisting factory after you have CTRL+SHIFT-clicked (cancelled) its assist order so that it is allowed to finish its current unit under construction 1st.
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@Kilatamoro said in Wish-A-Mod Foundation:
A mod that draws a radius for every known enemy SMD when you press launch on your SML to choose a target. And maybe also draws a wide line from your SML to where your cursor is that becomes red when it obviously crosses an enemy SMD's radius.
There is a mod called SMD ring that I use religiously both for marking all the SMDs on my team and the enemy team. I also use a straight edge to make sure I can thread the needle between smds. You can also see the line the launch order makes to ensure it doesn't cross over an SMD ring and move the target to bring the line away from a ring ... This is how to do it. I think having a mod that automates this is not good for FAF but that's my opinion.
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@Kilatamoro said in Wish-A-Mod Foundation:
A visible cooldown for Billy nuke on your com. Otherwise you have to look at the in-game timer and remember the cooldown duration.
The ACU model has a small animation for the missile hatch closing depicting the reload time. It's not visible at a distance, but it's good to know about. It also reloads in 30s and rebuilds in ~30s with T3 suite (or 3 T3 engis) so those numbers match up.
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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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