Call for a mod that boosts a certain team's mass income & buildpower
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Unfortunately, I can't help with that; it's not really my area of expertise. ^^ But the idea is kind of funny. A high-level player becomes the final boss.
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I think you could possibly take the code from phantom and adapt it for this use case? Or does it work differently? Just a thought.
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@waffelzNoob you can try Research FAF mod
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Research FAF provides many enhancements for eco intel army and field supports. you can download it from Faf client
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Looks like a pretty cool mod, but not exactly what i'm looking for. could be used in some other challenge idea though

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There are already mods that boost the economy. x1.5, x3...
It looks cfor category values of a unit, then boosts their production values.Also, there's a command that checks for allies, or enemies.
Making a mod that combines both, then buffs only player 1 for example, and all players allied to him, should not be difficult.
There are several ways of going about this, for example making a central building that buffs all your economy, and if destroyed, you lose that bonus, or a mod that does this in an area around itself.
Though the easiest way is to give the enemy player more mexes. That way more mass will lead to more energy, to faster mass converters and RAS SACUs.... -
AKarmy's swarm survival mod has lobby-defined eco modifiers that are in-game modifiers and not blueprint modifiers. I think that's exactly what could be repurposed.
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@waffelzNoob I could make a mod that gives a certain faction eco buffs, but that would require an agreement between players to choose only that/other factions.
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M28 has a function that sets the AIx modifier (to allow it to change over time) if anyone wanted a starting point:
https://github.com/maudlin27/M28AI/blob/98e31ad4610a57c5ebf1e5b81010e57a33806677/lua/AI/M28Overseer.lua#L1542Couple this with a hook of when a unit is created or ocnstructed (to apply the buff giving the resource/build rate boost to that unit) and it could work (for an example of such a hook see M28's OnConstructed and OnCreate functions in the M28Events file, which are called by the hooks it makes).
For the lobby options, you could have the following:
Player resource bonus modifier (0.1 to 10.0)
Player build rate modifier (0.1 to 10.0)
Teams to apply modifier to: (1,2,3,4, even, odd)
Players to apply modifier to (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16, even, odd, first half, second half)A bit clunky but should cover the majority of use cases; then you can reference the scenarioinfo to see what players to apply the buff to
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Had a bit of time inbetween M28 updates - have done a first pass at a mod that allows you to set build and resource modifiers for each player individually via the AI options part of game options (as I was too lazy to figure out the table reference for the game options section!)
I've only done very basic testing to see that it applies it to the ACU as I have limited time, so let me know if there are any bugs/issues with it.
Mod is called Player Modifier PCx - is on FAF vault and also github:
https://github.com/maudlin27/Player-Modifier-PCx
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