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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!
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    Dim-A-miD

    @Dim-A-miD

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    Best posts made by Dim-A-miD

    • Reviewing an old mod, possibly reworking it for FAF.

      Hello, I found an old mod pack.
      Please review the AlienNationsUnitAdditions modification from it for any new or old units missing from the available modifications.

      https://drive.google.com/file/d/1DB-avopWV5mIAWbxdzi6SylmVBc-qcwD/view?usp=drive_link

      If such units are found, it would be advisable to rework the modification for FAF compatibility.

      posted in Modding & Tools
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      Dim-A-miD

    Latest posts made by Dim-A-miD

    • Reviewing an old mod, possibly reworking it for FAF.

      Hello, I found an old mod pack.
      Please review the AlienNationsUnitAdditions modification from it for any new or old units missing from the available modifications.

      https://drive.google.com/file/d/1DB-avopWV5mIAWbxdzi6SylmVBc-qcwD/view?usp=drive_link

      If such units are found, it would be advisable to rework the modification for FAF compatibility.

      posted in Modding & Tools
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      Dim-A-miD
    • RE: Adding new tech levels to the game.

      @cychwa_klaymberg said:

      Thank you for your reply.

      Okay, then take the pictures I made.

      UEF https://drive.google.com/file/d/1W8KWaqH_Q44RKbE23IGQaHOjyEYslmJ_/view?usp=drive_link
      AEON https://drive.google.com/file/d/1NKohOmOqOYFK-MM6h27fQFXwaYXYuPLc/view?usp=drive_link
      KYB https://drive.google.com/file/d/1EtKAQU5-uLA0GYo_PdKP1yi_5JjQTvuE/view?usp=drive_link
      SERA https://drive.google.com/file/d/1iKaWEhbqdGGetNBdozumScEDP-F2BC53/view?usp=drive_link

      Maybe someday I'll want to do something like this.

      posted in Suggestions
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      Dim-A-miD
    • RE: Adding new tech levels to the game.

      @Fichom said:

      Double-decker Fatboy when

      We have a double-decker Fatboy at home...
      Total Mayhem from Total Mayhem.

      posted in Suggestions
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      Dim-A-miD
    • RE: Adding new tech levels to the game.

      @cychwa_klaymberg said:

      I’ve implemented this in a somewhat simplified way. .... , and then you can build the unit itself from that gate.

      Does this add depth to the game? No. You could churn out a thousand tech tiers, with each one simply rendering the previous one obsolete. That way, instead of having 50 units that become irrelevant just 10 minutes into the match, we could have 500. That’s great, right?

      In my case, this was the easiest approach to prevent players from "spamming" these units and abandoning standard armies, since the gates themselves are very expensive.

      The fact that approximately 50 objects become obsolete every 10 minutes is normal; it's a necessary element of the game. If you exclude this, you'd end up with C&C – generals. So, some of the game's depth still relies on this approach.

      The explanation for this "depth" is as follows: as you advance to the next tech level, new mechanics become available, and objects similar to the previous tech level receive a significant stat boost. This, I believe, is also a significant part of the game's depth.

      Initially, advancing between tech levels was quite expensive, enough to build a small army and make it difficult for an opponent who decided to level up first. Nowadays, advancing between tech levels is relatively cheap, in favor of match speed.

      posted in Suggestions
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      Dim-A-miD
    • RE: Adding new tech levels to the game.

      @speed2 said:

      That super level is just a bigger exp with a fancy name

      That's true.

      Although for the subjective experience, it depends on the presentation and mechanics of access.
      For example, access restrictions—Quantum Gates required.
      It seems like nothing has changed, but there's already a requirement for progress.

      posted in Suggestions
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      Dim-A-miD
    • RE: Adding new tech levels to the game.

      @Nuggets said:

      Deploy the T6 units to counter them!

      GSB2402.jpg
      Good, the Seraphim's super-artillery has been delivered.

      posted in Suggestions
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      Dim-A-miD
    • Adding new tech levels to the game.

      Greetings.

      Relatively soon, the game will reach its 20th anniversary, which is a significant event.

      Also, the "Sanctuary" feature is planned for next year, promising good graphics. Although the beta doesn't quite tell what the unit count will be. They do promise a super level with special units.

      I'm asking here if local enthusiasts have the desire and ability to combine the solutions from separate modifications to create additional tech levels. And beyond the experimental super level, as a countermeasure to the "Sanctuary" feature.

      It's been noted that existing modifications contain many structures and units that could be used to create new tech levels. There's also an abandoned modification that adds tech levels... In total, about half of the solutions already exist...

      UEF https://drive.google.com/file/d/1W8KWaqH_Q44RKbE23IGQaHOjyEYslmJ_/view?usp=drive_link
      AEON https://drive.google.com/file/d/1NKohOmOqOYFK-MM6h27fQFXwaYXYuPLc/view?usp=drive_link
      KYB https://drive.google.com/file/d/1EtKAQU5-uLA0GYo_PdKP1yi_5JjQTvuE/view?usp=drive_link
      SERA https://drive.google.com/file/d/1iKaWEhbqdGGetNBdozumScEDP-F2BC53/view?usp=drive_link

      posted in Suggestions
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      Dim-A-miD
    • RE: Not the novax again

      Greetings,
      I have some thoughts on the Novak, regarding its role other than as a precise alternative to artillery...

      The Novax is essentially artillery, hence its simple spam use in the late game. Since the Novax is incredibly accurate, this unit is more effective for the incidental destruction of small groups of targets, such as isolated Mex units.

      It is proposed to rework the Novax into a cannon firing a charge that effectively knocks down shields, while dealing little damage to structures and units. This way, the Novax will become a support for artillery builds.

      Additionally, make the satellite vulnerable to strategic missile defenses; for example, three missiles are needed to destroy a satellite... this would make the satellite an expensive way to defuse strategic missile defenses.

      posted in Balance Discussion
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      Dim-A-miD
    • RE: Idea: A new game project that follows the ideas of Sup Com FA and FAF

      I see... The association's position is stated very clearly.

      posted in Suggestions
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      Dim-A-miD
    • RE: Idea: A new game project that follows the ideas of Sup Com FA and FAF

      I have absolutely no information about Sanctuary, other than publicly available Steam and YouTube videos.
      I believe someone started the project with their own funds, then something went wrong (possibly a planning error or something else).
      It doesn't matter whether Sanctuary manages to attract an investor or absorb them by implementing something else.

      Here, I propose developing a project that describes the desired outcome in sufficient detail.
      Including costs, payback, timeframe, etc.
      With this ready-made project/business plan, it should be easier to find an investor or interest a studio.

      Since I'm not qualified to fully describe the steps for implementing this idea, I'm asking for help from enthusiasts.

      posted in Suggestions
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      Dim-A-miD