@maudlin27 The AI Logic button is messing with the Nomads somehow, though I'm not sure it's a priority. It makes all of the commander ability buttons appear, but none of them work anymore, even if you have the upgrade.
Posts made by TankenAbard
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RE: M28AI Devlog (v160)
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RE: Seraphim language, unit names.
@deletethis Yes! This is perfect, it answers most of what I wanted to know. Though, it could be added to. Some names of units seems to be old god names from the Cthulhu mythos, but a little different. Examples being Othuum, Arwassa, Ythogtha, Vulthoom.
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Seraphim language, unit names.
Had anyone looked at the unit names for the Seraphim units and "translated" it? I've thought about it now and then, and I see patterns. I can't be the first person to think about it.
For example, Selen is scout, Yth- has something to do with missiles (Tac or strat), Ia- tends to be things that shoot at aircraft. -Ioz seems to be some form of "Denial" and is shared by Strat defence, T3AA, and torpedo bomber.
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RE: SACU Rebalance
This makes me wonder, what values about a unit could an aura change? We can see that it can change Max HP and HP regeneration, but can it do other base values like movement speed? Fire recycle time? Muzzle velocity? I imagine any kind of aura skill would be limited to the values it's able to change.
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RE: SACU Rebalance
If auras in general are out, there are other options. With the Aeon, the heavy shield pack could help tank damage similar to a GC so that harbingers could do work. Seraphim is fine with Light Overcharge, if personal shields are out then maybe Nano1 and Nano2 like the commander?, UEF is good with the heavy shield dome, Cybran getting a light microwave laser would be interesting as a body slot, leaving them with less HP but high damage output.
I like how SACUs generally function now, but their cost and other balances need to be rebalanced.
Also, when I go to spawn in Cybran SACU, before it is placed it has a jetpack. What's up with that?
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RE: SACU Rebalance
UEF changes seem fine, would have to see it play out. The Aeon SACU Chrono idea is going to be like walking a tightrope, it could be overpowered or bad. The Cybran changes are kinda odd, damage aura? The Seraphim could be very interesting, if the regen aura gives more total HP as well, it could be amazing for army escorts but the loss of shield makes them less competent lone actors.
I like the idea of using SACUs as single actors or small strike teams, but is the purpose of the changes to make SACUs become support units to be mixed into armies, or escorts for experimentals? If so, I'd say remove sensors on the UEF SACU and replace it with mobile tac defense. A stealth field generator for Cybran. I'd love to see/know what the values are on the Aeon sensors and Seraphim regen aura.
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RE: T3 Land is kinda unbalanced now
I'd be in favor of a damage boost to the Othuum in general. Seraphim are all about making things dead, so it fits.
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RE: Allow AI to use specific units, disable same units for players.
@dddx I like the idea of a mod simply disabling the units for the players. I don't want to tie it to a map, so it can be used on any map.
I'm absolutely new to any kind of modding. Is there anywhere you or anyone can point me to get started? I see a lot of old information, but I'm not sure how much applies.
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Allow AI to use specific units, disable same units for players.
I posted this elsewhere, but is this possible? The goal is to allow an AI of a select faction to use new units from another mod, while disabling the players from using those same units. Is this possible?
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Allow AI to use specific units, disable for players.
As the title implies, is there a way to allow the AI to use specific units while disallowing the human players from using those units? Or, is this more of a Mod thing?
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RE: Deconfuse Aeon SACU torso upgrades
I've used Nano before, but I've never directly compared performance of the first personal shield upgrade to Nano. Nano was good for raiding, as long as you can yoyo the SACU in and out of combat, but by the time SACUs hit the field there are also T3s. It reminds me of the Nano/T2-T3 upgrades for the UEF commander, how they have their uses.
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RE: Is it only really me who finds the cybran t2 destroyer op?
The only times I can think of were myself or friends have used a Salem on land was to transfer them from one pond to another, impromptu point defense, or early siege tactics with some kind of backup. Direct assaults with these have never been good. Perhaps if the torpedo launcher doubled as a short range rocket on land, but that's just getting weird.
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RE: Is it only really me who finds the cybran t2 destroyer op?
Vs players, the range is annoying but it's mostly fine. Vs AI, it can be an absolute terror. Face an M28 Cybran AI, you'll see. That thing will kite you across the planet.
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RE: FAF isn't like it used to be.
People need to play more Center Lake and less Land Bridge. It'll change your life.
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RE: mods v vanilla
What kind of mods exist that would give someone an advantage over another player?
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RE: T2 used for sniping just makes for a sad game
Can you link to the replay?
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RE: SACU upgrades go into Sacrifice?
I hope that there's some amount of attention paid to them, but I also understand that messing with them could demolish how the game currently plays.
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RE: SACU upgrades go into Sacrifice?
I think SACUs need their turn on the rebalance table before something like that is touched. Sacrifice is neat but I don't use it much at all. If I have the resources to teleport 5 of them behind someone and make a Colossus, I could have used those resources for anything else and been more effective. By the time you can get Teleport on an SACU, the map is pretty well identified and the SACU isn't really effective in combat that late in the game either, especially with Teleport instead of Nano of shield.
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RE: What is going on with FAF?
I haven't had any issues personally, though I'm in the US playing with others in the US, is this an international problem? I'm not seeing it.
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RE: Looking for high-rated replays that use the Mercy
I'd hate to see the Aeon T2 gunship changed just to make the Mercy useful, but that might be what happens.
The way I see it, the Mercy should focus on one of three factors. Either be cheap to use if it has low HP and damage, decide if it wants to be AoE or area denial and then be good at it but maintain low HP and current price, or have enough HP to ensure its deployment if it's neither of those.