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Is there any interest in a Skirmish mod?
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Kurtisb
Vehicle Driver


Joined: 26 Aug 2007

PostPosted: Mon May 26, 2008 10:23 pm    Post subject:  Is there any interest in a Skirmish mod? Reply with quote  Mark this post and the followings unread

I'm currently working on a mod for CnC3 TW, aimed at making Skirmish more enjoyable. Although not exactly an AI mod, I'm trying to ajust it so the AI will make better force-compositions, among other things.

The secondary aim is to balance the factions to the way that I think is more realistic, and to emphasise the different play-styles even further. i.e. GDI Predators are getting an armor buff, but with a consequent price increase and reduced speed.

In short, is anyone interested?


Regards,

Commander Kurtis

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue May 27, 2008 7:47 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm interested, but I'm more interested in a mod for KW, because Skirmish balance in that game is even more worse then in TW...

One advice for your mod: please increase the buildtime at least. Multiply it with 2 or 3 or so, that makes the game less a spamfest, and more a honorable C&C game #Tongue

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Kurtisb
Vehicle Driver


Joined: 26 Aug 2007

PostPosted: Tue May 27, 2008 12:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'll look in to that. 3x is unlikely, but 2x sounds reasonable.

BTW, I'm doing this bit-by-bit. I have to play (not test) imbetween working on it, otherwise it will seem like... work for me.

-------------------------------------
EDIT @ Dutchygamer:
I decided I'll do something based that. I'm going to implement different build time modifications for different things: Units 2x normal, Buildings 3x normal. I also decided to have different research times for upgrades: 2x for T1 upgrades and 3-4x for T3 upgrades. (Certain upgrades may have a different one, like Railguns will prolly have 3x normal, as 4x I think would be too much.)

And no mod/patch in progress information could do without the classic "Things may change before release" statement. Just depends on what happens in testing. (I'm currently just finishing up the initial phase before I begin testing; only GDI/Nod have been changed atm.)

P.S. If you or anyone else wants to help test it, go ahead and ask.
P.P.S. Wether or not you want to test it, I can mention you/add you into the credits for the build-time idea.

End edit
----------------------


Regards,

Commander Kurtis

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Kurtisb
Vehicle Driver


Joined: 26 Aug 2007

PostPosted: Fri Jun 20, 2008 5:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

First off, I'm bumping as I'm adding new stuff to the thread.


I'm thinking of reducing the Confessor's grenade hallucination time from 20 seconds to 15 seconds (or something of the sort). I personally loathe the confessor's grenade, so I'm asking for input on if I should change it or leave it.

If you have any other suggestions, feel free to post 'em. (Don't PM me them, post them so others can discuss them.)


Also, as I stated in a previous post, if anyone is interested in testing the mod, don't hesitate to contact me.


Regards,

Commander Kurtis

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