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Actual Changes
Moderators: blubb
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blubb
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Joined: 31 Jul 2005

PostPosted: Tue Oct 30, 2012 7:36 am    Post subject:  Actual Changes Reply with quote  Mark this post and the followings unread

Seeing as the Online ladder games are quite active for it's age i thought, with my changes based on my own mod version, it'll be nice to drive into a more cleaner direction.

Perhaps the mod is welcome as a Competetive little package, i'll have to clean up some more and we have to see, in a few weeks i may be able to give a first version.

So far, as you know TS² is based on Aro's UMP, so consider these changes in TS².

Following is the list of additional changes, wich is not complete but subject to work with and gives you a bit inside info on what this mod is about and, feedback is appreciated and maybe it's welcome for online play, maybe even to switch people from vanilla to TS² as it's got superior balance and not so much to abuse like vanilla has.

Changes in addition to UMP so far (not complete):

Starting credits have been reduced from 20000 to 10000.

Titan has a New model.
Tick Tank has a New model.
Infantry have a more Neutral color sheme.

Cyborgs need Radar to be built.

Devils Tongue and Subtransport are considered support and Require only Radar instead of Tech centres.

Hunter Seeker Doesn't entirely destroy anything it hits, Important Buildings like the ConYard survive barely as it's a psychological harrass ability now.

MultiMissile spread missiles have a new image.

Juggernauts walking animation is fixed and speed reduced to 3.5.

Juggernaut cost is now 1100 and artillery cost is 1200, both siege vehicles now need tech centres.

Juggernaut is slow moving, slower than an Arty but the Range is increased to 22, with elite to 26, it can outrange an arty because it's turret is a goddamn Battleship Turret.

JumpJet ground speed has been reduced to 5

Wolverine armor has been icreased slightly.*

Orca bomber speed has been reduced slightly and armor reduced to 190.

Orca Bomber cost has been increased to 1400.

Helipad cost in general has been increased to 1200 per pad.

Factory bonus for more factory types has been activated.

Mobile War Factories have been removed from the game.

MCV's are avaiable at the Radar with the increased cost of 2200 to encourage expansions.

Obelisk Armor type is now concrete and ROF has been increased slightly for it's power drain and cost.

Units gain veteran status a lot faster and Boost weapon damage with designated new weapon slightly.

Crates offer no negative pickups anymore, radar reveal, shroud,stealth and tiberium has been removed from crates aswell.

The only unit you can find in crates are mammoth tanks at every tech level.

Crate appearances have been reduced.

Civilian Hospitals Heal any unit that is near it almost instantly needs micro to make aware of damaged units when more than 1 unit arrives.

Civilian Armories give Elite status for infantry when captured , making them powerful and worth the micro that goes into promoting.

Mobile EMP is now avaiable from Service Depots for GDI only.

EMP Launcher has been removed for GDI and is Nod only (GDI has only the mobile version).

Tech Buildings have slightly increased cost.

Limpet Mine has been changed to "Seeker Mines" wich can be built for 700 credits and Work similar to Widow Mines in SC 2, once deployed it's not undeployable anymore and drains -30 power.
It launches a deadly Missile at the target, crippling heavy Vehicles, Destroying light ones, and capable of killing 4-5 bunched up infantry.
Reload time is signalized with a "reload status bar", the mine stays defenseless and uncloaked when reloading.

Seeker Mines are Nod only.
Seeker Mine prerequisite is EM Pulse Cannon.

Orca Fighter damage has been slightly increased.

Harvester speed is reduced to 5.

Carryall Armor has been reduced drastically, it can't flight straight into an enemy base it will get almost 1 shot'ed. It needs a safe landing place near it or distracting flying units, no more easy disruptor drops.

Jumpjet Armor raised to 180.

Jumpjet airspeed increased to 20.

Buggy's Raider Cannon ROF has been increased to make it more viable in the early game against infantry and to guard Bikes from infantry aswell.

Refineries only hold 40 Storage.
This makes Silos a need.

Silo's don't requite Refineries as prerequisite, they can be built right after the first powerplant.

Silos have a Storage of 60 (1800 credits +/-) per silo.
Silo Armor increased to 260.
Silo cost increased to 300.

Base Crawling is not an option anymore, a Build Radius is only generated by your contruction yard, additional Build space requires either, moving your MCV, or constructing new ones.
MCV's currently have a Build Radius of 15.

So, these are the most important changes and are still being tested an might need some tweaking here and there of course, feedback is welcome.

Currently planned with the old "reworked standart maps" i have atleast 3-4 Tournament style maps i want to have in this mod so players have no disadvantages or advantages over the other.

Last edited by blubb on Sat May 18, 2013 2:39 pm; edited 13 times in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Oct 30, 2012 8:01 am    Post subject: Reply with quote  Mark this post and the followings unread

blubb wrote:
Harvester speed has been decreased in that regard to 4.5 instead of 5, might go even down to 4, needs further testing.

The Speed key accepts only integer. Thus the 4.5 will be automatically truncated to 4.
Fractions can only be achieved via different percentages on the groundtypes for a certain speedtype.

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blubb
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Joined: 31 Jul 2005

PostPosted: Tue Oct 30, 2012 8:15 am    Post subject: Reply with quote  Mark this post and the followings unread

allright, then i guess i test with speed 4, anyhow i still can increase the bail if that is too slow, thanks for the info Smile

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Oct 30, 2012 9:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
blubb wrote:
Harvester speed has been decreased in that regard to 4.5 instead of 5, might go even down to 4, needs further testing.

The Speed key accepts only integer. Thus the 4.5 will be automatically truncated to 4.
Fractions can only be achieved via different percentages on the groundtypes for a certain speedtype.


Are you sure? I've used floating values for infantry speeds and I could tell a difference between 4 and 3.75. Although, it was propably that the value 3.75 was truncated to 3...

Blubb wrote:
Mobile War Factories have been removed from the game.


Sad

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blubb
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PostPosted: Tue Oct 30, 2012 10:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Crimsonum wrote:
Lin Kuei Ominae wrote:
blubb wrote:
Harvester speed has been decreased in that regard to 4.5 instead of 5, might go even down to 4, needs further testing.

The Speed key accepts only integer. Thus the 4.5 will be automatically truncated to 4.
Fractions can only be achieved via different percentages on the groundtypes for a certain speedtype.


Are you sure? I've used floating values for infantry speeds and I could tell a difference between 4 and 3.75. Although, it was propably that the value 3.75 was truncated to 3...

Blubb wrote:
Mobile War Factories have been removed from the game.


Sad


2 reasons for that:
1:MCV is really always avaiable to build after you established a warfac, thus you have the ability, and i think even the neccisity to make expansions you can defend but have to spend more money on.

2:mobile warfactories come in conflict with factory bonus because if you have 3-4 factories to speed up your build and deploy a mobile warfac, cheaper units that are in queue tend to disappear because the door anim hasn't finished wich doesn't happen with regular factories because if that is about to happen, the factories cycle and 2+ factories become active in the build process.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Oct 30, 2012 10:30 am    Post subject: Reply with quote  Mark this post and the followings unread

blubb wrote:
2:mobile warfactories come in conflict with factory bonus because if you have 3-4 factories to speed up your build and deploy a mobile warfac, cheaper units that are in queue tend to disappear because the door anim hasn't finished wich doesn't happen with regular factories because if that is about to happen, the factories cycle and 2+ factories become active in the build process.


I wasn't aware of this, but it actually makes sense. You don't want the units you ordered specifically to be built from a distant mobile War Factory to spawn at your base, do you?

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CCHyper
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Joined: 07 Apr 2005

PostPosted: Tue Oct 30, 2012 10:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Speed= key is a float.

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blubb
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PostPosted: Tue Oct 30, 2012 10:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Crimsonum wrote:
blubb wrote:
2:mobile warfactories come in conflict with factory bonus because if you have 3-4 factories to speed up your build and deploy a mobile warfac, cheaper units that are in queue tend to disappear because the door anim hasn't finished wich doesn't happen with regular factories because if that is about to happen, the factories cycle and 2+ factories become active in the build process.


I wasn't aware of this, but it actually makes sense. You don't want the units you ordered specifically to be built from a distant mobile War Factory to spawn at your base, do you?


right Smile


and about the speed, with vehicle units it works...like you can adjust a mech shp walkanim to be precise with 3.5 for example when with 4 speed or 3 speed it is out of sync, so i guess it has to work.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Oct 30, 2012 10:48 am    Post subject: Reply with quote  Mark this post and the followings unread

i once gave two units 3 and 3.5 respectively and they both moved with the same speed ingame. Confused (same loco and speedtype too)

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blubb
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PostPosted: Tue Oct 30, 2012 10:52 am    Post subject: Reply with quote  Mark this post and the followings unread

could be, i have not that much insight, maybe hyper knows, or it might be only restricted to adjust for units with "walkrate" ?!

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blubb
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PostPosted: Tue Oct 30, 2012 12:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

also, feel free to share concerns and what you think should be done in adition and lets talk about the balance even further.

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blubb
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PostPosted: Wed Oct 31, 2012 4:08 am    Post subject: Reply with quote  Mark this post and the followings unread

another question would be, if anyone is willing to maybe contribute his own little tournament map to the mod? Smile

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blubb
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PostPosted: Wed Oct 31, 2012 6:00 am    Post subject: Reply with quote  Mark this post and the followings unread

aaand, additional changes, bottom of the list added.

I'm really interrested in your thoughts about the core mechanic changes.

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Orac
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Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Wed Oct 31, 2012 6:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Reducing storage of refs is a good way to promote silos, but we found in TO that reducing the ref storage to 0 meant that you could easily lose loads of credits early in the game, and that's just no fun. So I'd give the refinery storage space of at least half a harverster... IDK, something to test.

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blubb
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PostPosted: Wed Oct 31, 2012 6:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Orac wrote:
Reducing storage of refs is a good way to promote silos, but we found in TO that reducing the ref storage to 0 meant that you could easily lose loads of credits, and that's just no fun. So I'd give the refinery storage space of at least half a harverster... IDK, something to test.


i take that into consideration, first off i want to see how it turns out, thus i was giving silos a bit more armor in that regard, and yes...silos are precious now and need to be protected, wich is something the game mechanic could benefit from, it's just another way to cripple the enemy. but yeah that needs testing, maybe i'll have a little emergency storage on ref's later on. Smile

EDIT: what if i place storage on the ConYard instead for this emergency case?

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Atomic_Noodles
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PostPosted: Sun Dec 09, 2012 7:30 am    Post subject: Reply with quote  Mark this post and the followings unread

ConYard = 10,000
Refinery = 5,000
Silo = 5,000

Also... How are you guys handling the Maximum amount of cash Players start during Skirmish?

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blubb
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PostPosted: Sat May 18, 2013 2:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

*Updated

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