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EpicMod 2.0
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purplescrin
Light Infantry


Joined: 21 May 2008

PostPosted: Wed May 21, 2008 4:42 pm    Post subject:  EpicMod 2.0
Subject description: Proposed KW mod with preview changes
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This is a new mod proposed for KW only and will be done if only the KW MOD SDK is released. Right now, it has not been released yet. This mod is the continuation based from EpicMod 1.0.

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List of proposed changes to EpicMod 2.0:

- New factions: Trio Alliance (GDI/Nod/Scrin), GDI United (GDI/SteelTalons/ZOCOM), Nod Trio (Nod/BlackHand/MarkedofKane), and Scrin Trio (Scrin/Reaper17/Traveler59)
- Will add two infantries, two tanks, and an MCV for each faction when starting a skirmish game. All skirmish maps will have black shroud and no construction yards at the beginning of the skirmish game.
- Will have some modified SP mission maps, 4 secret bonus test maps unreleased by EA, 5 pre-release skirmish maps and 4 official skirmish maps from Tacitus Thursday. Also will include all custom mission maps from C&C3 in past months.
- Will have all menu and ingame soundtracks (including my modified Act of Instinct 3) changed except score screen music.
- Will have walls for all factions and wall span length is reduced. Same price but wall sections cost and sell nothing.
- all harvesters will extract tiberium into refineries for one second instead of 9 seconds and all refineries will hold unlimited credits which means no need for Tiberium Silos to be built in KW for all factions. Cost for harvesters and refineries will be changed back to normal if EA increases them in a future KW patch.
- Big Tiberium Silo will gain 8000 credits when captured. Tiberium Spike will gain 1000 credits when captured and each Tiberium Spike will gain 50 credits per second instead of 25 per second.
- Cranes can build other cranes and can build defenses but not superweapons and surveyors/emissaries/explorers.
- Money crates will hold 2000 credits instead of 1000. Crate spawn surprises will be only the selected units, not MCVs.

For all factions in KW:
- all harvesters will get their health doubled from the original number making them harder to destroy. They health should be similar to the health/armor to those of RA1/2 ore trucks and C&C1/2 harvesters.
- The MARV, Redeemer and Eradicator will equalize their speed. Both the Redeemer and Eradicator will increase health and attack damage by 20% each. The MARV will collect an extra 100 credits of either green or blue tiberium. (700 credits in blue tiberium will become 800 and 350 credits on green tiberium will become 450)
- The Reclamator Hub, Redeemer Engineering Facility and Warp Chasm costs reduced to 2000 from 3000 for each in all factions. Since they are considered extra war factories, they are the only ones that can build only epic units. Power usage remains.
- Stealth detection will be limited to only the units that can detect stealth including mines and aircraft and the rest will be forbidden. This also includes Disruption Towers which should be cloaked when built for all Nod factions. All epic units are an exception because they should be stealth detectors as well.
- all hero units will cost 2000 each except for the Prodigy at 2500
- all power plants/reactors will be equalized at +20 and upgradable power turbines will be 300 for each power plant/reactor built at an extra +20 power usage
- most upgrades will have their time reduced to half or significantly due to a long time making upgrades
- command center, operations center and nerve center will cost 1000 from 1200 and power usage is -5.
- all cranes and foundries will cost 2000 from 1500 and power usage is -5.
- all tech centers will cost 3000 from 4000 and power usage remains the same
- all armory/secret shrine/stasis chamber will cost 1000 from 1500 for each and power is -5; all can heal units for 3 seconds
- all mcvs and drone platforms will cost 4000 from 3500 making capturing it with engineers easy to sell with more credits
- all engineers will have their capture delay time reduced to 1 second or less but will not be zero
- all superweapons will be charging for 7 minutes equally. Ion Cannon increased its attack radius by 20%.
- construction yards and drone platforms will no longer use radar. Radar will be shown with command/operation/nerve centers.

For all GDI factions:
- all Pitbulls increase their atk damage and fire rate to equalize among the numbers from Attack Bike and Seeker
- all APCs should be able to carry three infantry squads
- all foxholes will be repairable and be garrisonable for 3 infantry slots. Both the Zone Trooper and ZoneRaider will garrison it as well
- Juggernauts and Behemoths increase their fire rate and turn rate slightly with pre-attack delay reduced.
- slingshot increases health and armor by 30% but speed decreases by 10%
- orbital strike, shockwave artillery and orca strike support powers get their attack damage doubled
- orbital strike will have its cooldown time decreased to 4 minutes
- bloodhounds will have elite status to those units instead of veteran and will cost 2500
- airborne will have elite status to those units instead of veteran and will cost 1500
- predator tank will reduce its cost to 1000 instead of 1100 and will start as veteran
- all railgun upgrades will reduce cost to 3000 from 5000 and time is reduced by half
- tiberium field suits should be available and apply to all infantry except zone troopers/raiders
- mortars will cost 1000 instead of 2000 and increased damage by 15%
- Sharpshooter team will cost 2500 instead of 3500
- will have a Tiberium Field to build for 4000 in 20 seconds
- will have Mammoth Tanks cost 2200 instead of 2500 in 20 seconds
- will have Hammerheads the same health value as Orcas do
- will have AP Ammo upgrade cost reduced to 2000 from 2500
- will have power plants cost 600 instead of 800
- will have guardian turrets cost 1000 instead of 1200 and increased its health by 15%.
For the GDI:
- will have both Orca and Firehawk earn an automatic extra ammo capacity which means no Hardpoints upgrade to use here
- will have Combat Engineer to replace ordinary Engineer
- will have harvesters increase their atk damage by 100%
- will have Shatterers increase atk damage and armor by 15%. Fire rate increases slightly.
- support power Zone Trooper Drop Pods cost reduced to 3500 from 4500
For the Steel Talons:
- will have Sniper Squad in the field to support Behemoths
- will have Armory with Composite Armor upgrade and GDI Airborne support power.
- will have component tower with upgrades, but no watchtower and Guardian Cannon and AA gun will require Command Center
- will have EMP cannon as a backup support power and requires Space Command Uplink
- will have both Titan and Wolverine costs decreased by 200 each and both will get similar predator and apc stats of health/atkdamage/speed but speed decreases by 10%.
- will have the repair APC improve the repair radius size by 10-20%, gain a drone repair unit and two garrisonable slots but no mine placing ability.
- will have railgun accelerator lasts for 15 seconds instead of 10 seconds
- will have Hardpoints upgrade cost reduced to 2000 from 2500
For the ZOCOM:
- will have Zone Raiders immune to cloaking field
- will have Zone Orcas increase atk damage slightly
- will have Zone Shatterers increase atk damage and armor by 15%. Fire rate increases slightly.
- will have Zone Trooper to build and to support with Zone Raiders
- support power Zone Raider Drop Pods cost reduced to 3500 from 4500
- will have Hardpoints upgrade cost reduced to 2000 from 2500

For all Nod factions:
- Fanatics increase atk damage by 40% and speed increase slightly.
- Specter health increase by 20% and its speed by 10%.
- venom cost 800 instead of 900 and its attack damage will increase by 50% for both guns and either lasers or particles
- vertigo bomber cost 1600 instead of 1800 and will carry one extra ammo.
- Nod Countermeasures ability moved to tech center but can only be used when your units or structures are hit by an EMP
- all shredder/laser/SAM turrets will add an extra hub when built. Quad turrets will be renamed as Penta Turrets.
- tiberium vein detonation will have its cooldown time decreased to 4 minutes
- Cloaking field support power except Black Hand will cost 2000 instead of 3000
- Seed Tiberium will enlarge its radius for more tiberium by 25%
- will have a Nod Bunker to build for 500
- will have laser turrets cost 1000 instead of 1200 and increased its health by 15%.
For the NOD:
- all reckoners should able to carry three squads before and after deploy
- stealth tank cost reduced to 1500 from 1800
- flame tank cost reduced to 1000 from 1200
For the BlackHand:
- Mantis increases its health and armor by 15%
- Purifer cost reduced to 2500 from 3000
- Purified Flame upgrade reduced to 2000 from 2500
- Laser Capacitators will be available to use to scorpion tanks and venoms
- will have an airfield consisting of only Venoms and Signature Generators and but no other upgrades/support powers for this.
For the MarkedofKane:
- stealth tank cost reduced to 1500 from 1800
- The Awakened cost reduced to 300 from 500
- Tiberium Trooper increase its atk damage by 25%
- super charged particle beams upgrade will cost 3000 from 4000 and should apply to scorpion tanks as well
- shredder turrets with particle cannon upgrade reduce atk damage by 25% because it was OP

For all Scrin factions:
- reduce attack damage of Devastator Warships by 50% on vehicles because they are OP against vehicles
- will have Devourer Tank require War Factory as Tier 1 rather than Nerve Centre as Tier 2.
- will have Planetary Assault Carrier be required to build with Technology Assembler
- will have Storm Column cost 2000 instead of 3000 and increase health by 15%
- will have Overload's Wrath support power increase its attack damage by 60%
- will have Ichor Seed enlarge its radius by 30% for more tiberium
- will have Infestation cost 1000 instead of 1100 and damage increased by 20%
- will have Ravager cost 1000 instead of 1200 and damage increased by 10%
- will have each Mechapede upgrade part increase the atk damage by 20% each
- will have shard launchers upgrade decrease its cost to 2000 from 3000
- will have Ion Storm atk damage increase by 15% despite of less usage there
- will have Lightning Spike to build at a cost of 1000
- will have the swarm support power to cost 1000 from 1500
- will have photon cannon cost 1000 instead of 1200 and increased its health by 15%.
- will have Ion Storm support power for a cost of 5000 and 6 minute cooldown
- overload's wrath will have its cooldown time decreased to 4 minutes
- all green or blue shard upgrades will have their atk damage increase by 20%
For the Scrin:
- all reactors, portals and foundaries increase their build range significantly
- will have forcefield generators cost 3000 instead of 5000
- will have Shielded Harvester to replace normal harvester
- will have Mutant Marauders to build
- will have Shock Trooper pods support power
- will have Reaper Tripod to build replacing Annihilator Tripod and cost is 2500 from 3000
- will have Conversion Reserves upgrade into tech center
- devourer tank cost reduced to 1100 from 1600
- you can build more than one mastermind
For the Reaper17:
- will have Mutant Marauders to build
- will have Reaper Tripod cost reduced to 2500 from 3000
- you can build more than one mastermind
- growth accelerator will gain 25 credits instead of 15 every few seconds
For the Traveler59:
- devourer tank cost reduced to 1100 from 1600
- Annihilator Tripod cost reduced to 2500 from 3000
- all mind control units capturing units/structures increase their range by 20%
- the Prodigy can be build up to a limit of 5

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bartpp7
Soldier


Joined: 01 Jun 2007

PostPosted: Sat May 24, 2008 1:21 am    Post subject: Reply with quote  Mark this post and the followings unread

great idea for a mod mate just hope they release a SDK maybe once the patch is released they might

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