![]() I don't like the patrol system in Supcom. I was busier with the coding than with playing. But you could also use it to rebuild a base from its wrecks after an attack - I made the restorer unit with that in mind, although I haven't tested it fully yet. I liked the necro bot in TA mainly because I could use it to revive an enemy construction unit. The necro also, these are not new ideas and they don't add much usefulness, it's more for fun. I think the observer tower was also in TA. It's a bit useless I suppose, but less useless than the T1 wall which I never build. (I didn't have a model file to make a personal shield, that's why I added a small shield dome.) The shield costs a little bit of energy to maintain. The shield wall is just the T1 wall, except made 2x2 times larger it also has a small shield so that about 1 unit could fit under neath. I'd be careful about using the alpha channel, YMMV. I guess any valid DDS format (as far as DX9 is concerned) is ok, but all i have seen have been 64圆4 with either 24 or 32 BPP. ![]() If you want a icon for your mod to show in the mod manager, you also store that as a DDS file. Now lets say your unit is called BRMT3SNAKE (a unit from TotalMayhem), then you name the icon file BRMT3SNAKE_icon.DDSĪnd place it in mods\\textures\ui\common\icons\ as that is where the icon support mod will look for icons to match to unitnames. Store your icon as directdrawsurface (.DDS file), there are plenty of tools/viewers that can convert a jpg or png to dds. Install blackops global icon support mod. Another is patrolling fighters being baited back to the enemy base, blindly ignoring how far they have deviated from their patrol path. They do not dynamically retarget before the existing target is dead or their current task is complete - specially for patrolling engineer/scu and engineering stations that is a PITA that takes a lot of micromanagement to compensate for. If your forte is coding, not graphics/sound/animation, you may want to look at fiddling with unit behaviour and the concept of smart targetting.Īs you may already be aware, units in scfa get born with a priority list for targetclasses, but only use it when picking a *new* target within their engagement range. New units and offensive structures though, might want to segregate those into a seperate mod. T2 shield wall? Explain please, have not tried your mod yet. ![]() Like the idea of observer towers, it something that was already in AOE2 (cirka 1998/9), but thats a different story. Cant see it working well in pvp, due to balance considerations, but might be fun for compstomps. Neat thing with the factory adjacency thing if it works. See some useful and even inventive stuff there, but some things i object to as well. You can pause the unit to stop it from looking. You can leave this unit idle it will always look for a target for restoration or repair in its reach. T1 restorer creates a unit from wreckage instead of reclaiming the wreckage. T3 Quantum gate engineer (with mass/energy production similar to a SACU except no upgrades). This can be used to reinforce the defences of a base. ![]() T3 artillery: fast firing artillery with slightly longer range than standard T2 artillery. Quantum gateway can be built on the sea bed. T3 Submarine factory (builds the T1 sub and the T3 nuclear sub) T2 mass, energy storage (to add more storage). T2 Observation tower: this can be used to support a T2 defense, so that you can see what you are killing. This comes at a cost: the more advanced the unit becomes, the more costly it will be. Building factories next to each other will give a further adjacency boost. T1, T2, T3 high-tech land factories these use higher quality materials and better production methods to create units that have better armour and better weapons based on the same basic design. To use this mod, place the file in the following folder:Ĭ:\Users\\Documents\My Games\Gas Powered Games\Supreme Commander Forged Alliance\ModsĪnd in skirmish, enable it using the mod manager. I've uploaded the file at (latest version): I don't know how to make those, I'm better at coding. Note however, that I didn't add new graphics so the new units have existing graphics and no selection icons. I added a few units to make the game a little bit more fun.
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