There isn't a plan to do so. It's only accessible through the original game menus, which we don't use anymore.
MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)
#2862
Posted 28 January 2018 - 02:36 PM
There isn't a plan to do so. It's only accessible through the original game menus, which we don't use anymore.
Is it possible to inject existing SED files via syringe.exe?
In-game speed vs real life speed? →
Malver in Obisidian Sands? →
Strength-Agility-Intellect subfactions? →
#2863
Posted 28 January 2018 - 06:12 PM
what if you made a custom version of it on the custom menu
"I cast a deadly shadow." - Apocalypse
#2864
Posted 30 January 2018 - 01:23 AM
I think there is a problem in Godsend, when I mind control those Chrono Legionnaires and they tend to go "wacky" and attack any enemy within their sight.
You picked the wrong Chrono Legionnaires to MC...
Joking aside (not really), the special Chrono Legionnaires used by AI have a massive aggro range compared to the normal ones, so yea...Have fun trying to use them
So it wasn't by script but some sort of custom unit version? Wish there is a way to change that.
#2865
Posted 30 January 2018 - 12:24 PM
Those CLegs were made to jump at you from a distance, that required giving them a certain special feature. AI uses its unique CLegs in general, so that they don't auto retaliate at whoever starts firing at them, otherwise they'd never stick to warping a single target out.
#2866
Posted 30 January 2018 - 05:12 PM
Ah thanks for telling me about that. I guess it's just a liability to MC those guys in that mission.
#2867
Posted 31 January 2018 - 12:13 PM
Liability? My apologies, but well...
*Laughs uncontrollably in the background*
Don't mind me, I'm just pretty broke nowadays...
#2868
Posted 31 January 2018 - 01:04 PM
Repair walls support power
As they are very tedious to keep replacing once they broke down, it would be nice if we could just have some way of repairing already existing walls instead of rebuilding them constantly.
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#2869
Posted 31 January 2018 - 03:37 PM
Some ideas for the map maker:
- Half cliffs that are 2 levels high instead of 4.
- Iron ore that has half the value of gold.
- An indoor / underground map type.
- Neutral enemies (http://ares-develope...ians-as-enemies)
Other ideas:
- "Funds" support power. Requires any any refinery. Drops a money crate worth $2500. Costs $2500 to use. Can be used every 4 minutes. Purpose? For aiding allies with low funds.
- More accuracy for the speeder trike against mobile terror drones. As funny as it is to see 1 terror drone chase away 15 speeder trikes, I think the trikes should at least be able to kill it.
- Directive255 likes this
Infinitive absence.
#2870
Posted 31 January 2018 - 06:09 PM
IIRC MO 1.0 featured some sort of support trucks, that could be used to transfer money via destroying them and picking up the money crates, no? A support power to just simply drop crates sounds interesting, and should be possible too, by paradropping a dummy unit that self-destructs immediately upon landing, and leaves a money crate.
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#2871
Posted 31 January 2018 - 06:21 PM
I would approve of the money crates as an optional feature, avaliable after whenever - to allow for compstomps, co-ops etc.
"I cast a deadly shadow." - Apocalypse
#2872
Posted 31 January 2018 - 07:44 PM
I do remember that Blizkrieg II for CnC Generals Zero Hour had supply truck unit that self destroyed when deployed and spawned a 10 000 money crate that your ally could pick up.... maybe copy that for Mental Omega ?
A truck... ?
Well, i could see more gameplay potential in trucks hauling money to allied bases rather than omnipotent support power.
Having to actually escort such trucks, not getting raided would add difficulty but atleast it would balance it out... slightly.
Since if it was a support power in team game, example: ally could have officially lost all source of income but his comrades can reverse his failure by paradroping crates to his base. Or in low resources starts, team players could pretty much feed resources to x player so he can make a mass of y units early on.
Edited by mrvecz, 31 January 2018 - 07:45 PM.
#2873
Posted 31 January 2018 - 08:42 PM
I do remember that Blizkrieg II for CnC Generals Zero Hour had supply truck unit that self destroyed when deployed and spawned a 10 000 money crate that your ally could pick up.... maybe copy that for Mental Omega ?
A truck... ?
Well, i could see more gameplay potential in trucks hauling money to allied bases rather than omnipotent support power.
Having to actually escort such trucks, not getting raided would add difficulty but atleast it would balance it out... slightly.
Since if it was a support power in team game, example: ally could have officially lost all source of income but his comrades can reverse his failure by paradroping crates to his base. Or in low resources starts, team players could pretty much feed resources to x player so he can make a mass of y units early on.
I'd rather have a support power than a dedicated unit for this. Or mabe both. A support power that deploys a supply truck, like the Field Buerau deploys Drakuvs. A simple unit is much easier to spam than a support power, and that could lead to all the problems you envisioned, but you also have a fair point with that getting money from A to B should be a tactical challenge. Although any sort of difficulty could be easily eliminated by simply having a unit in your ally's base, having your ally deploy the crate right there, and then picking it up with the said unit. So the way this would be implemented, whether by supply drops or trucks, wouldn't really change a thing. This is kinda good, tho. We have 4 factions, not all of them need to use the same delivery system. We could have paradrops, supply truck deployments, etc, ideally a different approach for all 4 factions.
Edited by Divine, 31 January 2018 - 08:42 PM.
- mrvecz likes this
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Skirmish Map: (2) Commietopia
Feedback and showcase thread
#2874
Posted 31 January 2018 - 08:59 PM
#2875
Posted 31 January 2018 - 11:16 PM
i really like the idea of funds support power.
ok lets see
allied: drop crates from a cargo plane; require ore purifier and air force command.
soviet: deploy a truck (could be old Libyan demo track); require industrial plant and Field Bureau (can deploy from industrial plant).
epsilon:deploy a driller ; require grinder and radar spire(can deploy from grinder).
foehn: i dont know T_T
#2876
Posted 01 February 2018 - 01:49 AM
Epsilon could have a radically different approach maybe, instead of deploying money crates in some way, they could deploy gem patches using Ares' logic that allows Tiberian Sun style mutant deaths. basically a vat-grown something, not unlike a Bloatick, that could explode itself into a gem patch. This might be too radical and not very well fit for MO, I'm really just brainstorming.
Foehn could get an infantry to do the job, again, using Ares logic, if possible. IIRC it is. Basically, a hacker-like guy who could target a specific type of structure like the Ore Refinery of an ally, and apply a quasi "reverse drain beam" on it, that drains your money and increases the ally's.
Edited by Divine, 01 February 2018 - 01:54 AM.
Sidebar icons for normally not buildable stuff: Yuri Prime, Space Commando, Allied Jackal (obsolete), Gravitron
Skirmish Map: (2) Commietopia
Feedback and showcase thread
#2877
Posted 01 February 2018 - 04:37 AM
Next thing you know, faction dogs need to have their own special abilities.
#2878
Posted 01 February 2018 - 05:28 AM
I'd rather have a support power than a dedicated unit for this. Or mabe both. A support power that deploys a supply truck, like the Field Buerau deploys Drakuvs. A simple unit is much easier to spam than a support power, and that could lead to all the problems you envisioned, but you also have a fair point with that getting money from A to B should be a tactical challenge. Although any sort of difficulty could be easily eliminated by simply having a unit in your ally's base, having your ally deploy the crate right there, and then picking it up with the said unit. So the way this would be implemented, whether by supply drops or trucks, wouldn't really change a thing. This is kinda good, tho. We have 4 factions, not all of them need to use the same delivery system. We could have paradrops, supply truck deployments, etc, ideally a different approach for all 4 factions.
Hmm, both could work aswell, support power could be used for smaller cash donations (2000 ?) and has longer cooldown, trucks could be summoned faster and hold more cash.
Unique way for each faction to deliver cash is abit overboard. Aside from faction specific trucks it shouldnt go overboard.
Edited by mrvecz, 01 February 2018 - 05:29 AM.
#2879
Posted 01 February 2018 - 08:13 AM
Why not a tech building that allows summoning (or randomly summons) a neutral Supply Truck. Now this supply truck would work the same as the spy plane does: Spawns from one side of the screen and heads for the opposite side (dunno how it work on maps with water as borders, supply plane?), so even though triggering the Supply Truck is in the hands of the owner of the tech building, it could be still intercepted by the enemy.
Edited by Solais, 01 February 2018 - 08:14 AM.
#2880
Posted 01 February 2018 - 08:46 AM
I like gnomes
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