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EpicMod 2.0 for KW (updated 7/01)


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#1 purplescrin

purplescrin
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Posted 20 May 2008 - 10:34 PM

This is new mod proposed for KW and will be done if only the KW MOD SDK is released. Right now, it hasn't been released yet.

List of proposed changes to EpicMod 2.0:
- New unit: EMP Hover Tank (Steel Talons/Army Corps) - This is based on an old unit from C&C2 Firestorm as what was used to be called the Mobile EMP Tank. Using the old Shatterer and reused from EpicMod 1.0, it floats when moving and its weapon is based from the secondary attacks of the Enlightened and the Awakened. It fires an EMP blast to any unit or structure and stops functioning for 10 seconds. When fired, it cannot fire again after a 10 second cooldown. Cost 1000 credits.

- New unit: Elf Squad (Army Corps) - A group of 6 with swords effective at against anything except aircraft but must be at close contact range to attack. With special armor, they are fast in terms of offense and defense and they cannot be crushed by vehicles or be dead when cloaked. Cost 1800 credits.

- New unit: Range Costa (Steel Talons/Army Corps) - A lone stealth sniper unit similar to Jarmen Kell from Generals/ZH. It's attack range is as long as any arillery in the field. Its special ability is that every time it attacks a vehicle, it's powered down for 10 seconds due to its EMP bullet blast. Cost 1500 credits.

- New structure: Propanganda Tower (all GDI factions) - This structure not only detects stealth units within a large radius but also makes nearby friendly units increase firepower by 15%. The build limit is 3 per faction. Cost 1000 credits.

- New other structures: Pillbox, Repair Pad, Component Tower
- New other units: Mechanic, Supply Demo Truck

- Three new sub-factions:
*Army Corps - a GDI sub-faction focusing on only infantry battle where most vehicles, aircraft and other technologies will not be used ingame, not even the MARV. Zone Troopers and Zone Raiders will be used heavily there. Features include:
-- all infantry upgrades and support powers. Rifleman Squad and Missile Squad when built will start as veteran status.
-- new units such as EMP Hover Tank, Elf Squad and Range Costa and a new building called the Propanganda Tower.
-- Range Costa will replace the sniper squad for this GDI sub-faction.
-- APCs, Slingshots and Harvesters are still buildable from War Factory. APCs increase its health and attack damage by 30% whereas its cost increased to 1000. Slingshots will have one infantry garrison slot for self-defense.

*Stealth Recon - a Nod sub-faction focusing on stealth where most units can use more recon and sneak attacks than ever. Most units when built will automatically come with stealth. Features include:
-- No cloaking field support power to be used there
-- The Awakened and the Enlightened will be available in the game and are stealthed. The Enlightened will automatically comes with particle beam upgrade.
-- will include Stealth Scorpion Tank, Stealth Avatar, Stealth Beam Cannon, Stealth Flame Tank, Stealth Raider Buggy, Stealth Attack Bike, Stealth Reckoner and even Stealth Redeemer

*Shield-98 - a Scrin sub-faction focusing on defense where most vehicles and aircraft are equipped with forcefield generators when built. Features include:
-- Mechapedes, Ravagers and all mind control units will not be in this sub-faction except Mutant Marauders.
-- Attenuated Forcefields not only apply to Seekers/Gun Walkers but also Devourer Tanks and Corrupters. Cost remains at 2000.
-- Forcefield Generators will also apply to Stormriders as well. Cost reduces to 4000 from 5000.

- 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 menu and ingame soundtracks (including my modified Act of Instinct 3) changed except load/score screen music.
- Money crates will hold 2000 credits instead of 1000. Crate spawn surprises will be only the selected units, not MCVs.
- all neutral buildings should have 0 build radius except expansion points.
- Big Tiberium Silo will gain 6000 credits when captured. Tiberium Spike will gain 1000 credits when captured and each Tiberium Spike will gain 30 credits per second instead of 25 per second.

For all factions in KW:
- Other than Construction Yards, Surveyors, Emissaries and Explorers with build radius, only Refineries, War Factories including Epic War Factories, Airfields, Tech Centers and Cranes will have a build radius at 100. Others are restricted.
- 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 and power usage for harvesters and refineries will be changed back to normal from KW Version 1.00. All harvesters will get their health increased significantly from the original number making them harder to destroy and are equalized.
- The MARV, Redeemer and Eradicator will equalize their speed. Both the Redeemer and Eradicator will increase health and attack damage by 15% 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.
- suppression reduced slightly for both Gdi & Nod Commando.
- 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. Both Nod and Scrin power plant will cost 600 each.
- Cranes can build other cranes and can build defenses but not superweapons and surveyors/emissaries/explorers.
- Most upgrades will have their time reduced to half or significantly due to a long time making upgrades.
- 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%.
- will have V-Ox Transports for all GDI factions and Carryalls for all Nod Factions.
- 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 except Mobile Repair APCs and they can no longer have Mine Placing ability. Mobile Repair APCs will be available to build (requires Command Center) and can use the Mine Placing ability.
- all foxholes will be repairable and be garrisonable for 3 infantry slots. Both the Zone Trooper and Zone Raider will garrison it as well
- slingshot increases health and armor by 30% but speed decreases by 15%
- 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.
- predator tank will reduce its cost to 1000 instead of 1100 and will start as veteran
- all railgun upgrades (except Zocom) will reduce its cost to 4000 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 (sniper team) will cost 2500 instead of 3500
- will have a Tiberium Field to build for 4000 in 30 seconds with a build limit of two
- 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 guardian turrets cost 1000 instead of 1200 and increased its health by 15%

For the GDI:
- will have the EMP Cannon support power and requires the Space Command Uplink
- will have both Orca and Firehawk earn an automatic extra ammo capacity which means no Hardpoints upgrade to use here. Will also have Ceramic Armor upgrade available.
- 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 a new unit called the EMP Hover Tank
- will have Mammoth Tanks be veteran status when built
- will have a Range Costa unit in the field to support Behemoths
- will have Armory with Composite Armor upgrade and GDI Airborne support power
- will have EMP cannon as a backup support power and requires Space Command Uplink
- will have component tower with upgrades, but no watchtower and Guardian Cannon to build and AA gun upgrade will require Command Center
- 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% and then increase atk damage and health inc. by 10% each
- 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 and adaptive armor last for 15 seconds instead of 10 seconds
- will have Hardpoints upgrade cost reduced to 2000 from 2500 in 20 seconds. However, no upgrades for all aircraft

For the ZOCOM:
- will have Zone Raiders immune to cloaking field
- will have Zone Orcas increase atk damage and health 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 in 20 seconds
- will have Rig available to build
- will have Composite Armor upgrade to support infantry
- will not have sniper team and sharpshooting team support power available

For all Nod factions:
- all reckoners should able to carry three squads before and after deploy
- 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
- Dozer blades will be nerfed to scorpion tanks since it makes them OP
- 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 available to build for 500
- will have Avatar increases its cost to 2500 from 2200
- will have the Power Signature Sign support power
- will have laser turrets cost 1000 instead of 1200 and increased its health by 15%

For the NOD:
- 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 2800 from 3000
- Purified Flame upgrade reduced to 2000 from 2500
- will not have Beam Cannon or Raider Buggy to build
- Laser Capacitators will be available to use to scorpion tanks and venoms
- will have an airfield consisting of only Venoms, Carryalls and Signature Generators and but no other upgrades/support powers for this

For the MarkedofKane:
- will have a Decoy Temple and Power Signature Scan support powers ingame
- will not have a flame tank to build
- The Enlightened will have a squad of 4 instead of 3
- The Awakened cost reduced to 300 from 500
- Stealth Tank cost reduced to 1500 from 1800
- super charged particle beams upgrade will cost 3000 from 4000 and should apply to scorpion tanks as well
- shredder turrets with particle beam upgrade reduce atk damage by 25% because it was OP

For all Scrin factions:
- will have Devourer Tank require War Factory as Tier 1 rather than Nerve Centre as Tier 2 and cost is 1100
- 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 except the support power
- will have the Buzzer Swarm support power 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
- will have Mechapedes cost 50 credits for each part made to 8 max except Traveler-59
- 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 4000 instead of 5000
- will have Shielded Harvester to replace normal harvester
- will have Mutant Marauders to build and increase their atk damage by 50%.
- will have Shock Trooper Pods, Temporal Wormhole and Infestation support powers
- will have Reaper Tripod to build replacing Annihilator Tripod and cost is 2500
- 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 and increase their atk damage by 50%
- will have Reaper Trip 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 and will be available
- Annihilator Tripod cost reduced to 2500 from 3000
- will not have Mechapedes to build
- growth accelerator will gain 25 credits instead of 15 every few seconds
- all mind control units capturing units/structures increase their range by 20%
- the Prodigy can be build up to a limit of 5

Edited by purplescrin, 02 July 2008 - 02:36 AM.





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