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Damfoos

Member Since 14 Jun 2016
Offline Last Active Jun 17 2020 03:54 PM

Posts I've Made

In Topic: Porting 2.0psi over to Ares

26 April 2020 - 11:35 AM

Kinda necroposting, but having some spare time I've decided to try my hand at this, so here's what I've made so far:

https://drive.google...iew?usp=sharing

 

NOTE: This is not a 100% carbon copy of original MO2.0 (and I don't think it's really possible).
The differences are:
1)There's no Tech Level slider. (Ares doesn't really have it, so... )
2)From what I've noticed, the AI behaves a bit differently, even though I didn't modify it in any way.
3)Remapable walls
4) In the original mission select screen there are 3 campaign buttons and a Mission list button. In this version you'll be immediately
sent to the campaign list. Yeah, and I've also readded Epsilon 10-The Mental Omega to that list.
5)Different text color for each side's campaign.
6)I've decided to add a bit more player colors for Skirmish.

I've also slightly changed some of the missions (mostly the Epsilon ones):
1) Fixed the ones that were broken( Dragon Dance and Mental Omega)
2) Added a sellout trigger to some missions, so hopefully they'll be a bit less tedious to finish.
3) Added some extra cash in finale missions to compensate for the AI changes.

I'll be honest though, I didn't test every single mission, so there might be potential balance issues.

  And that's it (unless I forgot something). As usual, there might be some bugs or inconsistencies, this is just a small project I've
decided to do on a whim. You are free to modify it (if for some reason you'll want to do it).

 

Oh nice, it seems I waited too long with my own Ares port xD


In Topic: Custom map thread.

17 November 2019 - 02:43 PM

Such a populated and decorated base doesn't exactly sit well with the idea of "seemingly empty forest, but it's in fact filled with dangerous foes" presented in 2.0


In Topic: MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

17 May 2019 - 08:04 AM

Mines require lucky placement to blow something up (unless it's a chokepoint), are easy to detect (detector units are widely used and are often a necessary part of enemy blob or a base raiders taskforce, see SEALs, teslas, borillos, duneriders, not to mention heroes), are easy to destroy (except for the naval mines that actually DO slow down enemy advance when not placed under enemy ships but in water) and aren't always impactful (genetic mines can't kill a conscript with a direct hit, and you only get like 5 mines for a price of more than 10 conscripts). In the next patch they are supposed to become less fragile (EMP mines had a wrong HP value which was 10 times less than intended) and not sensitive to wrong kind of targets (so no more disarming MAD mines with dogs), but it still doesn't solve the problem of low hit probability (can be countered with making the mines easier to spam though) and mines being easy to detect (unlike Generals, there's only one kind of stealth in this game, so mines can't be made detectable at shorter ranges only).

In Topic: MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

27 April 2019 - 10:43 PM

Maybe the bombs should not just deal damage that makes the victims explode into toxins if they die, but instead attach poison trails to them kind of like the toxin Invaders in Lagtagion challenge. That'd make it more useful vs combined forces of infantry and vehicles, though a big downside would be the possible performance drops caused by many particles spawning from a big army.