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Fortranm

Member Since 09 Mar 2018
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#1097864 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by Fortranm on 04 March 2019 - 03:35 PM

 

Seems that many players are bothered by some incorrect units gained after capturing enemy buildings. Though most don't have a solution, fixing the problem between Desolator and Eradicator is very simple.
 
Add a new word "SOVTECH3" in the [GenericPrerequisites] column of the rules file, then label it as Palace and Battle Lab, just like SOVTECH2. Then, use it in the Desolator prerequisite, and then change the corresponding part of Eradicator directly to Atomheart. Next, delete the related statements of the restrictions of the two. Do so will let additional Deso & Erad's RequiredHouses/ForbiddenHouses never be written in mission files any longer. Brilliant.

 

 

There is an easier way to do this, if Eradicator can be seen as a strictly superior version of Desolator and replaces it. Desolator can keep its current prerequisite structures but get "Prerequisite.Negative=" for Atomheart so that whoever has an Atomheart gets Eradicator instead of Desolator.

Similarly, it's probably better for Epsilon Adept to get "Prerequisite.Negative=" for Psych-plug since Epsilon Elite already has "PrerequisiteOverride=" for it.




#1092323 MO 3.3 // Game Bugs

Posted by Fortranm on 23 October 2018 - 06:14 AM

This probably has been a thing since 3.3.0. In Brain Reset, you can send infantries into Field Bureau to gain access to the infantry tab, but the trained unit can't actually come out so you'll just get refunds.

 

Edit: Not only that, you get controllable Initiates when certain structures are destroyed. Not really related, but given the fact that all those uncontrollable units and structures use the same colors as the players do, it might make more sense to let the players use red and orange and make both enemy AIs brown.




#1092118 Petition for a full 3.3.4 changelog and/or a pre-3.3.5 balance update

Posted by Fortranm on 17 October 2018 - 06:42 AM

It has been more than 3 weeks since the release of Mental Omega 3.3.4. One thing unusual about this latest update is that there are many “hidden” changes not listed on the official changelog before the release or even now, and some of them are rather significant. There have been some fan efforts to list all the changes introduced in 3.3.4 (http://moapyr.wikia....3.3.4_Changelog) (https://tieba.baidu.com/p/5913100352). It would be great if the official changelog can be updated to include all of them.

The existence of “hidden” changes aside, it seems there have been more vocal complaints about the balance than usual after the release of 3.3.4. Admittedly, this “feeling” might be the result of availability heuristic or vocal minority effect, but after a discussion within the MO Discord server, we think it might be a good idea to start this topic so that people can post their major complaints about balancing in 3.3.4 in the same place. If it turns out there are indeed many legitimate issues in the gameplay of 3.3.4, we really hope there can be a balance update, something like 3.3.4b, instead of waiting for the release of Act 2 finale or any new missions in general to fix the PvP balancing.




#1083714 MO 3.3 // Campaign, Cooperative & Challenge Discussion

Posted by Fortranm on 20 May 2018 - 12:10 AM

Why isn't China using its iconic Tan color theme in Panic Cycle and Sunlight? It's even used in The Gardener for Chinese controlled Allied units.

Also, IMHO, it might be better to make each house use its campaign color theme in the corresponding challenge map. For example, Orange for LC in Moltencore, Green for SC in Contagion, and Magenta for HQ in Ascension.