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greed

PLAY THIS MOD


Maintained by AUrankSmokeDragon
Last updated 30 days ago
Created 8 months ago
download JSON metadata of greed
this is my greed mod.. it aims to fundamentally change the games feel while keeping units mostly unchanged..

you start with 120 innate income E and M

all eco except for wind is prohibitively expensive.. and this essentially locks the game into a fixed income battle for 5-10 minutes
you can make mex and they do provide 10x normal incomes but they cost 10k each..

you can make energy but it costs 100x more and provides 100x more..

this creates a unique tech advancing feel where the game has a sort of slow ramping up.. and reclaiming and fighting are the focus.
ultimately resulting in ridiculous infinite metal but without removing the low metal battles that metal maps normally remove.

actual changes:

>>>ECO

wind gens = 1 health
solars -> singu = cloaked, more health, 100x cost and income
innate +120 income E/M
mex, wind = 10x cost / income
mex = more hp, shield
storage's 4x better and built into factories

>>>TECH

cons make athena
athena has stronger rez/build speed, makes funnels
funnelweb makes strider hub
ultimatum can jump, and d-gun anti terraform blasts

>>>AA BUFF

static aa buffed:
razor = slow
hacksaw = burn + 2x ammo
flack = cloaked + 2x aoe
chainsaw = double fire rate
artimus = 2x aoe

HINTS:
enemy is making walls / towers and i cant get quake until strider hub..
make ultimatum and jump them inside shield then fire d-gun (D key)

enemy is rushing me and killing me before i can make a mex..
this is intended.. its called greed becasue making the first mex is very tight.. you will need to scout and have atleast some aa and faradays incase of bombers or scythes rush. if your enemy makes 2 krows and no mex you will die if all you have is a mex when they arrive.



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this is my greed mod.. it aims to fundamentally change the games feel while keeping units mostly unchanged..

you start with 120 innate income E and M

all eco except for wind is prohibitively expensive.. and this essentially locks the game into a fixed income battle for 5-10 minutes
you can make mex and they do provide 10x normal incomes but they cost 10k each..

you can make energy but it costs 100x more and provides 100x more..

this creates a unique tech advancing feel where the game has a sort of slow ramping up.. and reclaiming and fighting are the focus.
ultimately resulting in ridiculous infinite metal but without removing the low metal battles that metal maps normally remove.

actual changes:

>>>ECO

wind gens = 1 health
solars -> singu = cloaked, more health, 100x cost and income
innate +120 income E/M
mex, wind = 10x cost / income
mex = more hp, shield
storage's 4x better and built into factories

>>>TECH

cons make athena
athena has stronger rez/build speed, makes funnels
funnelweb makes strider hub
ultimatum can jump, and d-gun anti terraform blasts

>>>AA BUFF

static aa buffed:
razor = slow
hacksaw = burn + 2x ammo
flack = cloaked + 2x aoe
chainsaw = double fire rate
artimus = 2x aoe

HINTS:
enemy is making walls / towers and i cant get quake until strider hub..
make ultimatum and jump them inside shield then fire d-gun (D key)

enemy is rushing me and killing me before i can make a mex..
this is intended.. its called greed becasue making the first mex is very tight.. you will need to scout and have atleast some aa and faradays incase of bombers or scythes rush. if your enemy makes 2 krows and no mex you will die if all you have is a mex when they arrive.

+2 / -0


7 months ago
Interesting, so any economy is a big step in escalation. It is weird that wind is unchanged though.
+1 / -0
yes i agree.

this is because the windgen income is not something i know how to edit using unit tweaks
my tests with "windGenerator" unit def both in and out of customParams failed.

eg.
quote:
{
energywind = {
metalCost = 350,
customParams = {
windGenerator = 25,
},
},
}

im also stuck editing unit names,
and descriptions.

and since i cant edit scripts using unit tweaks i also cant change units into cons without changing the model + script but then they wont look like the correct units.. the more i edit things the more limitations i find in unit tweaks.. i realize its time to learn how to json mod
+0 / -0


7 months ago
There is an energy multiplier modoption. See whether you can chase down what that does.
+2 / -0
ok i can do it thanks to your advice by combining energy multiplier 10x (what i want wind to be) and adjusting the other values to fit the remaining 10x

big bunch of updates thanks to testers.. made funelweb and strider hubs good at building again.. funnel can build at 6k.. strider hub can now build at 24k

yes thats a detriment a second
+3 / -0
5 months ago
fixed broken coms.. buffed late game defeces inline with how late you get them

here are changes sorry i didnt convert the unit names i hope you can work out what they are:

[Spoiler]
+1 / -0

4 months ago
the simplicity is alluring
+0 / -0
cerb was overpowered it now costs slightly above funnelweb metal value for dps vs funnelweb shield regen. making it only viable if your winning on eco.

bertha is the same but slightly better.

both can nolonger outpace pure funnelweb spam if enemy has more eco

[Spoiler]

strider hub is nolonger sometimes too busy to construct things while auto assisting
+0 / -0
47 days ago
updated:

hacksaw 2x ammo
razor 2x health
flak 2x aoe
+0 / -0
i will be addressing the following concerns:

terraform build speed
inital mex cost

however.. making mex cheaper makes it zero-k and the whole point of the mod is to make the income staggered with stages.. including the innital rush / initial mex

so i will likley rebalance the mod to be less extreme to fix both issues

or maybe ill go the other way with + 100 metal innate to lessen the inital mex wait.. and .. perhas athena based anti terraform dgun
+0 / -0
46 days ago
buffed metal income to 120 at start so that getting first mex is faster

reverted aa changes for razor and hacksaw..
gave hacksaw 4 shots again but also long burn
gave razor slow damage

gave athena a d-gun anti terraform weapon (currently wont fire will fix)
+0 / -0
45 days ago
fixed ulti can shoot anti terraform gun and can jump
+0 / -0
description required update, e.g. metal 80=>120
+1 / -0
43 days ago
good idea. i think the mod is now in a good place so i will update the description like you say
+0 / -0
41 days ago
experamental update to reduce lag by removing wrecks
+0 / -0
41 days ago
struck a balance between lag and reclaim 25k + leaves wrecks
+0 / -0
40 days ago
The mod is pretty fun, i feel like it needs its own custom maps with control point style mexes and geo
+1 / -0
40 days ago
thanks
im running a tournament soon with cash prizes as soon as i can garentee no more bugs
+0 / -0
39 days ago
update:
ulti anti terraform fires very fast but is blocked by any shields
lucifer buffed more health + emp gun
+0 / -0
39 days ago
If you are worried about terra forming why dont you make a mini DRP that only fires green stampers at low ROF?
+1 / -0
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