Uncle Sam's factory gives you
+20m/s additionally to your com income (+4m/s)
* It also gives +5e/s for the case you lost your com and have only a con left
* It increases the m storage to 1000 and the e storage to 5000 - because you have no OD
* The USF is invincible and not targeted by default (like PW stuff)
Great for FFA if you don't want eco spam!It also has grid range (1250), sight range (1000, razzor range) and sonar (750) but no weapons on it's own and will spawn near your commander (fixed starts) or in your ally-teams start box (start boxes).
Download test version here:
http://www.filedropper.com/zksamv1136_1 --was 11212
Depends on Zero-K:1.1.3.6
You can change this dependency easily in modinfo.lua
TODO:
* Slowly increase income as time passes.
* Make sure that it is affected by metal mult and the only affected.
* Some weapons (Chainsaw, Screamer, Bertha) don't link to grid - why?
### UPDATE 1.1.2.12 -> 1.1.3.6: ###It is nearly finished, I only have to fix/adjust some constants.
### Some game/balance changes (only for unclesam, not for main-zk!): ###
Reclaim of a finished building will give you 70% metal (instead 50%) back, but costs 70% energy (m/e of build cost; still subtracts damage %)
* This is to address the generally low metal availability.
Mexes are now used as seismic power plants (only on metal spots)
* They cost 200m, have 900 hp and produce 10 energy (1.5 times as much as solars)
* This makes m spots still usefull, but not necessary - still first alpha-balance!
Solars - buff the strengths, nerf the weakness:
* 75m->150m, 2e/s->3e/s, 500hp->1100hp, 4*armor->5*armor, 50 Storage (16.7s of own income, new)
* Because solars are the worst energy source per cost and with seismic power plants somehow redundant, they got something to stabilize your economy - I am open for better ideas!
Energy Pylon - useless for Overdrive, so it got:
* 200m->500m, 1000hp (weak/cost!), 500->1000 pylon range, 10'000e storage == ~47'500 shield charge
* This is subject to change if it is too OP/UP - remember that you still have to build enough shields to convert your energy!
Metal Storage - more solid:
* 100m->150m, 700hp->2000hp, 500->750m storage, e-storage removed
* 1.5 times cost seems much more reasonable if you get a storage which can survive some bomb drop for it.
ALL DEFENSES - except Lotus/Defender and closeable ones will require energy grid
* For Stinger and Flaks, etc only a few solars or 1 seismic power plant.
Torpedo Launcher - Sinks, don't float, but requires energy grid to stop aggressive porc-push.
* Scaled down to half dps(50), half hp(1000), half cost(130m).
* Because sea is hard enough to defend and you can always make shields.
Welder - the tankish con:
* costs 450m, 4250hp, 12.5 build power, can repair itself, 50->100dps.
* you will not expand fast, but also won't lose your tank-cons to 3-4 bandits.
Water-Aegis(static):
* Will sink under waterline, but not to ground because Aspis do it too.
Added kamikaze-sub, shotgun-hover, medium-gauss-hover, funnelweb-spider, assault-ship, heavy-defense-turret to build list.
Zenit - The longest range super weapon.
* All other super weapons have 2000 dps, but Zenit had only 1400.
* So I gave it 160->550 AOE and 9'000->15'000 range but only 500dmg per second to break high tall things under shields.
* 15k range isn't too op on it's own if you look at nukes - but still subject to experiment and change :P
* Pylon link for static AA and some special cases still undone.
* The most afford I will currently spend on adjusting the PURE_RANDOMNESS, CENTER_AVOIDANCE and FAIRNESS constants for the asteroid spawn function and improving the function itself.
NOTE: Astroids have 40m instead of 10m, so it will give 40m/s or 14min,36s payback - but everybody else will attack you with dets before it pays back XD.