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PLAY THIS MOD


Maintained by AUrankSmokeDragon
Last updated 11 days ago
Created 14 months ago
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+2 / -0


14 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


14 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
11 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

11 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
8 months 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
8 months 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
8 months ago
fixed ulti can shoot anti terraform gun and can jump
+0 / -0
description required update, e.g. metal 80=>120
+1 / -0
8 months ago
good idea. i think the mod is now in a good place so i will update the description like you say
+0 / -0
8 months ago
experamental update to reduce lag by removing wrecks
+0 / -0
8 months ago
struck a balance between lag and reclaim 25k + leaves wrecks
+0 / -0
8 months ago
The mod is pretty fun, i feel like it needs its own custom maps with control point style mexes and geo
+1 / -0
8 months ago
thanks
im running a tournament soon with cash prizes as soon as i can garentee no more bugs
+0 / -0
8 months ago
update:
ulti anti terraform fires very fast but is blocked by any shields
lucifer buffed more health + emp gun
+0 / -0
8 months 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
Page of 2 (27 records)