Tuesday, April 17, 2012

[FA-WIP] Nuke for the win (beta 2)

I'd like to reveal my current project called "Nuke for the win". It is a gameplay mod like Phantom for Supreme Commander Forged Alliance.
Download
Download version beta 2 here.
Installation: There are 2 ways of installing. I've included an SCD file in the downloadable file, if you know what to do with an SCD file then do that :) . Else ignore the SCD file and just unzip the three "GM-NukeForTheWin*" folders in the /mods folder. After this you can find NFTW in FA in the mod manager.
This mod is not compatible with any mod that alters the file /lua/UI/game/construction.lua. I don't recommend playing this in conjunction with Phantom or any other gameplay mods.

Mod info
A long time ago I read a post here on the forum from a dude (sorry, forgot his name!) that inspired me to make this mod. That guy said he would sometimes play a game with friends where the first to launch a nuke missile wins the game. In a nutshell that's what this mod is about.
In this mod there are 2 roles; "Builder" and "Hunter". Each player is assigned one of these 2 roles after a voting session.
Builders must try to be the first to construct and complete a strategic missile in a regular T3 SML (the naval and experimental launchers don't count). When the missile is constructed it launches automatically and the Builder (and his allies) win. In NFTW the nuke launchers are buildable from the T1 stage onwards.
For the hunters there is a timer that's running down from 15 minutes (default, can be voted for) to 0. If it reaches 0 the Builders are defeated and the remaining enemies must battle it out. The Hunter timer is paused when 1 or more nuke launchers are built. So, to win, Hunters must destroy all launchers.
Hunters always lose when a missile is launched even if they're allied with the winning Builder. To this end Hunters have a two advantages over Builders. Hunters can always see nuke launchers of Builders. Also, Hunters get a small resource bonus (5%) when a nuke launcher is building a missile.
This is not a Builder vs Hunter game. It is possible that a Builder is defeated because another Builder launched a nuke first. It is also possible for the Hunter(s) to pretend being a Builder. And it is possible to have no Hunters in the game at all.
There are also rewards for a few accomplishments. Rewards come in the form of a permanent bonus to resource generation (energy and mass). If you're the first to construct a nuke launcher you get a reward of 2%. Killing an enemy ACU also gives 2%. Destroying a launcher with a (partial) completed missile in it results in a reward of max 20% per missile. Rewards are divided equally among allies.
I'm sure I've only covered halve of the mod so far. I've been working on it for a long time now and I think it's almost done. I'd like some feedback, tell me what you think.

Still to do
- Real fireworks (yes I know, anti-climax)
- Some minor UI additions
- Fix a potential problem where a player is killed during the voting process
- Fix for Hunter timer running slightly faster than game time
- Localization|||now, make a mod, antinuke for the lose!
im sorry i just had to say it, now im going to read about the mod and edit my post.....
wow, it actually sounds like a fun game, kind of like that earth 2110 game, pretty cool|||:D if you know a better name...
Just for the record, anti-nukes are available from the moment nukes are available. And they have their uses; naval units, the experimental launcher and Hunters can launch nukes like regular. Another option is to construct an anti-nuke close enough to a Builders launcher, you can use it to shoot down a Builders nuke missile before the Builder wins.
And yes, it is fun!|||I love the idea of sniping the victory missile.
I'm going copy my games folder back over and load this up. I think an AI for this wouldn't be hard to do - just massively elevate nuke priority.|||Yes that would work. The AI should probably know aswell that nuke launchers are available from T1 onwards, right after voting.
I've uploaded a new beta version, beta 2. The changes are mostly bug fixes;
- It is now not possible to give a nuke launcher to an ally (unless using CBFP v4)
- Capturing a nuke launcher results in the nuke launcher getting destroyed (unless using CBFP v4)
- A few minor bug fixes and other tweaks
- New functionality; it is now possible to use small mods to change the way NFTW works. The download included 2 of these small mods.
Please update if you're using beta 1. Download link in opening post.|||bioemerl

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