Friday, April 13, 2012

[WIP-SC2] Upgrade Enhancements Mod v0.7 23/06/2011

[:1]UPGRADE ENHANCEMENTS MOD
MOD DESCRIPTION
This mod changes Research Addons and Shields on all units to single upgrade enhancements which costs mass or energy, The upgrades in the tree now only apply to each upgrade enhancement being unlocked on the supported units.
Example : If you research a addon for Anti-Air for land units the upgrade enhancement will be available on all land units that support a Anti-Air upgrade.
Image

Credits
• Mithy for his help and pro codding.
• Madface for Enhancements balancing
Version 0.7
• Beta Release Version
• Beta Feedback
SUPPORT INFO
• DLC Support only
• Requests Mithys Mod Support v7 or up

http://www.mediafire.com/file/6xa78rveaxyb295/Upgrade%20Enhancements%20Mod%20%200.7.scd
This mod is configured for use with SC2 Mod Manager
Place the mod.scd within Steam\steamapps\common\supremecommander2\gamedata to enable it without the mod manager|||nice,
any plans for the experimentals? like upgrade icons to make them even stronger?|||Markth|||liveordie|||madface|||My most important question: AI support? :wink:|||redmoth|||liveordie|||The AI uses the old research upgrade system because i cant mod the AI to use any abilities this was the only option i could pick.|||liveordie|||liveordie|||Since I'm doing the balancing for the abilities, I would very much appreciate your feedback once the mod is made public.
Since the ability upgrades are per unit, the aim is to try and avoid ability spamming such that your army will consist of only a handful of units with the ability upgrades rather than being able to convert en masse all of the units. If the latter were possible, then it would defeat the whole purpose of the mod. Also, seeing as how mass tends to be the limiting resource, the majority of the ability upgrades require mass instead of energy.
In providing feedback for the balancing, please take into consideration the following points:
- ability upgrades should not be spammable
- cost for unlocking ability in the research tree
- cost for the upgrade
- mass vs energy for the upgrade|||Version 0.7 Released for beta testing and feedback, Thanks mithy i have updated the mod with that fix.|||Could someone give me the link to the latest version of Mithy's mod support?
Because I'm not sure as to the latest version and I can't run this mod without it.
Scratch that, I found it. I like the idea behind this mod, but the upgrades are a little too expensive and take far too long. Though I like making the units less spammable, the current cost and build time for these are so long that the units in question become far too difficult to deal with.
I love the idea behind this mod, but it it needs some balancing, IMO.|||CommanderHelios|||A Firepower research upgrade for the Loyalist would be great ^^ The Loyalist seems the be the weakest assault bot out there...|||madface|||Ill answer both, The upgrades cant have 2 costs it can only be mass or energy this is a limitation of using the abilities for upgrades they were never made to use both, And for the research tree it may have mass, energy, and build time but if i remember the build time doesn't work and the mass and energy theres no way to show the cost in game the UI was only ever made for research points only until some one cracks the BDF format we cant change these things, I was talking to madface about the balance we mite balance it to a % of the units cost same will apply with its build time.|||Technically speaking, you can make an upgrade cost both mass and energy, but as with the research tree, you can't show that cost in the UI.|||madface

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