@拓海 If you have teamtalk or elten, we can set up a session and play together, we need a good way of messaging.
Eventually, email me with any contact details you might have at:
[email protected]
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AudioGames.net Forum → New releases room → Modern mod for SoundRTS
@拓海 If you have teamtalk or elten, we can set up a session and play together, we need a good way of messaging.
Eventually, email me with any contact details you might have at:
[email protected]
Hey friends. So I've been working on an addon for this mod. I added the aircraft carrier along with a few others. I basically allowed the carrier to launch 5 gunships at a time, and they only last for 2 minutes before they have to go back to the ship to refuel and rearm. I mean technically they just vanish out of existence, but RP is sexy. You can only produce 10 carriers, which means you can only add 50 gunships. That's still allot but its not overly ridiculous IMO. Also added specialisations for destroyers, and added a minelayer. I'm just wanting to patch a few bugs and I'll release it here.
@52 can you add a new ship class, such as cruisers, frigates. For example: cruisers had a large missiles and anti-air defence. If you deploy one carrier with one cruiser as a support, and you're against one enemy carrier. Enemy gunship can not damage your carrier because your cruiser can destroy enemy gunships.
So the destroyer classes he was talking about if you could call them that can basicly do that, he's added anty air destroyers, wich can only attack air targets, then anty naval units, wich can attack naval units. When your guarding a carrior I'd have an equal number of those.
@54, as @55 mentioned the Anti-Air Destroyers basically perform the same function you described. I considered adding cruisers but I didn't see much use for them. Anti-navy and air destroyers pretty much performs the same functions. Again, I'll upload it probably later tonight or tomorrow. Just have to make a few patches and add a few things.
Well, here it is finally. I added a few things so let me explain.
So I mostly focused on adding water units. I thought the naval aspect of the mod could definitely be expanded on and here's what I came up with
Anti-Naval and air destroyers are upgraded destroyers. The main difference is these do more damage, however they can only target either water or air units. These are pretty strong but if you don't properly manage you can find your entire fleet being sank. In order to build them, you'll need radar tech, will get to that in a moment.
I also added aircraft carriers. Now when designing these I knew the potential they had to be ridiculously overpowered, so this is why I nerfed them a little. They're very slow, the slowest in the game in fact, however they have more health than anything else.They can also attack air units, but do very minimal damage to them. In order to launch your squadrant, you'll require the ship's max mana, which is 500. If you're playing regular speed, i takes about 10 minutes to fully recharge, but if you're playing at fast 4 like I usually do consider that about 2 minutes. They can launch a max of 5 gunship, however they disappear after about 2 minutes as well. You're also limitted to having 10 at a time, so your total spawnable gunships are 50. Not much but still a pretty significant force. I remember when I had them launching 15 gunship and doubled the count limit, heh.
Coastal Patrol Vessels are interesting. They're basically minelayers by another name, however they can attack water and I believe ground units, but for very little damage. Their main weapon is their mines. An invisible static weapon that drains some HP of any that dare cross its path, your units, too. They only last 30 seconds however, and if you have a detector like subs or anti-naval destroyers, you can see them and pull your convoy back quickly. The main bug with these is that you can spawn them on the coastal tiles, which I'm not sure how to fix.
Research is cool, but I want it to play a bigger role. I added 3 new upgrades, not really upgrades, more like requirements that can open the door to more things.
Pretty important. Radar tech allows you to construct radar equipment, or at least in RP-land.You'll need this for building Aircraft Carriers, the specialised destroyers and subs.
There are 2 teers of stealth tech. Basic and improved. Basic stealth tech allows you to further develop tech and improved basically allows you to build things. Right now assasins and subs require IST. Eventually you'll need advanced stealth tech to build things like stealth bombers and so on.
I didn't touch ground units too much, but there are a few changes
Yes, snipers have been nerfed. I didn't touch their variables, they're simply incapable of attacking air units now, but on that note
yes. Flak tracks have been added. They're ground units that can attack air units. Pretty useful, but they're slower and do less damage than their cousins artillery.
I added 2 new tanks. Mediums and Heavys. Mediums do a bit more damage than tanks, have more armour and are slower, and heavy builds on that. Hopefully ground fights are more interesting now since you'll have to plan for the extra tanks.
And lastly, artillery have been sped up slightly.
Any feedback would be greatly appreciated. And if you wanna play with your friends, the bootyboy server, Yes I know, supports modern. Without further adue,
https://www.dropbox.com/s/of3wnyqf6ayug … on.7z?dl=1
Oh, one last thing, I switched out the AI with the one posted in post 40, hopefully that should make it a little better.
Seriously, the last thing. I'd like to thank @Titan of War, @Grannycheesewheel and @ blindLightning for testing and providing ideas for the mod.
@57 do i need previously modern mod, and to unzip this file and to replace files from this addon in to modern mod folder? is it right?
Also, from where i can download latest modern mod? And maps with sea enviroment? Currently i do not have a this maps, and i have older mod in which do not have a snipers, helicopters ect.
No, this is a different mod entirely, so you unzip it into the mods folder, you can also play the unmodified modern mod as you so desire. The maps are in post 1.
@60 aux ships exist for that purpose.
Discovered that there was a bug where Flak Trakcs would just sit there doing literally nothing. This patch fixes that. Also should I split this into a separate topic?
Anyways, the link:
https://www.dropbox.com/s/of3wnyqf6ayug … on.7z?dl=1
I have tried Star wars mod, but due to updates of Sound RTS can't be used anymore.
Uh, yeah? I'm pretty sure the star wars mod works.
Really?
Please, could You send me link of this mod here. I would like to check It.
I have thought to campaign of this mod.
it can beans war 2 Star wars you just get them out to your user folder inside Mars https://nashcentral.duckdns.org/games/soundrts.zip
@73, what do you mean?
Hello.
I have a question. This thing with ocean, where are meadows is It a bug?
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