Announcement

Collapse
No announcement yet.

custom Missiles pack

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • custom Missiles pack

    I originally wanted to finish making this "pack" and only then post it here, but I realised that I would probably not do it soon. I decided to post the part I already have and leave the rest for later...

    I've tried to "balance" these units using the knowledge that I have with Smacx, more particularly combat. I started to do this mod because I found that the missiles are not used enough, or are not powerful enough (without making them overpowered).

    However, I have not tested these units yet in a real game,I only tested the missiles with their abilities separately :

    A missile without weapon cannot attack (obvious, but interesting to precise.)
    All special abilities / weapons / equipement /armor work on missiles except some few:
    - A SAM missile has -3 range
    - The carrier missile lands on itself at nearly every move (but I've sometimes manged to move 3 tiles with it!).
    - Empath doesn't work (missiles doesn't attack that way... it seems they are great against native life who is always considered having 1 in defense!) but trance works.
    - Artillery doesn't work
    - Marine doesn't work (damn, would be fun)
    - Colony missiles can only colonise land
    - Transport missile has his movement /2 => 6 mvt

    Strange things:
    A missile with weapon and super former can terraform at normal speed.
    A missile has 1.5x the strenght of his weapon (this also means self-destruct only causes 2/3 of the damage it should do).
    I had a base "disappear" (= erased!) when a cloaked missile was placed in it. Might be a scenario editor bug.
    Airdrop missile : when you airdrop a missile on a Unity Pod, If this pod doesn't produce a monolith/ an AA, it will not disappear!!! You could airdrop here again and again and each time get the pod bonuses! (I wonder if it does the same with normal units...)

    Things to check:
    - can a carrier missile survive more than one turn in the open? (I think yes)

    The missile list:

    Thought Projection ,Missile, Psi, Psi, 0, 7, 0, WillPow, -1, 01011000001000100000000000110
    Small Homing Missile, Missile, Missile, Scout, 4, 3, 0, Fossil, -1, 00000100000010000000100100000
    Long Range Homing Missile, Missile, Graviton, Scout, 4, 4, 0, Space, -1, 01000100000010100010100110010
    Rocket , Missile, Missile, Scout, 0, 4, 0, Fossil, -1, 00000100000010000000000000000
    Big Rocket, Missile, Chaos, Scout, 0, 5, 0, DocAir, -1, 00000100000010000000000000000
    Slow Missile , Missile, Fusion, Scout, 0, 4, 0, MindMac, -1, 00000100000010000000000000000
    Big Missile , Missile, Graviton, Synthmetal, 0, 8, 0, Space, -1, 01000000000010000010000000010
    Super Missile , Missile, Singularity, Plasma, 0, 5, 0, QuanMac, -1, 01000000000010100010000000010
    Mega Missile , Missile, String, Silksteel, 0, 8, 0, AGrav, -1, 01001000000010100010000000010
    DA ULTIMATE MISSILE , Missile, String, Probability, 0, 16, 0, BFG9000, -1, 01111001111110101111101011110
    Agent 007 ,Missile, Probe Team, Scout, 11, 12, 0, Algor, -1, 00000100000000000000000000000
    James Bond ,Missile, Probe Team, Scout, 11, 18, 0, Algor, -1, 11000000000000101010000010110
    Small Flying Rock ,Missile, Transport, Synthmetal, 7, 3, 1, Bioadap, -1, 00000100001000000000000000000
    Flying Rock ,Missile, Transport, 3-res, 7, 6, 2, SentRes, -1, 01000000001000000010000000000
    Large Flying Rock ,Missile, Singularity, 8-res, 7, 8, 4, SecMani, -1, 01000000001000000010000000000
    Colony Missile, Missile, Colony Pod, Scout, 8, 8, 0, EcoEng, -1, 00000100000000000000000000000
    Long Range Colony Missile, Missile, Colony Pod, Scout, 8, 8, 1, EcoEng, -1, 01000000000000000010000000000
    NanoFormers , Missile, Formers, Scout, 9, 1, 0, EnvEcon, -1, 00000100000010000000000000000
    Super NanoFormers , Missile, Formers, Scout, 9, 1, 0, MatComp, -1, 01000000000010010010000000001
    Supply Missile , Missile, Supply, Scout, 10, 2, 0, Alloys, -1, 00000100000000000000000000000
    Long Range Supply Missile , Missile, Supply, Scout, 10, 3, 0, IndRob, -1, 01000000000000000010000000000
    Salvaged Alien Space Research Lab, Missile, Artifact, 8-res, 12, 25, 4, Create, -1, 01000000000000000011100010110

    Have fun with these units!

  • #2
    Pseudo Buster , Missile, Planet Buster, Scout, 0, 16, 0, BFG9000, -1, 00000000000000000000000000000

    without the planet buster plan its just a normal missle with weapon strength of 99
    Are you safe from the dangers of dihydrogen monoxide? Learn more at www.DHMO.org.

    Comment


    • #3
      Damn, how did I not thought about that!
      You're sure it works?

      Because if you look at the self-destruct damage, PB's are considered only as having 20 strenght... (10 damage * reactor)

      Comment


      • #4
        I didn't really look too much at damage, but it acts a a conventional missle, and I remember equiping a standered unit with pb. and it attacked w/ 99
        Are you safe from the dangers of dihydrogen monoxide? Learn more at www.DHMO.org.

        Comment

        Working...
        X