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<nowiki>Insert non-formatted text here</nowiki>- Original Idea From Janis "Pendrokar" Lukss | |||
- Original Idea From Janis | |||
TIP(Thoughts In Progress) ! | TIP(Thoughts In Progress) ! | ||
This mod | This mod will try to make these custom units as easy as possible to create and save them! | ||
Tech level would differ in the size of the unit chassis that higher tech factories could build. | Tech level would differ in the size of the unit chassis that higher tech factories could build. | ||
Races? Races, if there will be any, would differ in the style they look(Futuristic, modern(our age), alien...)! and because they would only differ in style it would be easier to balance one race! | Races? Races, if there will be any, would differ in the style they look(Futuristic, modern(our age), alien...)! and because they would only differ in style it would be easier to balance one race! | ||
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Unit chassis/engines: | Unit chassis/engines: | ||
{| border="1" | |||
|+ Ground Unit Chassis Table | |||
! Chassis !! Wheeled !! Treaded | |||
|- | |||
! Description | |||
| On 3 wheels (Tech 1); 4 a bit bigger wheels (whole size 30% bigger than Tech 1)(Tech 2); 6 big wheels (size 2 times bigger than Tech 1)(Tech 3); 8 big wheels (size 3 times bigger than Tech 1)(Tech 4) || A pair of treads (Tech 1); two same pair of treads (size same % as wheeled)(Tech 2); two pair of treads, back treads 150% larger than front (Tech 3); two big pair of treads same sizes (Tech 4) | |||
|- | |||
! Pluses | |||
|Good speed, rotation speed and is the cheapest! | |||
|Moderate speed, slow rotation speed(both vehicle and the turret), heavy(hard to roll over), tough(in HP), can drive on steep terrain. | |||
|- | |||
! Minuses | |||
|Doesn't allow to drive onto steep terrain, light => easy to get it flying in the air | |||
|Bit expensive, very vulnerable to EMP, it's speed makes and easy target for rockets! | |||
|} | |||
Wheeled Chassis - on 3 wheels (Tech 1); 4 a bit bigger wheels (whole size 30% bigger than Tech 1)(Tech 2); 6 big wheels (size 2 times bigger than Tech 1)(Tech 3); 8 big wheels (size 3 times bigger than Tech 1)(Tech 4) | Wheeled Chassis - on 3 wheels (Tech 1); 4 a bit bigger wheels (whole size 30% bigger than Tech 1)(Tech 2); 6 big wheels (size 2 times bigger than Tech 1)(Tech 3); 8 big wheels (size 3 times bigger than Tech 1)(Tech 4) | ||
Pluses + - Good speed, rotation speed and is the cheapest! | Pluses + - Good speed, rotation speed and is the cheapest! | ||
Minuses - - Doesn't allow to drive onto steep terrain, light => easy to get it flying in the air. | Minuses - - Doesn't allow to drive onto steep terrain, light => easy to get it flying in the air. | ||
Weapon/Armor/Shield and Device slots: | Weapon/Armor/Shield and Device slots: | ||
Tech 1 – 2 | * Tech 1 – 2 | ||
Tech 2 - 5 | * Tech 2 - 5 | ||
Tech 3 - 8 | * Tech 3 - 8 | ||
Tech 4 - 12 | * Tech 4 - 12 | ||
Treaded Chassis - a pair of treads (Tech 1); two same pair of treads (size same % as wheeled)(Tech 2); two pair of treads, back treads 150% larger than front (Tech 3); two big pair of treads same sizes (Tech 4) | |||
Pluses + - moderate speed, slow rotation speed(both vehicle and the turret), heavy(hard to roll over), tough(in HP), can drive on steep terrain. | Pluses + - moderate speed, slow rotation speed(both vehicle and the turret), heavy(hard to roll over), tough(in HP), can drive on steep terrain. | ||
Minuses - - Bit expensive, very vulnerable to EMP, it's speed makes and easy target for rockets! | Minuses - - Bit expensive, very vulnerable to EMP, it's speed makes and easy target for rockets! | ||
Weapon/Armor/Shield and Device slots: | Weapon/Armor/Shield and Device slots: | ||
Tech 1 – 2 | * Tech 1 – 2 | ||
Tech 2 - 4 | * Tech 2 - 4 | ||
Tech 3 - 9 | * Tech 3 - 9 | ||
Tech 4 - 14 | * Tech 4 - 14 | ||
Legged Chassis - Two legs and body like a mech (Tech 1); Still two legs, but bigger (Tech 2); four legged (Tech 3)(similar to OTA Fido); Two legs, but big (Tech 4) | Legged Chassis - Two legs and body like a mech (Tech 1); Still two legs, but bigger (Tech 2); four legged (Tech 3)(similar to OTA Fido); Two legs, but big (Tech 4) | ||
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Minuses - - Emm only that it has slow speed! | Minuses - - Emm only that it has slow speed! | ||
Weapon/Armor/Shield and Device slots: | Weapon/Armor/Shield and Device slots: | ||
Tech 1 – 2 | * Tech 1 – 2 | ||
Tech 2 - 6 | * Tech 2 - 6 | ||
Tech 3 - 10 | * Tech 3 - 10 | ||
Tech 4 - 15 | * Tech 4 - 15 | ||
Revision as of 17:31, 27 January 2008
Insert non-formatted text here- Original Idea From Janis "Pendrokar" Lukss
TIP(Thoughts In Progress) ! This mod will try to make these custom units as easy as possible to create and save them! Tech level would differ in the size of the unit chassis that higher tech factories could build. Races? Races, if there will be any, would differ in the style they look(Futuristic, modern(our age), alien...)! and because they would only differ in style it would be easier to balance one race! Resources same metal and energy.
Story:... Unit chassis/engines:
| Chassis | Wheeled | Treaded |
|---|---|---|
| Description | On 3 wheels (Tech 1); 4 a bit bigger wheels (whole size 30% bigger than Tech 1)(Tech 2); 6 big wheels (size 2 times bigger than Tech 1)(Tech 3); 8 big wheels (size 3 times bigger than Tech 1)(Tech 4) | A pair of treads (Tech 1); two same pair of treads (size same % as wheeled)(Tech 2); two pair of treads, back treads 150% larger than front (Tech 3); two big pair of treads same sizes (Tech 4) |
| Pluses | Good speed, rotation speed and is the cheapest! | Moderate speed, slow rotation speed(both vehicle and the turret), heavy(hard to roll over), tough(in HP), can drive on steep terrain. |
| Minuses | Doesn't allow to drive onto steep terrain, light => easy to get it flying in the air | Bit expensive, very vulnerable to EMP, it's speed makes and easy target for rockets! |
Wheeled Chassis - on 3 wheels (Tech 1); 4 a bit bigger wheels (whole size 30% bigger than Tech 1)(Tech 2); 6 big wheels (size 2 times bigger than Tech 1)(Tech 3); 8 big wheels (size 3 times bigger than Tech 1)(Tech 4) Pluses + - Good speed, rotation speed and is the cheapest! Minuses - - Doesn't allow to drive onto steep terrain, light => easy to get it flying in the air.
Weapon/Armor/Shield and Device slots:
- Tech 1 – 2
- Tech 2 - 5
- Tech 3 - 8
- Tech 4 - 12
Treaded Chassis - a pair of treads (Tech 1); two same pair of treads (size same % as wheeled)(Tech 2); two pair of treads, back treads 150% larger than front (Tech 3); two big pair of treads same sizes (Tech 4)
Pluses + - moderate speed, slow rotation speed(both vehicle and the turret), heavy(hard to roll over), tough(in HP), can drive on steep terrain. Minuses - - Bit expensive, very vulnerable to EMP, it's speed makes and easy target for rockets!
Weapon/Armor/Shield and Device slots:
- Tech 1 – 2
- Tech 2 - 4
- Tech 3 - 9
- Tech 4 - 14
Legged Chassis - Two legs and body like a mech (Tech 1); Still two legs, but bigger (Tech 2); four legged (Tech 3)(similar to OTA Fido); Two legs, but big (Tech 4)
Pluses + - Cheap, can climb steep terrain. Minuses - - Emm only that it has slow speed! Weapon/Armor/Shield and Device slots:
- Tech 1 – 2
- Tech 2 - 6
- Tech 3 - 10
- Tech 4 - 15
Spiderling Chassis - (Tech 2) size < (Tech 3) size (about 40%)
Pluses + - All terrain, amphibious, can only thrown in the air in an event of terrain level change! Medium HP! Minuses - - Expensive, cannot be carried in a transport, can't carry much weapons, very vulnerable to flame throwers! Only two Tech levels Weapon/Armor/Shield and Device slots: Tech 2 – 2 Tech 3 - 7
Hovercraft Chassis - changes in length more than in width. (3 Tech levels)
Pluses + - Can hover over wreckages and short walls, can glide down a hill (both of these will need coding), Fastest unit over the ground (not counting air), fast rotation speed, low-medium hp, can hover over water! Minuses - - Drains Energy(cause of the engine always running), very vulnerable to rail guns and other heavy force capable weapons, expensive Weapon/Armor/Shield and Device slots: Tech 1 – 1 Tech 2 - 4 Tech 3 - 8
Underground Digger Chassis - Doesn't have Tech 1, Tech 2 cylinder type body with treads build with an =urbis= on the front, Tech 3 just bigger by 60%, Tech 4 has three =urbis= on the front pointed close to the center with two pairs of threads().
Pluses + - Goes underground thus ignores terrain and water(Needs coding), moves 4 times faster underground than on the ground, can carry many much weight, unnoticeable when underground unless detected with a special device, can drive on steep terrain but very very slowly, Very tough! Minuses - - The very most expensive, moves very slowly on the ground, needs to be deployed to use weapons(Nano turret doesn't count as a weapon but still cant be used when deploying!)(Tech 2 needs 2.5 sec., Tech 3 = 4 sec., Tech 4 = 6 sec.), cannot be transported, immobile when deployed => vulnerable to weapons that are best at immobile targets! Weapon/Armor/Shield and Device slots: Tech 3 - 12 Tech 4 – 18(Think of Animation „The Incredibles†End bad guys huge vehicle! :) )
Air Units(with Amphibious Armor Plate become seaplanes): Gunship Chassis- Three tech types! Tech 3 would be similar to a Krow from AA mods!
Pluses + - Good against slow units, can take out small anti-air defenses! Minuses - - Because of the height at which it flies it is vulnerable to laser, minigun and other weapon shots! Very vulnerable to fighters! Very vulnerable against flak units! Weapon/Armor/Shield and Device slots: Tech 1 – 2 Tech 2 - 5 Tech 3 - 8
Bomber Chassis- Three tech types! Next just larger!
Pluses + - Flies at very high altitude (NOTA style) ignoring laser fire and units with not that long range ranged missiles! Best used on bombing run missions(->bomb->then bomb here->and then here) Minuses - - Bit expensive, builds long, vulnerable to fighters, can be crippled by flak when going on a bombing run! Weapon/Armor/Shield and Device slots: Tech 1 – 2 Tech 2 - 4 Tech 3 - 7
Fighter Chassis- Three tech types! each changing size by 20% more than previous
Pluses + - Cheap, good enough against ground targets that don't have Anti-Air weapons! Good scouts! Minuses - - Can't carry much, very vulnerable to any anti-air weapons! Weapon/Armor/Shield and Device slots: Tech 1 – 1 Tech 2 - 2 Tech 3 - 5 (Bomber and Fighter planes have fuel, but it is enough for some time, just to make sure that patrolling doesn’t come without a cost!)
Naval Units: Battleship Chassis - Four tech types. Tech 1(scout ships), Tech 2 (destroyers), Tech 3 (cruisers/battleships), Tech 4(dreadnoughts)
Pluses + - Tough, can carry many weapons! Minuses - - Expensive, slow(except Tech 1 scout ships), NO DEVICES OR SHIELDS CAN BE ADDED=> standard los and radar give disadvantage to any target! Weapon/Armor/Shield and Device slots: Tech 1 – 2 Tech 2 - 6 Tech 3 - 11 Tech 4 - 17
Support Ship Chassis - Three Tech types!
Pluses + - Primary naval builders, best with radars, sonar’s and/or radar-jammers combined with battleships, moderate speed, not that expensive! Minuses - - Can’t carry much! Added shields don’t protect against torpedoes! Weapon/Armor/Shield and Device slots: Tech 1 – 1 Tech 2 - 3 Tech 3 - 6
Carrier Ship Chassis - Two Techs(2/3), Tech 2 has two repair/rearm/refuel pads and a fighter/bomber/gunship bay that can hold 4 air units, Tech 3 has four repair/rearm/refuel pads and a fighter/bomber/gunship bay that can hold 11 air units! Fight command sends fighters/gunships to fight the carrier stays in place!
Pluses + - Can manage an effective coastal offence! Minuses - - Expensive and slow, cant carry many weapons! Weapon/Armor/Shield and Device slots: Tech 2 - 6 Tech 3 - 10
Submarine Chassis - Underwater submarine, has three Techs(1/3/4). Can submerge/unsubmerge! Can only shoot torpedoes and nukes while submerged!
Pluses + - Hidden from battleships, unless detected by a sonar! Can shoot nukes from underwater(Nuke-Package required). Minuses - - Very expensive, cannot have any anti-air weaponry and activate shields underwater! Weapon/Armor/Shield and Device slots: Tech 1 – 2 Tech 3 - 4 Tech 4 - 9
Adding weapons, shields and devices to units will make them more heavy and thus reduce their speed and off course make the unit longer to build! Though higher tech units can have more turrets they cannot be used at greater angle than 180 grads (can be a bit more like some turrets that can be placed on the top of the chassis!). PS. By expensive and cheap I mean in the cost of metal! Weapons(max. 3 techs!):
Lasers - Precise, heat creative weapon, don't weight much and are cheap, but drain's energy when shot. Adding more than one makes lasers stronger and their range boosted, but makes much more energy usage! Low damage against air!*
Tech 1 – Red laser(pulse laser); rapid fire; short range; low damage! Tech 2 – Green laser; medium range; medium damage(160% more damage a sec.)! Tech 3 – Blue laser(pulse laser); slow rate of fire; long range; high damage!
Minigun(OTA Flash, Peewee type) - Precise, low-medium damage, fast rate of fire, cheap, light, though has small range! Good ammunition for raiding!
Tech 1 – short range; low damage; plenty ammunition Tech 2 – a bit longer range; double barreled=>doubled damage; 30% less ammunition than Tech 1 Tech 3 – range as long as Tech 2; Triple barreled with more powerful ammunition; 50% less ammunition than Tech 1
Plasma - Imprecise weapon, pretty heavy but powerful shot with splash damage. medium ammunition! Higher range for Naval units(25%)!*
Tech 1 – Medium range; medium damage; a bit slow rate of fire; medium ammunition Tech 2 – Longer range; higher damage; slow rate of fire; a bit less ammunition Tech 3 – Long range(shorter than lasers/rockets/lightning); great damage; slow rate of fire; low ammunition
Lightning - Precise weapon, light, cheaper than lasers, doesn't do as much damage as a laser but EMP's the target a bit plus deactivates enemy units radar for a second; moderate range, uses loads of energy! Lightning is a pulse weapon unlike the Laser Tech 2!
Tech 1 – medium range, 30% less damage than Tech 1 laser a sec., low EMP power, medium energy consumption. Tech 2 – better range, 10% more damage than Tech 1 laser a sec. and 20% faster firing speed, medium EMP power, lightning bolt can hop to other targets that are near the primary target(At a very short range and less EMP power) heavy energy consumption! Tech 3 – Long range(longer than laser Tech 3), twice more damage than a Tech 1 laser does a sec., but 40% slower firing rate than lighting Tech 1, high EMP power, larger hop radius, very heavy energy consumption!
Rockets(Unguided) - powerful and very long range, but pretty heavy and has low ammunition capacity. Good against slow moving and immobile units.
Tech 1 – medium range, medium power rockets, fires one fast rocket a second, 50-65 ammo(about), doesn’t do splash damage Tech 2 – long range, medium-high power rockets, fires one slower rocket every 1.5 seconds, 30-45 ammo, very small splash damage Tech 3 – very long range(but not as long as vertical fire missles), high power rockets, fires one rocket every 2 seconds, 15-28 ammo, small splash damage
Missiles (Guided) - not as powerful as the rockets and range is also shorter than rockets, good against fast moving targets and slow air units, medium ammunition and have a bit faster rate of fire than rockets!
Tech 1 – medium range; medium damage; slow rate of fire; 10-20 ammo; small splash damage range; medium weigh Tech 2 - medium range; medium damage; a bit faster rate of fire; 18-32 ammo; small splash damage range; lighter weigh than Tech 1 Tech 3 – long range; heavy damage and impulse; slow rate of fire; 8-15 ammo; medium splash damage range; heavy
Missiles (Guided-Anti-air) - Very fast rate of fire, not that expensive and has lots of ammunition against early gunships, but not a fleet of gunships cause these missiles don't do splash damage!
Vertical fire rockets (OTA Merl/Diplomat type) - Longest range, low ammunition, heavy and expensive. Best against very slow and immobile targets!*
Tech 1 – very long range; heavy; medium splash damage range; about 6-8 rockets Tech 2 - very long range; a bit lighter than Tech 1; medium splash damage range; about 10-13 rockets; a bit more expensive Tech 3 – longest range; very heavy; large splash damage range; contains 5-7 rockets (almost like mini-nukes); very expensive
Anti-Air Long Range Missiles(A-ALRM) - Very expensive, very heavy and slow rate of fire, but has a dreadful damage against air units! Very low ammunition!*
Tech 1 – range = radar Tech 1; heavy damage (medium to ground); medium splash damage range; 6-8 missiles Tech 2 – range = 1.5 radar Tech 1; very heavy damage (between medium-heavy to ground units); large splash damage range
Railgun - Pretty precise, powerful shots with extra force and has medium range(bit longer than plasma weapons), but very heavy, every shot makes unit stop cause of recoil(except Naval units), expensive. Available only at Tech 2 labs and further on!*
Tech 1 – low range; medium damage; low impulse; normal rate of fire; 20-28 ammo; medium weigh Tech 2 – medium range; heavy damage; medium impulse; slow rate of fire; 18-24 ammo; heavy Tech 3 – a bit longer range than Tech 3; heavy impulse; slow rate of fire; 14-19 ammo; very heavy and very expensive
Sonic - Creates very strong sound waves that can even make light units fly(no effect against flying units, except the ones that are landed)! Cheap, no ammo required but shots drain energy. Almost doesn't do any damage, but slows heavy units and can push light units strongly enough to knock them over, throw them in the air or smash against a cliff!. Best against multiple light(in weight) units! Ignores friendly units nearby when shooting.*/^*
Tech 1 – short range; low impulse(can only slow down other units); light; 110 grad wave angle Tech 2 – medium range; medium impulse(very light units get pushed); medium weight; 70 grad wave angle; Tech 3 – medium range; high impulse(slows heavy units, but can push medium weight units); a bit more heavy than Tech 2; more expensive than Tech 2; 90 grad wave angle; medium amount of energy drained
Flame thrower - Short range, drains much less energy than lasers and are more powerful, more expensive than lasers though! Good against slow moving units, immobile units and units with spiderling chassis! Stronger at close range!*
Tech 1 – short range, medium heat, low energy drain Tech 2 – short range, high heat, a bit increased energy drain and heavier than Tech 1, Tech 3 – medium range, high heat, medium energy drain, medium weight
Flak cannon (Anti-air)- Medium range, pretty expensive, fast rate of fire and splash damage. Good against gunships and as a crippler on a bombing run air fleet!*
Bombs - For ground/naval units acts as a manual trigger bomb for a great explosion (the bigger the unit the larger blast radius), very heavy and a bit expensive! For air units adds drop bombs, adding more adds better explosion power and ammunition (18 (6 dropped) in a pack)!
Napalm Bomb - Can only be added to bomber/fighter type planes! Does small amount of damage, large area of effect, good against multiple low level ground units, ineffective against tough heavy units!
EMP Bomb - For ground units acts as a trigger bomb for a EMP explosion (good for spies)! For air units adds EMP drop bombs (12 (4 dropped) in each pack). ^*
Torpedo Bomb - Can only be added to naval units and bomber/fighter type planes! Ammunition for planes = 4 torpedoes (1 dropped). 3 Techs for Naval units Tech 1 – medium range, medium damage, slow rate of fire, fast torpedo speed, medium ammo (8-11), medium weigh Tech 2 – medium range, high damage, slow rate of fire, slower torpedo speed than Tech 1, low ammo (5-7) Tech 3 – long range, high damage, faster rate of fire than Tech 1/2, fast torpedo speed (fast as Tech 1), medium ammo (9-11), heavy and expensive
- - Cannot be added to air units with an exception of hovercrafts!
^* - Cannot be added to naval units
Armor/Shields/Protective devices: Black boxes – Cheap boxes that are made of a heavy material, therefore making the carrier heavier! Good protection against sonic and other powerful force weapons (Railguns)!
Standard Armor - against miniguns, plasma, rockets, missiles, railguns but offers much less protection to lasers and flame throwers. Heavy and bit expensive! Adding more make use of tougher material!
Anti-Heat Armor (heat withstanding) - against lasers and flame throwers. Light, but then again expensive!
ECM - against guided missiles and torpedoes (less chance) giving a chance to redirect missile fire. Light, expensive and cannot be added to planes!
Self-protecting deflector shield - acts as a deflector to plasma and minigun weapons, heavy, not that expensive but costs energy while in use!
Deflector shield (Bubble) - acts as a deflector to plasma and minigun weapons by creating a bubble, very heavy, expensive and very demanding on energy both while on and when deflecting!
Standard Shield (Supcom style)(Bubble) - against all weapons except lasers, lightning guns and flame throwers, which cause more damage through this shield than without it! Very heavy, most expensive shield, but does drain energy when ON and needs recharge when maximum capable protection is done!
Angled Standard Shield (Supcom style)(120* wide) – just like the standart shield, but acts like a turret which targets higher priority vehicles with powerful guns! Weights less, less expensive compensates the Bubble shield to work on 120* so it is stronger than „Standart Shieldâ€Â, though energy draining is lessened only by a bit
Switchable Standard Shield/Cloaker Device – A shield/device that can be switched from a Standard Shield to a cloaker shield and the other way around! Weights 65% less than both devices/shields combined and has a 5 sec. interval when switching!
|||EMP protective||| -
Other devices(one device can be added to a unit(few exceptions) and can be added only in device labs):
Nano turret - for repairing, reclaiming, helping nano. More than one can be added, which makes nanolating more effective!
Minelayer build pack - allows unit to lay mines, sea mines for naval units*
Tech 1 build pack - allows unit to make Tech 1 buildings, building variety depends on ground/naval/air units differently*
Tech 2 build pack - allows unit to make Tech 2 buildings,-||-*
Tech 3 build pack - allows unit to make Tech 3 buildings,-||-*
Tech 4 build pack - allows unit to make Tech 4 buildings(few superweapons and factories), and it is long to build this device*
Nuke package - allows the unit to make and use nukes! Very heavy and very expensive! Takes 3 slots!! Range = 50% further than an anti-nuke package!*^
Anti-Nuke package - allows the unit to make anti-nukes! Takes two slots!*^
Amphibious Armor Plate - Doesn't give any protection against weapons, but allows the unit to go through water, if it can drive through steep terrain!
Recreation/Ressurection turret - for repair, reclaiming, ressurecting and restoring terrain, but cannot help to nano units or buildings! More than one can be added!
Radar Tech 1 - small range radar (can be added in Tech 1 device labs)
Radar Tech 2 - medium range radar (can be added in Tech 1/2 device labs)
Radar Tech 3 - long range radar (-||-)
Sonar Tech 1 - Can be added to naval and air units. small/medium range (Can be added in all tech shipyards and in Tech 2/3 airports)
Sonar Tech 2 - Can be added to naval and air units. medium/long range (Can be added in tech 3/4 shipyards and in Tech 3 airports)
Jammer Tech 1 - small radar jamming (drains three times more energy than a stealty device and can be added in Tech 1 device lab)
Jammer Tech 2 - medium radar jamming 6x (Can be added in a Tech 2 device lab)
Jammer Tech 3 - long radar jamming 9x (Can be added in Tech 3/4 device labs)
Stealty Device - enemy can't see this unit on radar, drains small amount of energy, a bit heavy.
Cloak Device - enemy can't see the unit exept on the radar, drains great amount of energy, better tech vehicles get more energy usage penalty!
Switchable Standart Shield/Cloaker Device - |see armor/shields|
Cloaker Device (Bubble)- cloaks units in an area, uses dreadful amount of energy! If the unit gets hit the cloaker is disabled for 3 seconds!
Planes get twice bigger energy penalty with draining devices, 150% on radar/sonar devices!
- - Nano turret required
- ^ - Cannot be added to air units
Buildings (Upgrading doesn’t mean it will upgrade by itself! Upgrading = New Tech cost and buildtime – Old Tech cost and buildtime) (Note: Buildings that can create and add weapons/devices/shields need that type associated factory. This does not include defensive turrets):
Metal/Energy generating buildings:
Metal extractors - Extracts metal from spots! Tech 1, Tech 2(built by Tech 3 cons) and another type Tech 1/2 with the capability to upgrade(create and add weapons to itself) (Armored metal extractor(Customizable!)) Wind turbines - Generates energy from wind power. Can be upgraded, by adding another wind turbine with morphing(max. 3)(Cheaper than building more generators, but less safety) Solar Power Plant - Generates energy from solar energy. Upgrading makes panels more effective(max. 3) (33% solar power gathered; 66% solar power gathered; 100% solar power gathered) Generates 50% less energy in shadowed areas(behind a cliff)(Needs coding). Though upgrading costs more it can be useful for space reservation! Geothermal Power Plant - Built on geothermal vents. Generates a nice load of energy and energy storage for early starts. Built by Tech 2 cons. Can be morphed into a Tech 3 Hazardous/Safe Geothermal Power Plant! Geoquiztum Power Plant – Almost the same as the normal, but uses all energy to make metal and needs more time and energy than an normal Geothermal Power Plant.(More effective than building metal makers for a standart Power Plant) Underwater Geothermal Power Plant – Geothermal smoke can sometimes con from the bottom of seas and this building makes use of the water by boiling it with the geothermal heat, thas generating more energy than a normal land Geothermal Power Plant. Built by Tech 2 naval/air constructors. Doesn’t have Tech 3 Level! (Not that usage is possible, because no map has underwater Geothermal Vents, but it’s a logical idea) Tidal Collector – Built on water. Make’s use of tidal waves to generate energy. Tech 2 can be made by Tech 2 constructors, which costs a bit more, but works underwater with no extras in generating. Cannot be morphed into Tech 2 though! Fusion Reactor - Generates energy with an advanced technology method that is capable of producing great amount of energy. Tech 1 is built by Tech 3 ground/air cons! Tech 1 can be then morphed into a Advanced Fusion Reactor. Underwater Fusion Reactor – more expensive than a normal Reactor, but better hidden. Built by Tech 3 Naval/Seaplane constructors! Customizable Fusion Reactor – a bit more expensive than a normal Fusion Reactor. Two devices can be added(Disinclining Turrets/Packs)! Metal Maker – Takes high amount of energy to produce metal. Has two techs.
Factories:
Ground Unit Factory – Can nanolathe Wheel/Tread/Legged Chassis! Has four Techs each built by the corresponding build pack! !!!Setting an weapons lab as a rally point will allow for pre-building/adding weapons for the chassis and if the weapons lab rally point is an Device Lab this will allow for pre-building/adding devices same for Armory!!!(The order doesn’t matter if it starts with a unit factory)(For all unit factories) Specialized Unit Factory - Can nanolathe Spiderling/Hovercraft/Digger Chassis! A little cheaper in metal than the ground unit factory, but more expensive in energy cost! Airport – Can create all air unit chassis! Has three Techs! Shipyard – Builds Naval units! All naval factories/labs/armories can be submerged, which hides the buildings underwater and (For shipyard) can build submarines but at a slower building rate as well as for the weapon/device/shield/armor labs! Takes 6 seconds to submerge and rise from submerge! Weapons Lab (3 Techs) – Creates weapons needed for non-naval units! Labs have a tractor beam which can land air units more quickly(naval labs have this too)! Can rearm units! Naval Weapons Lab (3 Techs) – Creates weapons and devices for naval/seaplane/hovercraft units! Cannot build weapons that are not meant for naval vessels! Can rearm units! Armory- Creates armors/shields for non-naval units! Naval Armory - Creates armors/shields for naval/seaplane/hovercraft units! Device Lab – Creates devices for non-naval units! Much cheaper than an armory. Naval Device Lab – Creates devices for naval/seaplane/hovercraft units!
Other buildings: Support Tower – This building can add shields and devices to itself if the associated factory is built (device lab/naval device lab...)! Upgrading removes added devices! Has three Techs: Tech 1 – two devices can be added Tech 2 – three devices can be added; tougher; a bit more expensive! Tech 3 – four devices can be added; very tough hull (just like a factory); very expensive! Ammunition Support Facility – This facility creates ammunition for any weapons (expect nukes and anti-nukes) and create small anti-gravity robots that would transport the ammo to all vehicles(exept air units) at an reasonable speed and defensive/offensive buildings at an half range of a Tech 1 radar. Drains metal and energy when online(if a unit that has less than 70% ammo). If this facilities support robot is destroyed creating a new one costs(done automatic). It has three Techs: Tech 1 - Cheap, weak in health, creates and supports 2 robots Tech 2 - Cheap, medium health, creates and supports 3 robots Tech 3 - Expensive, tough, creates and supports 6 robots Motion Sensor – At a size of an OTA sonar device. The motion sensor detects ground units including those that are underground in a cylinder type range. Detection range is 50% less than a radar, costs more than a radar tower and has two techs, which only differ in range(50% of tech 2 radar) and cost. Tech 1 can be upgraded to Tech 2.