The Xenoforce Reborn mod takes the classic Xenoforce mod from CNC Generals and re-invisions it on the CNC3 engine with new units and new designs. The new armies that are currently scheduled to be in the mod are the Earth Federation, ZEON, the Invid, and the Earth Robotech Defense Force. We also have heavily modified the original CNC3 armies, giving the GDI, NOD, and Scrin a much more dynamic gameplay experience. This mod is NOT FOR PROFIT and NON-commercial based.
|Scrin Mothership, redesign or leave it be?||Locked|
|Apr 8 2011, 7:27pm Anchor|
Ok, this is something that has been bothering me for quite a while. The Scrin Mothership even with my new upgrades doesn't really get used that much, but I don't fault it for this. I simply think that it's overall design is very "Independence Day" designed. Hell, the Scrin as a whole have the Independence Day aliens thing going on. So my thought was this, if I was to change the Scrin Mothership, how would you change it?
When you choose the Teir 3 Mothership Deployment power now I plan on having 3 different versions of the mothership that you can deploy. The first will be like it is now, the original base destroying mothership. The 2nd will be my modified version of the mothership with more changes. Basically it will not have the massive ground cannon on it but it will be loaded to the teeth with anti-air weapons and plasma weapons for ground troops.
It's the 3rd version that I'm not sure how I want to do it. We have one now thats only roll is to destroy bases, one that basically is designed to deal with other capitol/mother ships, but this 3rd one needs to hold a roll that is all it's own. This sunday I will go into more detail on what I will be doing with the scrin, but if you could design your own scrin super-ship what would you do? Let me know your thoughts. Anything go's here.
|Apr 11 2011, 10:45pm Anchor|
I think thats a great idea. It always bugged me that it cost so much yet could do so little and was so easy to kill.
|Apr 13 2011, 10:43am Anchor|
I always liked the idea of turning that current mother ship into a giant storm rider carrier as well as having that main cannon. Scaling the model bigger to fit the part. Difference between this and using Stormriders from a Scrin Airfield is that the carrier just spawns them as a weapon non-stop, when one blows up, another is immidiately deployed. Up to 10 are present during an attack at all times. This was a concept I suggested for another MOD but was never taken into consideration.
But for 3 different tiers. I would make it look something like this:
Tier 1: Main Cannon - The traditional "it comes in your base and erases you from the battlefield when the gun goes off".
Tier 2: Battle Fortress - Loads 5-10 of any unit into the Mothership, units are not refundable/ejectable.
Tier 3: Stormrider Carrier - Launches a constant assault of up to 10 Stormriders, has no other weapons.
Now if the Mother Ship had all 3 combined, I would be seriously concerned of this thing heading to my base. LOL
Edited by: Valherran
|Apr 13 2011, 5:11pm Anchor|
Thats pretty close to what we were thinking for the last ship. This is how it's looking for now.
Original Mothership - Just like the original, no changes (except for shields)
Eye of the Storm - Direct Combat mothership with additional armor and health.
"Unnamed" Mothership - this is the 3rd one that we're working on. It looks like it will have stormriders as deployable defenses. Also the ship itself will have 4 "powers" that will drop defensive structures wherever the ship targets, giving it the ability to reinforce a position.
When it comes to the coding of the mothership, it's not possible to have the motherships main weapon and an additional ground striking weapon at the same time, the game simply won't use both. What would end up happening is the ship would use either or. Also, even though you don't see it, the way the Assault Carrier controls it's drones is with a weapon, this weapon does no damage and is more like a targeting becon for the drones to lock in on and attack, so to allow the stormriders to be able to work right we can't have them and the main cannon on the same ship.
|Apr 14 2011, 6:07pm Anchor|
You can switch the main gun to be a toggleable ability. I have seen it done.
|Apr 14 2011, 6:53pm Anchor|
Yes, I can do that (it would be easy to do). The problem is that I have never seen the AI use a toggleable ability. If I can't get the AI to do it, I don't want to make the feature a "nessesary" option for the unit to work right. If I figure out a way to do this, I would consider it. However, to do this would mean that I would be removing "defense deployment" options from the unit. I don't want to do that.
|Apr 15 2011, 8:10am Anchor|
The AI doesn't use the Mothership anyway, so would that matter? lol
I have seen the AI use the bombardment command for the Juggernaughts in standard game, but that's all it seems to know how to do. I have yet to see any programmed AI use Firehawk AA missiles or manual Avatar upgrading.
|Apr 15 2011, 11:13am Anchor|
the avatar will use the upgrade system on hard dificulty, if the unit takes enoughb damage. the firehawk doesnt switch, your right about that. finally, i plan on getting the ai to use the mothership, its one of my goals for the next release.
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