Adds 3 dynamic methods of obtaining energy; Wind, Solar and Tidal. 2 tiers of unit for each faction. New UI frame to monitor dynamic energy values. No Seraphim units but there is a Seraphim UI. Scripted for final official Forged Alliance patch.
This is probably as close to a final release as it'll ever get. Full changelist is in the download.
A couple of feature requests on the official GPG forums have been added and the energy system changed a fair amount since the 0.8 release. All new energy and buff data is held in individual units scripts, to hopefully avoid compatibility issues. Models are as good as they're ever going to get and textures are as good as I can do.
The mod simply adds 3 new ways/unit types for harvesting energy. Styled on the same system as Total Annihilation:
- Adds Wind, Solar and Tidal energy harvesting units (2 tiers, none for Seraphim)
- Energy can be set to dynamic (default) or easily recoded to static
- Renewable energy produced will fluctuate during play
- Any unit with animations will change speeds based on energy output
- Solar units: gain a 6% damage reduction when attacked, lasts 7 seconds from last attack, no energy production while armoured, personal shield effect while armoured
- Wind units: dynamically rotate to face wind direction during play, gain a slight energy production buff the higher placed on map
- Current energy values for each source listed in new UI frame
Solar units had a closing animation in Total Annihilation when armoured, but I never considered adding this feature when modeling the units. It was a feature request and adding a personal shield effect seemed to work well enough without having to remodel and texture 6 units. The wind height buff isn't huge, probably a +20 difference on the most extreme map.
nice:)
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Very thanks!