Update for the Usonia DLC! I didn't play through the entire campaign with the mod, so if there are any problems let me know.
- All types of infantry enabled for Usonia in skirmish
- AA turret enabled for all factions in skirmish (and for Usonia in campaign)
- AA turret cost and damage halfed
- Usonia bunker cost halfed
- Resource collection added to usonian buildings just like the other factions
- Battle Tent added to all factions in skirmish
- Engineers of every faction need to be veterans to build the Battle Tent
- Constructing barracks and workshops grants 750 XP to the constructing engineer, allowing you to quickly level them up in order to gain access to the Battle Tent. Engineers need 1000 XP to level up to veterans, so you can either build two structures or gather the needed XP by repairing mechs and other buildings (or maybe you can use this mechanic to quickly gain access to a strong infantry squad relatively early)
- Faction specific (changes do not apply to exo-suits, mechs, heroes and weapon platforms):
- Usonians:
- Automatic rifles get +12.5% damage and +37.5% range
- All infantry has twice as high stats for suppression, allowing them to overwhelm enemy infantry much easier in open field battles
- All infantry starts with 75% of their actual damage when they are deployed, but get on the same level as other factions once they become veterans
- Paratroopers require fully upgraded barracks and workshop but cost half as much iron and a bit of oil
- Paratroopers have been moved to the HQ
- Paratrooper Bunkers have a longer cooldown for their ability to spawn paratrooper units, but the ability only costs a bit of oil
- Arabians:
- Arabian units can be hired as "mercenaries" by all factions for oil
- All units are built four times as quickly as units of other factions
- Assassins are now invisible while they are moving
- The AI will use arabian units as well
- Arabian units have no other advantages or disadvantages, so they can be used to work around the weak points of your own infantry for the cost of not having the advantages
Arabian Camel machinegun seems too OP. They are not only fast but also tanky. Each model has ton of health. Their attack can easily evaporate an infantry squad. Other than that, this mod is perfect. How do I remove war tent from the mod?
Yeah, Battle Camels seem a bit much. Fast, durable, and they can fire on the move. Any infantry out in the open is going to have a hard time with them, but I did notice some German stormtroopers in a bunker mulch them up, so they fail against defended positions
Right, I will probably nerf them in the next update. I might lower their durability quite a bit so they can be used as quick precision tools against single infantry squads or something. Until then bunkers and mechs are probably the best solution against them.
If you want to remove the battle tent from the mod go into the engineer sections for each faction in the UITeamConfigurationRepository and UITeamConfigurationRepository_addon files in the config_mp folder and remove the tent entry for each of them.
Thanks!