The Human Resistance has reborn! After a long dormant period, the work continues to bring you the additional faction of Humans, trying to fend off all invaders along with AI improvements and Global Conquest mode for the Humans. Stay tuned for updates and feedback is most welcome.
A fresh update which addresses the release issues of 1.02. I hope you will enjoy it! Apologies for this. BETA testers wanted!!!
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I've never played this mod before, but I've heard that the human faction is overpowered. Has that been fixed?
Yes, they are not the powerhouse they were once.
Dear Mr. Melquart, I have recently played the beta of your mod and it is pretty good. The human faction I would say is certainly not overpowered anymore. I would say there are holes in the human roster that could be filled and some slight edits to the unit texts. For example, the tank says its firing high explosive shells when it is more likely firing armor piercing composite rigid shells (APCR shells). If the tank were firing HE, it would be deleting unarmored infantry and doing jack all damage to enemy vehicles. The tank also appears to be modeled after the American m60a3rise pattern tank. If it is possible, give the tank a special cooldown ability to switch to the high explosive shell to do more damage to infantry in area.
this is my username.
Over the Christmas period, I will look into the following stuff:
-Alternate fire mode for some units (The tank one is a good idea, thanks.I Will code that in. Very likely will need a Masari dark/light unit coding mechanism to be implemented. Maverick Jet was my other idea to switch between rockets and gun)
- Guardian APC to carry infantry (shamelessly stealing Vertigo's transport but in a more realistic way)
- 3rd Human Hero (Jet Fighter Ace commander)
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A note on the tech tree. I would recommend putting in a themed upgrade tree based around a doctrine. Say, a chemical/trench warfare doctrine that buffs damage and damage resistance of infantry. A doctrine built around mechanized forces (M60s, Armored personnel carriers, and marines). And lastly, a doctrine built around support services like the MLRS and airforce. I have really enjoyed this mod and look forward to seeing what you do with it. Fantastic job.
Thanks!
I think if new units are even possible then it should be focused on cut stuff like the EXO suit troopers and the transforming tank
I would need a 3D modeler for those.
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I have been playing some more and the humans are disgustingly ill-equipped to deal with stealth units. The best option is to just run away. The hierarchies stealth hero can melt 50 human units without issue in moments. Is there a way to steal units from another army or give when of the human units a detector unit? Right now, hierarchy will just spam that stealthy jerk and delete entire human armies. Again, thank you very much for all your work.
Also, APCs generally need more health. They move slow and die quickly even in numbers.
I plan to increase the speed but not the default durability. Tech upgrades have not been implemented and this is one of the reasons why you see the human army as weak one. The other argument against making their default units much more durable is the logical reason, how well human militaries would do against a small invading task force.
The Stalingrad analogue is very fitting and I am trying to keep to it by design. This being said, I intend to give them all the tools necessary to fight and capable to win.
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Playing for a race of people in a battle, for example 2x2, after the defeat of the first enemy, the victory in the battle is immediately counted. How can this be fixed?
Set the skirmish mode to Annihilation
Thank you very much!
After download I try to Run it and all I get is an error. The old one that I downloaded works though. The one from 2013. WHY DOES THIS GIVE ME AN ERROR T_T. The one from 2013 doesn't, HELP ME PLEASE.
It says archive is either in unknown format or is damaged??
Do you use WinRAR?