Also, shield size wouldn't exactly be a buff. The bigger the shield is the sooner units get inside of it, if it gets big enough it will become more ineffective and/or allow aircraft to fly under it and the shield will be rendered useless against these attacks.
But I will say, just with what I have seen so far (obviously I don't know what is to come) I am SUPER excited about this. Please work hard to release this as early as possible! :D
I just love this. If there is one criticism, it'd be:
In my opinion, I think the Aeon adjacency bonus on turrets should be something other than health bonus. Cybran's increased rate of fire is solid, and UEF's is great, but most turret defenses would be shielded, and whilst there is a health bonus applied to the Aeon, you could just as easily go for the generators instead of the building itself, because the only bonus would be defense, than offense, and only if IT is under attack.
I was thinking sight radius/radar for Aeon, or something like shield enhancement/shield radius enhancement. It'd be better than a standard health bonus.
this mod is moving as slow as ever but it will totally be worth the wait, so long as i eventually get a computer beefy enough to handle it on high settings lol by then.
The buffs seem fine for the most part except for the UEF one. This obviously depends on how much it increases it but if a PD's range is increase significantly then they will almost always win. I don't mean once the game comes to endgame because then you would be able to counter with an experimental, teleport etc... I mean in early game, you would easily be able to PD creep and then just snipe everything inside the enemy base from far away. This is just a suggestion but I think that UEF should be a damage increase instead of range. Cyrban's upgrade makes sense as RoF and Illuminate's kinda makes sense as health but I mean, what else would you upgrade.
Are you talking about the spawn menu? As for the upgrades these where just to demo what they can do, I mite make each faction the same and each faction difference when supporting another faction.
Oh you mean the Eco monitor yes it reads just like the built in ui but doesn't have a read out limit so it can read higher numbers, and yes its built into 2.0.
What's the bonus for less building wait times of units? because if i build power gens next to it, it only reduces the cost of power for the units. (i only tested it with a land factory though).
WAHOU ! Impressive !
Great ideas! I like that it's actually ecouraging teamplay. Keep up the good work <3
thats awesome cant wait for a release!
will they also give bonuses to shields like extra shield strength, shield recharge rate and bubble size?
Yes they do but shield sizes can't be buffed in game.
Also, shield size wouldn't exactly be a buff. The bigger the shield is the sooner units get inside of it, if it gets big enough it will become more ineffective and/or allow aircraft to fly under it and the shield will be rendered useless against these attacks.
Yes indeed these upgrade will be worked on also changed over time.
But I will say, just with what I have seen so far (obviously I don't know what is to come) I am SUPER excited about this. Please work hard to release this as early as possible! :D
Ill try my best we just waiting on some tools to help us work faster.
I just love this. If there is one criticism, it'd be:
In my opinion, I think the Aeon adjacency bonus on turrets should be something other than health bonus. Cybran's increased rate of fire is solid, and UEF's is great, but most turret defenses would be shielded, and whilst there is a health bonus applied to the Aeon, you could just as easily go for the generators instead of the building itself, because the only bonus would be defense, than offense, and only if IT is under attack.
I was thinking sight radius/radar for Aeon, or something like shield enhancement/shield radius enhancement. It'd be better than a standard health bonus.
These bonuses are just to demo how they work :).
this mod is moving as slow as ever but it will totally be worth the wait, so long as i eventually get a computer beefy enough to handle it on high settings lol by then.
Amazing job!
Just wondering, will that Dev UI be in the mod and easily accessible?
Yes the new spawn menu will be in the next version of the mod.
How to I pull up the spawn menu.
this is good very good
Where is the new ACUs?
The buffs seem fine for the most part except for the UEF one. This obviously depends on how much it increases it but if a PD's range is increase significantly then they will almost always win. I don't mean once the game comes to endgame because then you would be able to counter with an experimental, teleport etc... I mean in early game, you would easily be able to PD creep and then just snipe everything inside the enemy base from far away. This is just a suggestion but I think that UEF should be a damage increase instead of range. Cyrban's upgrade makes sense as RoF and Illuminate's kinda makes sense as health but I mean, what else would you upgrade.
I see another resource window, I know that is some other mod but will it be included in the next version of RvE?
Are you talking about the spawn menu? As for the upgrades these where just to demo what they can do, I mite make each faction the same and each faction difference when supporting another faction.
No no no. I mean where it is basically just a copy of your total RP/Mass/Energy.
Oh you mean the Eco monitor yes it reads just like the built in ui but doesn't have a read out limit so it can read higher numbers, and yes its built into 2.0.
What's the bonus for less building wait times of units? because if i build power gens next to it, it only reduces the cost of power for the units. (i only tested it with a land factory though).
I wonder numerical advantage on various energy gen. and mass ext. (T1,T2,T3)
I think that idea of shield buff on building is really good (from Aeon) :33
Amazing...!
What is the music?