The gunship nerf is a change-up of the targeting priorities for t1 interceptors so they target other interceptors first. So, now interceptors + interceptors should easily beat interceptors + gunships.
Also, this mod will work for people who, for some reason, it did not work previously.
Also, imma bold this 'cause it's important:
--New mechanic, shield interference
--Now, whenever a shield is downed and is recharging, it will calculate the number of allied shields units, mobile and structures, that are within its shield radius
--The shield recharge time will be modified, adding a 20% penalty for every shield unit that was under the shield (except itself) when shield recharging began
--This penalty maxes out at 200% normal recharge time (recharge time will never be more than 3x as long as normal)
--Units with personal shields, such as harbingers and Titans are excluded from this calculation, both in their own recharge times and in affecting other units' recharge times
--All other shield recharge time nerfs recanted/removed/undone
For FAF 3610 patch? mod:
1. Quantum Gate teleportation (completed) (tested and passed)
2. SMS and Carrier TML adjustment, now effective against T3 ships (completed) (tested and passed)
3. Corsair fix (completed) (tested and passed)
4. Mercy Adjustment (completed)
5. No radar on T1 bombers (completed)
6. Radar on air scouts (completed) (tested and passed)
7. Serpahim destroyer slight buff (completed) (tested and passed)
8. Seraphim T1 sub anti torp slight buff (completed) (tested and passed)
9. Serpahim Yenzyne range 18-23 (completed) (tested and passed)
10. Seraphim T3 mobile Shield energy cost from -300 to -200 (completed)
11. Seraphim T1 Selen turret yaw up (completed)
12. Tempest hp: 60,000, from 35,000 (completed and tested)
13. UEF Torpedo Bomber drop like normal + vulnerable to anti torp, all torp bombers lower build time (completed) (tested and passed)
14. Carrier AA range up, TMD range/damage up (completed) (tested and passed)
15. T1 frigate AA up (completed) (tested and passed... still die to bombers fairly easily.)
16. 15 build power for T2 engies and 45 build power for T3 engies (from 10 and 15/20) (completed) (tested and passed)
17. Medusa cost/time decrease (completed) (tested and passed)
18. Serpahim acu regen (make it not suck) (completed) (tested and passed)
-19. T2 mass fabs hp up to 500 (completed) (tested and passed)
for mod version 2:
20. More range on sield disruptor (maxradius from 60 to 80) (completed)
21. All tech 1 interceptor target priorities changed (completed)
22. script to replace shield nerf (Completed)
23. Change tech 3 gunships (wailer + boradsworD)
24. All tech 1 air scouts energy cost lowered from 1300 to 1000
25. Seraphim Carrier now has 100 vision, water vision, and sonar radii (from 85, 36, and 40).
Below is the completed list:
- Code: Select all
For FAF 3610 patch? mod:
1. Quantum Gate teleportation (completed) (tested and passed)
--Quauntum Gates now teleport non-XP land units units, either to other gates or to open space via a beacon
2. SMS and Carrier TML adjustment, now effective against T3 ships (completed) (tested and passed)
--Seraphim Carrier TML range from 150 to 175, TML damage radius to 0.5, from 3
--SIFLaanseTacticalMissile03_proj.bp health increased from 1 to 2, max speed from 12 to 24, tracking, turn rate from 0 to 0.5, new movement script
--Aeon SMS energy cost from 800,000 to 80,000, Damage radius 0.5 from 2 (range was already 175)
--AIFMissileSerpentine02_proj.bp max speed 24 from 12 (health was already 2), tracks target, turn rate from 0 to 0.75, new movement script
--Cybran SMS, energy cost from 800,000 to 80,000 range from 150 to 175, damage radius from 4 to 0.5,
--CIFMissileTactical02_proj.bp max speed 24 from 12 (health was already 2), tracks target, turn rate from 0 to 0.5, new movement script
--UEF SMS energy cost from 800,000 to 80,000 range already 175, damage radius from 3 to 0.5
--TIFMissileCruise02_proj.bp speed 24 from 12 (health was already 2), tracks target, turn rate from 0 to 0.5, new movement script
3. Corsair fix (completed) (tested and passed)
--Corsair anti-ground weapon range from 45 to 35 (mobile flak range is 40, for reference)
4. Mercy Adjustment (completed)
--Max Radius from 25, to 15, fuel recharge rate to 3, from 0
5. No radar on T1 bombers (completed)
--Aeon Bomber RadarRadius = 0, #from 65
--UEF bomber RadarRadius = 0, #from 65
--Cybran bomber RadarRadius = 0, #from 65
--Seraphim bomber RadarRadius = 0, #from 65
6. Radar on air scouts (completed) (tested and passed)
--Aeon RadarRadius = 65, #from 0
--Cybran RadarRadius = 65, #from 0
--UEF RadarRadius = 65, #from 0
--Seraphim RadarRadius = 65, #from 0
7. Serpahim destroyer slight buff (completed) (tested and passed)
--Second beam weapon damage from 42 to 47 (first one also has 47)
8. Seraphim T1 sub anti torp slight buff (completed) (tested and passed)
--Anti-torp RateOfFire = 0.2, #from 0.05
9. Serpahim Yenzyne range 18-23 (completed) (tested and passed)
10. Seraphim T3 mobile Shield energy cost from -300 to -200 (completed)
11. Seraphim T1 Selen turrent yaw up (completed)
--From 30 to 120 (still cannot shoot behind itself, but can shoot to the sides)
12. Tempest hp: 60,000, from 35,000 (completed and tested)
--With micro, cybran bship was able to get it down to 17k health remaining before death... this can't be OP
13. UEF Torpedo Bomber drop like normal + vulnerable to anti torp, all torp bombers lower build time (completed) (tested and passed)
--UEF Torp Bomber Build time to 1200 from 1600
--TANAnglerTorpedo06_proj.bp (muzzle vel 14), now enters water to engage target, (was already vulnerable to anti-torps)
--Aeon Torp Bomber build time to 1200 from 1600
--Cybran torp bomber build time to 1200 from 1600
--Seraphim torp bomber build time to 1200 from 1600
14. Carrier AA range up, TMD range/damage up (completed) (tested and passed)
--Seraphim Carrier AA range from 75 to 110
--Aeon Carrier AA range from 75 to 110
--Cybran Carrer AA range from 75 to 110, TMD range from 50 to 70
15. T1 frigate AA up (completed) (tested and passed... still die to bombers fairly easily.)
--UEF frigate AA from 7 to 10 damage
--Cybran frigate AA from 3 to 5 damage
--Seraphim Frigate AA from 2 to 4 damage
16. 15 build power for T2 engies and 45 build power for T3 engies (from 10 and 15/20) (completed) (tested and passed)
--Aeon T2 from 10 to 15
--Aeon T3 from 20 to 45
--UEF T2 from 10 to 15
--UEF T3 from 15 to 45
--Cybran T2 from 10 to 15
--Cybran T3 from 25 to 45
--Seraphim T2 from 10 to 15
--Seraphim T3 from 20 to 45
17. Medusa cost/time decrease (completed) (tested and passed)
--BuildCostMass = 42, #from 48
--BuildTime = 180, #from 240
18. Serpahim acu regen (make it not suck) (completed) (tested and passed)
--RegenAura now has radius 26 (from 15), regens 2% (from 0.55%)
--RegenCeiling reduced to 30, from 75 (This means the regen aura will never give more than 30 regen to any unit.)
--Test case: Thaam: Will recieve +6 regen
--Test case 2: Illshova: Will recieve +30 regen
--AdvancedAura now has radius 26 (from 25), regens 4% (from 1.1%)
--RegenCeiling reduced to 100, from 200
--MaxHealthBuff increased to 10%, from 1%. Minimum buff increased to 50 hp, from 0.
--Test case: Illshovah: Will recieve +250 max health, +100 regen
--If a unit is buffed with advanced regen field and leave the aura, it will retain it's +10% health. However, one shot from any weapon will return it's health to it's normal max health. (A kill shot will still be a skill shot, however.)
-19. T2 mass fabs hp up to 500 (completed) (tested and passed)
--Aeon/uef/cyb/sera
for mod version 2:
20. More range on sield disruptor (maxradius from 60 to 80) (completed)
21. All tech 1 interceptor target priorities changed (completed)
--UEF/Aeon/Cyb used to treat all air units the same, Seraphim would shoot mercies first, bombers second, gunships third, transports fourth, all others last
--All interceptors now shoot mercies first, interceptors second, bombers third, gunships fourth, transports fifth, and all others last
22. script to replace shield nerf (Completed)
--New mechanic, shield interference
--Now, whenever a shield is downed and is recharging, it will calculate the number of allied shields units, mobile and structures, that are within its shield radius
--The shield recharge time will be modified, adding a 20% penalty for every shield unit that was under the shield (except itself) when shield recharging began
--This penalty maxes out at 200% normal recharge time (recharge time will never be more than 3x as long as normal)
--Units with personal shields, such as harbingers and Titans are excluded from this calculation, both in their own recharge times and in affecting other units' recharge times
--All other shield recharge time nerfs recanted/removed/undone
23. Change tech 3 gunships (wailer + boradsworD)
--Wailer = AA gun damage to 10, from 6
--Wailer max speed from to 7, from 8
--Wailer main gun radius increased, accuracy slightly decreased, damage per second slightly decreased
--Broadsword AA gun damage from to 10 from 2 (same DPS as 2 tech 1 mobile AA)
--Broadsword HP increased to 7000, from 6000, main gun accuracy decreased slightly
24. All tech 1 air scouts energy cost lowered from 1300 to 1000
25. Seraphim Carrier now has 100 vision, water vision, and sonar radii (from 85, 36, and 40).
--This is because UEF has the atlantis (100 water vision), aeon has the tempest (100 water vision) and cybran is the faction that has stealth to begin with