New Gameplay Mod: Civilian Defense

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New Gameplay Mod: Civilian Defense

Postby FunkOff » 27 May 2012, 23:07

With the intent to make this a featured mod after substantial testing, I announce Civilian Defense!

Download Link:
[see below]
Installation Instructions:
Place in My Documents --> My Games --> Gas Powered Games --> Forged Alliance --> Mods (unzipped)
Activate in the mod-manager in-game

What is Civilian Defense?
You must defend/attack the Civilians!

How does it work.
On many maps, there exist civilian units/structures.
First, Civilian Defense breaks players/AI into teams based on their faction. Players will be allied with other players of the same faction, and enemies with everybody else.
Second, Players who have civilians to defend (civilians of their own faction) will receive defense beacons. Civilian trucks brought to the defense beacons will be evacuated off-world. Defenders will be awarded with +5% resource production bonus for every civilians evacuated.
Third: Attackers are given spawn beacons. Spawn beacons spawn reinforcements periodically. Killing civilians gives +5% spawn rate bonus per civilian killed.

How evacuation beacons work:
-Civilian Structures are labeled: Civilian Structure
-Civilian Structures are worth 2 Civilian Points
-If Reclaimed, a Civilian Structures turns into 2 Evac Trucks
-Evac Trucks must be brought to the Evac Beacon and *ANY* defender's base.
-If a defender loses more than 60% of his civilians, he loses. The mandatory minimum that must survive is 40%.
-Defenders win by destroying all attackers and protecting 40% or more civilians.

How attack beacons work:
-Attack Beacons will spawn units periodically at a set rate.
-The spawn rate will increase for every civilian killed.
-Although it will initially spawn only T1 tanks, it will spawn higher level tanks at an increased rate if there is a higher tech factory nearby.
-Build and upgrade a factory near the spawn beacon to get T2 and T3 level reinforcements.
-Attackers win by defeating all other players.

If the map has civilians from multiple factions, than players of those factions will be BOTH attackers AND defenders and be subject to all the same constraints, and receive both bonuses.



Maps with Civilians: map name--civilian faction
Official:
Blasted Rock--UEF
Burial Mounds--UEF
Ambush Pass--Cybran
Arctic Refuge--UEF
Daroza's Sanctuary--Aeon
Drake's Revine--UEF
Finn's Revenge--UEF
Flooded Strip Mine-UEF
Paradise--UEF
Saltrock Colony--Cybran
Sentry Point--Aeon
Sung Islands---????
Sytris Majo--Aeon
TheGreatVoid--UEF
You also can add Vya3-Protectorate(Aeon)

Unofficial:
Kazam--UEF
Loki--UEF
Attachments
Civilian Defense.zip
(19.09 KiB) Downloaded 88 times
Last edited by FunkOff on 30 May 2012, 03:18, edited 9 times in total.
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Re: New Gameplay Mod: Civilian Defense

Postby Gyle » 27 May 2012, 23:12

Sounds awesome, gonna try it right away.
My youtube Channel:http://www.youtube.com/user/felixlighta?feature=mhee

"Don't take life too seriously... no one gets out alive."
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Re: New Gameplay Mod: Civilian Defense

Postby Prince__ » 27 May 2012, 23:32

I'm atm working on maps to add some Civis or make some changes on some maps.You'll find them in the Vault.All maps with a "CVD" in the end of the MapName are edited for the mod and means Civillian Defense. I will also do right after that a Special map pack and give a link.


Prince


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Last edited by Prince__ on 28 May 2012, 00:26, edited 1 time in total.
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Re: New Gameplay Mod: Civilian Defense

Postby noobymcnoobcake » 27 May 2012, 23:39

Nice, sounds good.
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Re: New Gameplay Mod: Civilian Defense

Postby FunkOff » 28 May 2012, 03:41

Last updated, now! Look at OP link for download
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Re: New Gameplay Mod: Civilian Defense

Postby Brandon007 » 28 May 2012, 04:39

Does this only work in FAF? I just tried it in the Stock 3599 version,and it doesnt work. Do we need a AI for this to work as well? I cant seem to get this to work at all.

Even in a Mod free FAF... It keeps trying to refer to TransferUnitsOwnership in the aibrain.lua
Gotta play the Nomads!

I might put up my Mod on here to, if everyones nice enough.
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Re: New Gameplay Mod: Civilian Defense

Postby FunkOff » 28 May 2012, 13:16

Brandon007 wrote:Does this only work in FAF? I just tried it in the Stock 3599 version,and it doesnt work. Do we need a AI for this to work as well? I cant seem to get this to work at all.

Even in a Mod free FAF... It keeps trying to refer to TransferUnitsOwnership in the aibrain.lua


This mod was designed for use on FAF. You don't need AI for this to work.
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Re: New Gameplay Mod: Civilian Defense

Postby Brandon007 » 29 May 2012, 04:04

FunkOff wrote:
Brandon007 wrote:Does this only work in FAF? I just tried it in the Stock 3599 version,and it doesnt work. Do we need a AI for this to work as well? I cant seem to get this to work at all.

Even in a Mod free FAF... It keeps trying to refer to TransferUnitsOwnership in the aibrain.lua


This mod was designed for use on FAF. You don't need AI for this to work.

Are you sure? Cause it doesnt work at all for me.
Gotta play the Nomads!

I might put up my Mod on here to, if everyones nice enough.
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Re: New Gameplay Mod: Civilian Defense

Postby FunkOff » 29 May 2012, 16:01

Brandon007 wrote:Are you sure? Cause it doesnt work at all for me.


Find me on FAF today and we'll test it together.

Also, re-download it. I've re-uploaded a new version about 4 times since I first made this post, to correct various bugs.
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Re: New Gameplay Mod: Civilian Defense

Postby Prince__ » 29 May 2012, 18:37

Theta Passage(UEF),Four Corners(UEF),Four leaf Clover(Cybran) and canis river spcial edition(Cybran) are finished.->Will be uploaded soon.

You also can add Vya3-Protectorate(Aeon)
-
And I worked over 1 hour to get Sung Islands working but it doesn't.Even the Evac. beacon doesn't show up. o.o

Well , I've noticed that (some) trucks get destroyed before they get in the transporter.Is it an FA bug?

To the mod: The beacon still need hours to evacuate the trucks.
---
Please contact me for your map wishes because I'll only edit the popular maps.


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