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New Emperor Mod - Infantry Based


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Posted

I still think we should keep aircraft, but raise the price so that they would be prohibitively expensive, and make them the APCs as well. You could then lower or raise the firepower as you will.

//GUILD Infantry

Scout       

Flamer                 

Sniper       

Engineer       

Heavy Flamer(campaign only). Flamers can burn out Contaminators (only real weapon that works)

Heavy Machine-Gun Infantry - deployable into unit with ATPillbox gun (good for creating choke points)             

Heavy Beam Trooper - uses ORAATrooper and is longer range anti-infantry and anti-vehicle unit

Sniper 3rd Veteran - Campaign Reinforcement     

Gu General - short beam plus sword

GuMaker

NIABTank             

//Corrino Infantry

Corrino Scout                 

Corrino Medium Infantry       

Corrino Medium Infantry 3rd Veteran  (Campaign reinforcement)

Corrino Engineer           

Corrino Mortar             

Corrino Sardaukar       

Corrino Sardaukar 3rd Veteran (campaign only)

Corrino Laser ADV (swords can cut up contaminators, but means in range of contaminator...)       

Corrino Laser ADV 3rd Veteran (campaign only)

Corrino Plasma Mortar 3rd Veteran (other unit that can burn out contaminators)

Corrino General (Super Bashar version of ADVSard)     

As a side note, is it possible to have a gun/bullet which disables special abilities such as contamination?

Posted

I don't mind there being aircraft. I'd just prefer these aircraft not have the ability to fire at things on the ground...which is to say that I'm ok with a hangar being used to make carryalls and eye in the skys.  Thopters and defense platforms I can do without. 

But I do understand why someone would want them.  Thopters are fun as all get out! ;D  And if we're talking about costs and buildtimes that make it so you might only be able to get 3 of them at most that would be ok. Three is enough to cripple the enemy by destroying carryalls and eyes.  It

Posted

I don't think CHOAM would have specific TL planes in stock  ;D

I'd say a cap of 3, if possible, and make them expensive plus have a long build time, but

not that you have to order them. That's just for the graphics; I'd like to see a TL plane, an Ix plane, etc. for a little variety.

Oh, and speaking of stopping contamination:

add Suboids to Ix, make them immune to goo, contamination, and deviation, make them cheap and fast to build, but very, very bad. Maybe make them have range 0 but a strong sword/gun, or a weak range and a weak gun. With TL and Ix at each other's throats for so long, I think they'd have gotten adequate protection from their dirty weapons; besides, look at how bulky the Suboid work suits are! If it can handle Ix weird chemicals and machinery construction, then it would offer the best protection against TL as possible. Against non-TL opponents, they'd be nice cannon fodder; the way you'd take down a nest of lvl 3 snipers.

Posted

Nah, of course not.  I don't think CHOAM should be able to offer any units that are particular to a faction.  They would have just regular ole' stock ornithopters for sale.  The reason that I suggested that they be CHOAM bought only is so that a player can acquire all three of their planes quickly.  My fear with extended build times stems from the unknown(as with most fears ;) ) .  I don't know how long of a build time we're talking about.  To truly limit the player to 3 thopters the build times would have to be so long that the game might be over before you get all three. If its too short people will be able to build too many.  But if you can limit the amount of thopters by somehow writing it into the rules that only 3 can exist for each faction at any one time that would be ideal. In this scenario, the build times don't matter. 

If the amount of thopters can't be limited in a way that makes sense I'd just as soon they not be in the mod at all. I love them too but I'm happy to go without them in the interest of keeping this an infantry mod as opposed to a thopter spamfest.

Posted

:O

Wow - I am busy for a few days and miss a big discussion!

1) No unit can be set to limited builds - "hero mode" not available so NO to three max Orni

2) Each special unit has an effective single use line eg APC = True, ADP = True, Orni = True, Carryall = True, so you cannot have a Ornithopter (or ADP) also an APC.

3) Suboid unit as described would be very difficult to do and I am planning to drop Ix house so end of discussion on that one.

4) I can create any unit through CHOAM as I did in COTL.

5)I was not planning individual House aircraft, and anyway Ordos campaign play as I mentioned BEFORE prevents any TL Ornis only ADP possible...unless I fiddle around with rules file and as Aristeas says this is to be predominantly an Infantry mod with a few tanks thrown in for fun.

Now I could have Ornis that are only available via crates or as reinforcements if you like which would increase the fun like the tanks?

5)Then Ornis could be ordered via Starport with maximum delivery of any three units (ornis or tanks). I could increase starport order delay so deliveries are much further apart and the Orni's could be made very weak so they then die quickly, plus their missiles could be made to be ineffective against buildings but more effective versus tanks and infantry. If someone then hoards their Ornis for later - fine in the meantime their enemy can kill them off!

6) Bullet that disables another - Nope wont work.

Posted

I like the idea of thopters being made available through reinforcements.  With crates you might not ever get any...unless you can make it so crates mostly or only carry thopters. With reinforcements I'm guessing you'd have a better shot at some. But I have no idea how this part of the game can be manipulated. My concern is the randomness of it.  You might not ever get any thopters while your enemy gets five or six.  Five or six thopters could be decisive if used at the right time.

On veterancy, I enjoy this game mechanic.  Can all of the factions, man and subhouses, be given the ability to create veterans or would that throw to much of a monkey wrench into the balance plan?

Oh and on a side note...I can't win the Atreides campaign in DukeLeto's infantry mod.  The mission where you attack the enemy homeworld gives them to many mech reinforcements. You get a couple of minos, a sonic tank, a couple of mongeese, along with a few snipers, kinjals, and light infantry.  It just isn't enough. 

Posted

If you can build thopters, even with a looong build time, there would still be those who would spam snipers and turrets until they had 30... Weakening thopters, maybe, but if that's done it might be unrealistic. I think it would be a question of balance, once again. Therefore, I say reinforcements only for thopters would be a good idea.

But can you make reinforcements available in skirmish mode? On that line, what would the other reinforcements be? I'm thinking along the lines of veterans, (2 to 3 stripes maybe) your faction's infantry superunit, or units that are usually campaign only. (For example, extra types of gholas for the Tleilaxu  8))

On veterancy, I think that being able to build veterans would unbalance it; I love the idea, but why build a non-veteran when you can spam lvl 3? Even if they take more time, they'd be so much better  :O However, how about making all barracks (or infantry constructing buildings, whatever they're called by the new factions)like the Atreides barracks; you can send lvl 3 soldiers back into it, allowing you to build that type of infantry at 1 veterancy lvl higher than usual.

I think this should give you the feel of a more realistic battle; mechs are very expensive, only excalating battles would warrant their deployment as they would weaken other areas' defences.

Infantry being trained by their peers is realistic; obviously in such a war lvl 3 veterans would become very valuable to train the next generation of soldiers.

Posted

That was what I meant, that all Houses barracks have the Atreides veterancy ability.  But thats where I'm wondering if there are some balancing issues with that that I haven't thought about. 

Posted

There is no way to get reinforcements in SKIRMISH. It is a function of campaign play.

3rd Level veterans are created by a piece of code ELITE = True. You can do it with any side, all or only some units, including tanks, ornithopters etc, as long as you can then construct them from a barracks, factory etc.

I plan not to give it to Tleilaxu side, they have fleshvat clones or creations which can automatically selfrepair (including all their buildings) so veterancy would overbalance them as standard. (I may give the odd unit it depending on gameplay)

I have given it to Corrino - they are war experienced so it makes sense.

Guild can build TLMaker and GuNIAB so this will balance their lack of experience and so they will NOT get it as standard. (I may give the odd unit it depending on gameplay).

On balancing Corrino get Selfrepair at Level 1 veterans neutralising Tleilaxu, so for this reason the plasma mortar unit will do more damage against Contaminators than other Corrino units, but not as much as Guild Flame units. Thus the counter will be for House Corrino to ally with Sub-House Harkonnen to gain flame units...

DukeLeto only diasabled VEHICLE building in the rules file, all missions when calling in troops define the actual unit and thus you found on the end missions a lot of vehicles get called in.

I am replacing the tanks with infantry and so the "so enemy reinforcements" that have unit definitions (a lot in the last few missions) will be infantry. Only real reinforcements called every 3-4 mins in campaign play look at all available units with a reinforcment value, (ie NOT scouts or engineers and normally not allied units) and give a mix. This latter will include in this mod Ornithopters and vehicles and low level infantry, but high level infantry I plan will have to be trained in the requisite barracks/palace.

Once you have built the Starport, only at that point can each side can build Helipads. Before the Starport they cant - so any Ornithopters gained through crates or reinforcements will be one-shot wonders making them useless until late in the game when the Superweapons are deployed...

I have dropped my idea of ATR sub-house building Ornithopters to reduce the possiblity of spamming during early part of game.

When the CHOAM Starport is built, with a max order of three, do you go for Ornis, or for CHOAM tanks to get the edge...or do save your money and build your superweapon instead?

Posted

I really like the new veteran idea; seems very balanced to me, and would be strange to see a contaminator teach another  ;D

I agree with the new Thopter idea. I for one would go for CHAOM tanks, seeing how good they are in COTL, but three Thopters would reduce them to wrecks quite fast... Therefore making it balanced because 10 AA troopers would protect my tanks, while a superweapon would sadly get rid of them.

It really sounds great so far, I think all the lists came out nicely. What's the progress of the mod? On that note, is there ANY hope of new maps?

Posted

So thopters and tanks will be available towards the endgame.  You will only be able to buy 3 at a time.  Will they be prohibitively expensive?  Clearly, to prevent the game from falling into the same pattern as a non-infantry mod some experimenting will need to be done.

On veterancy, the only Tleilaxu unit I see that would be believable would be the Sardaukar clone. If you can sergeant up three of those I think you should be able sink them into your barracks (or fleshvat) and make more of them.  Clones are just recreated humans and should be able to learn.  It does seem silly though to have "experienced" contaminators teaching other contaminators the dynamics of swinging their arms effectively in battle though.  Can't see a leech teaching another the ins and outs of spitting goo either. :)

Posted

I really like the new veteran idea; seems very balanced to me, and would be strange to see a contaminator teach another  ;D

I agree with the new Thopter idea. I for one would go for CHAOM tanks, seeing how good they are in COTL, but three Thopters would reduce them to wrecks quite fast... Therefore making it balanced because 10 AA troopers would protect my tanks, while a superweapon would sadly get rid of them.

It really sounds great so far, I think all the lists came out nicely. What's the progress of the mod? On that note, is there ANY hope of new maps?

I was not thinking of using the CHOAM [beam] Tank from COTL, (I just loved that unit which was originally created for the Guild side before Landsraad replaced them in the final COTL version), it was to be very generic units say:

Sandtrike, Quad, Flame-tank, Kobra and Ornithopter(Gunship) available to all three sides, so only Quad would offer some AA (or not). I am open to discussion on which 5 units to offer via Starport.

On the progress of the mod I built a new Barracks for Guild (cut-down of ATRs) and for Tleilaxu (cutdown OR, which I probably now wont use), and setup the Tleilaxu units including a medium strength Contaminator (bit better than std Emp) and it wiped the floor of the Corrino AI!

So I then created a 3rd level veteran (with Bomb) as Campaign reinforcement - this murdered Corrino on first mission!

So in an infantry mod the Contaminator must be cut right down to size (I ended up just using it and not bothering with the Fremen or Sard clones). I also tried out the deviator fast engineer - way too overpowered, and speed not right in conjuction with Contaminators.

So I was thinking of changing things around:

TLFleshVat replaces ORBarracks are list of units (reinforcements NOT buildable for TL) then becomes:

Stealthedwhenstill mini-Leech Scout (no weapon)

Contaminator (now cheap otherwise same as std Emp as first cannon-fodder unit)

Then have campaign only re-inforcement - 3rd Level Contaminator with Bomb (not trained)

Human clone Engineer CAMPAIGN only (non build)(fast but very weak and no weapon) not from tLFleshVat

Mortar Leech with poison splat

Then from TLResearchCentre (modded ORHanger)

Human clone Engineer (no weapon)

Sard Clone with Steathedwhenstill (but with short range machine-gun too make it play different from Corrino Sards)

Fremen ADV Clone (short range sonic) with stealthedwhenstill (real Fremen will have full stealth in this mod)

TLTransport APC

Guild Maker clone (with longer range sonic voice)

Human clone Kindjal Deviator

Superweapon = TLDeviatorSuperGun

Superweapon Infantry = Walking superbomb with radioactive splat

I suggest Sard clone, fremen clone and GuMaker clones can level up to become 3rd Level veteran ELITES and return to ResearchCentre to "trainup" future units.

Posted

About the CHAOM starport units:

-Flame tank isn't for when you ally with Harkonnen? I think it makes more sense if Hark keeps a monopoly on all the flame things, unless it's a balance issue, just as an extra incentive.

-CHOAM beam tank, upon reflection, would be way too good in an infantry mod. I can take down an AI base with 3 in COTL, so...

-Instead of flame tank, a missile tank might work; long range AA + long range against turrets to break up sniper/turret camping, plus it's weak against infantry so needs a permanent escort

-Ornithopter was pretty much agreed on, it's a good idea

-Sandtrike sounds good as a cheap anti infantry option; though if Quad doesn't have AA ability, what's the point of ordering them? It's not like there's going to be a lot of tanks...And would you really bother shipping a Quad when you could have a flame tank/missile tank? (Depending which one stays)

-How about replacing both the Kobra and the Quad with a sonic tank? It's short range, therefore easy to counter, and would have to be used very carefully with your troops. It would protect the missile tanks, and so a 3 missile 3 sonic tanks would prove a good end-game combo, supported by infantry.

-Sandtrike would need to be cheaper than the others, as well as more resilient to infantry fire/have a slightly longer range, to make it a viable option. (If you could take a sonic tank with about the same range, why bother?)

To sum it up, here's my suggestion:

-Missile tank

-Sonic tank

-Sandtrike

-Ornithopter

As you can see, only 3 tanks and 1 plane! I think that that would really emphasise the infantry's role.

Appart from that, the Tleilaxu unit changes look good, and I agree for the choice of lvl 3 veterans that can go back into the barracks. (BTW, I totally love the idea of a mini-leech without weapons as a scout)

Posted

:)

I like your thinking...

Missile Tank in.

Sonic Tank in.

Orni in.

what about a Sniper Sandtrike? the Corrino and Tleilaxu would then buy these as they dont have a sniper

Posted

On the sandtrike; let's look at what would be wanted:

something fast, to make up for the infantry's slowness to redeploy (even with an APC it takes time)

something able to outrange the sonic tank by a long shot (or else why bother?)

something able to kill infantry in 1 shot

something weak so that if hit by the enemy, dies quickly (for balance issues)

So a sniper sandtrike works; just it's gun should have a semi-fast refire rate, or else it's a waste of money and shipment time. (If it reloads as fast as an orni, and the orni insta-kills as well, then no-one would buy it)

As a side note, thinking about the flame tank; what if allying to one of the old major houses would give you the ability to ship 1 tank they usually have from the starport? They are after all more powerful still than the other subhouses... Though of course this entirely depends what the limit on tanks is; we don't want it becoming a mech fest in the end  :D

Posted
Though of course this entirely depends what the limit on tanks is; we don't want it becoming a mech fest in the end   :D

This, actually, has been on my mind with all the potential ordering of mechs from the starport.  But if orders are limited to 3 and the delivery time is extended players that try to pull a McClellan will likely have their asses handed to them.   

Oh and on the sniper sandtrike...not so sure about it considering how fast and how deadly it already is to infantry.  But again, if you can only order three at a time I can't see it having too much of an effect on the battlefield.  It does sound like a fun little toy though.  Depending on who you're playing a few snipertrikes could be very distracting to an enemy trying to move groups of infantry across the map.  Just don't know if they're going to be fun enough to forego ordering three tanks, tanks that could give you a real tactical advantage. 

That said, I could have a blast with them playing the AI.

Posted

3rd Level veterans are created by a piece of code ELITE = True. You can do it with any side, all or only some units, including tanks, ornithopters etc, as long as you can then construct them from a barracks, factory etc.

Hey Jules, just for the fun of it I did this with every houses' infantry in the InfantryWars mod.  Would it be just as simple to do that and re-enable Elite Sards and Feds AND make it so every house can make any infantry unit from either of the three houses? 
Posted

On the sniper sandtrike; I say extend the range of the original one.

I think that's all there needs to be done, they already instant kill infantry. It gives a solid alternative to stronger tanks; they're relatively cheap, have long range, and are fast. Since all the other tanks (thopter not included)are far slower, someone who wants to outmaneuver a group of infantry or have a rapid reaction force against harvester raids can. As well, they outshoot AA troopers, making them more safe than the other 3 options (missile tank has range but no real stopping power against a handful of AA troopers). So they'd need to be rushed; suddenly it looks like a very enticing option! All in all, there's not a "super order combo" that'll wipe out the enemy if you order it; it depends on your playing style and on your opponent, which is a good thing.

Once again, though, make delivery times long or else we'll be playing a very weird game of rock paper cissors.  ;D

Posted

Hey Jules, just for the fun of it I did this with every houses' infantry in the InfantryWars mod.  Would it be just as simple to do that and re-enable Elite Sards and Feds AND make it so every house can make any infantry unit from either of the three houses? 

Any sub-house could have the ELITE = True veterancy tag if desired.

Every house make any infantry unit from any other house? - Theoretically Yes, practically No, especially as Tleilaxu are using "clones" or fleshvat units it would seem odd.

A better solution is that the Sub-house units offer a mix of any 3 house style units so that you can effectively "mix and match" so Hark could have Flamer + LR InkVine Missile, Atr have weak sniper + mortar, fremen stealthed: adv and short range killer-rifle, Ordos have Chemical trooper and Saboteur (or EITS/Sabo) and last side (To be decided) two other units (To be decided). All of these could then go up to ELITE status and then "pass it on" when they return to their respective barracks.

Posted

I meant in the regular game...or rather the mod I'm messing around with at the moment...DukeLeto's infantry mod...making it so that all three of the major houses could have flametroops, snipers, mortars, chemtroopers, kinjals, and light infantry (I'm trying to do a little balancing experiment)

The real differences between the houses would be what subhouses players pick as opposed to the type of units they have on their own.  But other than pasting Elite = TRUE into all of the infantry units I haven't done any modding so if its much more complicated than that nevermind as I'm likely as not to screw it up :)

Incidentally (you might find this interesting), in 2005 when I first came to this board I was working with someone (Spectral Paladin) on creating an infantry based EBfD that was more true to the books and he discovered that a Harkonnen light infantry somehow always beat an Atreides light infantry.  He was never really sure why because they did the same amount of damage and had the same amount of health but I theorized that the Hark was quicker on the draw than the Atreides troop.

Posted

Sort of quicker on the draw...

...the SFX header of the ATInfantry has reference to a "cycle" of the unit in which it fires 6 times, while the SFX header of the HKLightInf has 9 firings.

Infact with equal bullets, the HKLightInf outshoots the Sardaukar!

This is why mixing unit animations and SFX headers with the editor goes messy, as they are all different lengths and we cant access the animations.

To make all units available to all houses follow the mcv/harv examples:

Take out the House definition line using // at the front of House = i.e: //House = Atreides

then change each PrimaryBuilding line to: PrimaryBuilding = ATBarracks, ORBarracks, HKBarracks

This sets each unit as a generic unit...enjoy

Posted
To make all units available to all houses follow the mcv/harv examples:

Take out the House definition line using // at the front of House = i.e: //House = Atreides

then change each PrimaryBuilding line to: PrimaryBuilding = ATBarracks, ORBarracks, HKBarracks

This sets each unit as a generic unit...enjoy

Sweet! I'll give that a shot thanks.

Sort of quicker on the draw...

...the SFX header of the ATInfantry has reference to a "cycle" of the unit in which it fires 6 times, while the SFX header of the HKLightInf has 9 firings.

Infact with equal bullets, the HKLightInf outshoots the Sardaukar!

Now thats interesting.  You know how I was saying the Harkonnen infantry sucked?  Maybe that would be a way to balance them out a bit. They shouldn't be as powerful as Sards though but the Sards have more health and range, yes? If you had an HK infantryman with bullets on par with a Sard would the Sard still win?  Not sure how useful that would be against Atreides snipers though.  I still think all sides should get snipers standard. They're just so damn powerful. But I suppose a house that didn't have snipers could opt for Fremen as a subhouse.
Posted

Ok...I'm discovering that the idea of having every house have every infantry unit might not be the best idea. This is just the initial impression I have from the messing around I did last night.  Of course it creates balance...everyone has pretty much the same stuff. But the downside is that it also creates a situation where you have so many kinds of infantry to choose from that it makes your head spin. So I think I'll narrow things down a bit.  Actually, it does also take away a little of the character of the Houses but I'm willing to trade this aesthetic for balance. I like the atmosphere of the game plenty.

I'll still give everyone snipers, mortars, and flame and chem troops standard.  But there's no reason that everyone should have Ordos AA troopers AND Harkonnen troopers.  Nor is there any reason for everyone to have access to both Atreides and Harkonnen infantry so I might do away with AT infantry and HK troopers just so the selection board isn't so crowded.

I might also do away with Fremen Warriors as they're made more or less superfluous.  But maybe not. Fremen snipers are better than Atreides snipers.  Maybe I'll just replace the Atreides sniper with the Fremen Warrior and nix AT snipers from the game but I'll think about that later when I see how what I have plays out.

So...

Standards units for every house are:

Ordos Mortars

Ordos AA Troopers

Ordos Chemtroopers

Ordos Sabotuers

Hark Infantry

Hark Flamers

Hark Engineers

Atreides Snipers

Scouts

Units I'm cutting out (to get rid of the clutter):

AT infantry

AT Engineer

OR Engineer

Hark Troopers

Btw...I just realized I kinda hijacked this thread a bit.  I'm sorry, I really didn't mean to.  I find this mod your working on intriguing and I want to contribute but because I don't really know how to mod I felt like every time I was making a suggestion I was talking out my ass.  I just want to see for myself if anything I'm suggesting makes sense in real time.

Oh and speaking of hijacking, I have a couple of questions about COTL...if I install it into the game right now...with the mod I have installed will that be ok or can I only install COTL into the stock game?  Also, if I can install COTL and play it can I uninstall it and go back to the mod I have in there now or will the uninstaller just restore the game to its stock state?

Posted

OK where to start...

...hijacking the thread - fine with me if you release your mod to everyone it will be great to have two different versions of infantry games to play so carry on makes sense to discuss both in one thread especially as mine will be months before completion (see problem below).

...too many units - yup know that one! I tried adding in a mortar equivalent and sniper equivalent to each of the three sides, got messy AND broke my RULES/ARTINI files!!!!

SO - take backups when it works, as the files easily break (I hadnt - woops pride comes before a fall!) I am now back to square one, decided to set Corrino as Hark replacements to speed up development, Guild will then be the good guys replacing ATR and story be they were duped by Tleilaxu...

....Why not keep the ATR sniper but give it the FRFremenGun rather than ATSniperGun (line is TurretAttach = ATSniperGun).

No Engineers - means mod wont work in campaign unless you ensure each AT/OR engie is actually just a Hark (add TurretAttach = HKEngineerGun) and change the ARTINI from where it says the xbf = AT_engineer.xbf or xbf = OR_engineer.xbf to say = HK_engineer.xbf

COTL

====

Installing COTL will erase all that you are doing. To stop this: You would need to protect your RULES and ARTINI file in DATA/MODEL directory by renaming to say Infantry-Artini, and Infantry-rules).

Then you can install COTL, play it (and look at textures, units, rules etc for help with your design) copy any bits you want to keep to a separate WESTWOOD/COTL directory (I have loads of them!) and then use the uninstall to remove COTL.

Once removed you need to run the Emperor fixer (see attachment) to return to std vanilla Emp.

Then rename your Infantry-Artini, and Infantry-rules back to artini and rules, make any changes, add textures, unit directories etc if required and away your mod goes.

To open xbf files you need a hexadecimal editor (Cygnus, XVI32 etc) and you must replace the text VERY CAREFULLY. Look at some of my units to see what I mean (change g_infantry_256.tif to say coinfantry_256.tif).

fix EBFD after cotl mod.zip

Posted

Well...I've fiddled around with it a lot these past few days and I think I'm coming close to something thats fairly well balanced.  It may sound crazy but here is basically what I've settled on...I am still tweaking weaponry.

1st off...when I started modding I did this...extracted DukeLeto's Infantry Wars mod then replaced his rules file with SnIper's Infantry mod rules file and started modding from there.

No one gets scouts.  Every house gets snipers and I've extended their view to the same as scouts.  This just seems more "realistic" to me. Also, since the Atreides get Fremen warriors they no longer can make their own snipers. The Harks and Ordos can make them and those snipers get stealth-when-still upon creation.  All houses and all units can create elites. 

Atreides get:

Fremen Warriors (also extended their range to match the scout)

AT light infantry with ATpillboxgun

Hk Engineers

Ordos AATrooper

Harkonnen get:

Sardaukar in Harkonnen livery ( :D ) which is to say that I basically just copied and pasted all the sard attributes under the Hark light infantry model.

ATSniper

HK flame troops

HK Engineer

HKTrooper

Ordos gets:

Chemical troopers...Ive turned the chemtroop into a special unit (since the other two houses get special units) by increasing their speed and pasted Sard attributes to their graphic.  They still have the chemgun but I've been playing around with giving them the chemical turret for a gun.  This makes them very powerful and I'm still looking for a way to put them on a level field with the Fremen sniper and HKlightinfantry/Sard.  I'll probably take away their armor and slow them down but I haven't had the chance to experiment with this yet.  I like using the chemturret because it gives them some range while retaining a chemical weapon.  What makes it unbalanced is the fact that a shot from a chem turret kills 5 or 6 infantry and they can shoot pretty fast. Maybe I'll just give them the turret gas gun but in all other respects leave them unchanged except I'll either give them armor or give them more speed.

ATSniper

AATrooper

Hark Engineer

Subhouses

For some reason the only subhouses that function are Fremen and Imperial.  I can select as subhouses Ix, TL and GU but their buildings don't appear as construction options. Not sure what I did there. Since I cant use them I started using the fleshvat as a "garbage can" of sorts.  I don't know how to just disable units I don't want so now TLfleshvat is the place I put all the scouts and sabotuers

Imperials get:

ATKinjals

Advanced Sard...the advanced sard I gave the regular sardaukar gun.  This makes them much more interesting in an infantry only mod, makes them more effective against infantry at rabge and they can still use their knives at close quarters. Its kinda cool if I do say so myself.

Fremen get:

ORMortars

Feds (as is)

On TL and Ix.  I wanted to have them both but I can't figure out what happened there.  My plan was to make the contaminator faster and perhaps give them sobateurs and allow Ix to make high cost slow built infiltrators and dustscouts.  The guild would just have the maker. 

Anyway, I'm happy to share anything I do, Obviously I'm not really trying to do a major overhaul to the game like COTL, just playing around with unit availability and capabilities to balance things out for an infantry mod. And I'm still fiddling...this is just my favorite fiddle so far.

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