Forged Alliance Forever Forged Alliance Forever Forums 2012-03-23T15:25:43+02:00 /feed.php?f=2&t=471 2012-03-23T15:25:43+02:00 2012-03-23T15:25:43+02:00 /viewtopic.php?t=471&p=9685#p9685 <![CDATA[Re: Phantom X]]> Bump for your own mod much :P

Statistics: Posted by ExamplePrime — 23 Mar 2012, 15:25


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2012-03-21T08:30:31+02:00 2012-03-21T08:30:31+02:00 /viewtopic.php?t=471&p=9515#p9515 <![CDATA[Re: Phantom X]]>
Basically, there are hunters who can't build nuke and nuker(s) who can build one. As soon as a nuke is built, the nuker wins the game. Depending on the number of players, the teams can vary, or there can be no teams at all.

Check it out!

Statistics: Posted by pip — 21 Mar 2012, 08:30


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2012-03-20T14:39:15+02:00 2012-03-20T14:39:15+02:00 /viewtopic.php?t=471&p=9482#p9482 <![CDATA[Re: Phantom X]]> Would it be possible to create a Phantom mod that switches the Phantoms every 15 minutes instead? ...

Also I've yet to play this mode but it sounds like the innocents would still have a high chance of winning due to the fact that some phantoms would gang up on other phantoms to have them finished off

Will have to try this once Ive finished Mass Effect

Statistics: Posted by ExamplePrime — 20 Mar 2012, 14:39


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2012-03-17T20:50:31+02:00 2012-03-17T20:50:31+02:00 /viewtopic.php?t=471&p=9284#p9284 <![CDATA[Re: Phantom X]]> But that is true phantom N can be quite boring when everybody turtles. Personaly I would have set a system which reveals randomly the phantoms with a probability increasing while the times passes (I dont know if it is technicaly possible). Or make the phanom bonus decreases slowly to become a huge malus if they dont attack.. something like that..

Statistics: Posted by Harpagon — 17 Mar 2012, 20:50


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2012-02-29T02:46:37+02:00 2012-02-29T02:46:37+02:00 /viewtopic.php?t=471&p=7594#p7594 <![CDATA[Re: Phantom X]]> Statistics: Posted by thygrrr — 29 Feb 2012, 02:46


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2012-02-29T01:05:58+02:00 2012-02-29T01:05:58+02:00 /viewtopic.php?t=471&p=7581#p7581 <![CDATA[Re: Phantom X]]> Statistics: Posted by TA4Life — 29 Feb 2012, 01:05


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2012-02-29T00:52:39+02:00 2012-02-29T00:52:39+02:00 /viewtopic.php?t=471&p=7580#p7580 <![CDATA[Re: Phantom X]]>
Nizar89 wrote:
What's the difference with the Phantom N mod?
Google wasn't very usefull this time :D.

Instead of an N, theres an X =p

Statistics: Posted by Brandon007 — 29 Feb 2012, 00:52


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2012-02-29T00:11:28+02:00 2012-02-29T00:11:28+02:00 /viewtopic.php?t=471&p=7573#p7573 <![CDATA[Re: Phantom X]]> Statistics: Posted by Gunseng — 29 Feb 2012, 00:11


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2012-01-10T18:42:38+02:00 2012-01-10T18:42:38+02:00 /viewtopic.php?t=471&p=4867#p4867 <![CDATA[Re: Phantom X]]> Statistics: Posted by Nizar89 — 10 Jan 2012, 18:42


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2012-01-10T13:32:30+02:00 2012-01-10T13:32:30+02:00 /viewtopic.php?t=471&p=4851#p4851 <![CDATA[Re: Phantom X]]>
I made this mod because after playing a lot of Phantom N, I noticed that when playing to win, the single best way to maximize your odds of doing so was to continue to turtle. Essentially, whomever moved last had the best odds of winning. If you're a phantom and can slow your eco to match the average of other players, you could outlast everyone else by refusing to involve yourself in any skirmishes, aside from stealing mass and wreck fields, until someone eventually got bored and started attacking someone else. If several players adopt this strategy, games can stalemate for over an hour - and then they usually crashed when 600 ASF from each player come out.

With Phantom X, both innocents and phantoms are spurred to action:

- Innocents can attack phantoms without needing to worry about their allies staying neutral. If everyone knows who the common enemies are, there's no reason to play selfishly, and it becomes a team game more quickly.
- Phantoms can attack early without risking that the other Phantom(s) stay neutral. They know that they can't hide for long, and so it's best to rush early instead of waiting.

Statistics: Posted by uberge3k — 10 Jan 2012, 13:32


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2012-01-09T16:15:08+02:00 2012-01-09T16:15:08+02:00 /viewtopic.php?t=471&p=4831#p4831 <![CDATA[Re: Phantom X]]> Google wasn't very usefull this time :D.

Statistics: Posted by Nizar89 — 09 Jan 2012, 16:15


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2011-12-22T22:50:51+02:00 2011-12-22T22:50:51+02:00 /viewtopic.php?t=471&p=4235#p4235 <![CDATA[Phantom X]]>
Download it and unzip it into your Documents\My Games\Gas Powered Games \Supreme Commander Forged Alliance\Mods\ folder.

Any and all feedback is welcomed too; currently planned features are:

- Options to set the time between phantom reveals
- Improved GUI; so the "phantoms revealed" text isn't visible until it's needed, etc

Download: Phantom-X.zip

Statistics: Posted by uberge3k — 22 Dec 2011, 22:50


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