Greetings ladies and gents. After many helpful tips from the modding community here Ive decided to release the updated version of my civilian buildings mod to be compatible with the current faf build. In traditional warfare a countries population plays a large roll in supplying the military with arms, vehicles and supplies. Now thanks to this mod the civilians in Forged Alliance will finally begin to pull their weight and assist your war efforts. Now without further ado the unit lists.
Buildings for all factions.
Tech 1 Residential structures
These niffty buildings are adjacency whores. Like real residential structures they plug into the grid no matter what you place next to them giving a small adjacency bonus to those structures. These buildings are cheap and don't produce anything on their own, but help your base perform at optimal efficiency.
Tech 2 Manufacturing Facility
These handy buildings plug into your engineering structures such as factories and hives reducing the mass cost of anything they build by offering T3 Mex adjacency bonuses. Now these building take up the same amount of room as a T2 pgens so you'll only get one for each side. Great for factory grids.
Tech 2.5 Science Facility Experimental Power Generator
The name says it all. These science facilities function as higher costing pgens that give a power output of 1500/s. Better than a regular T2 but not replacing the T3.
Tech 2 Experimental Radar System
These buildings off a larger Radar range than the standard T2 Radar at a higher cost of resources in build cost and energy consumption. They also aren't Omni generators so you'll still need those at T3.
Tech 2 Experimental Stealth Generator
For when you absolutely positively. Have to hide every building in your base from Radar. Debug note: For some reason I can't get these buildings to turn on immediately when built so you have to turn them off and then on to get them to work. If anyone can tell me what's wrong with them I would be grateful. Otherwise they work as intended.
EDIT: These have been fixed before upload and this no longer applies.
Tech 3 MassFabricationStorage
This building is a hybrid mass fabricator and mass storage. It is as large as a factory so I may buff it later if it seems to not be worth building.
Now for the factional buildings. Because some factions have more civ buildings than other some won't have as many. Not much I can do without more models.
Aeon
T1 Hydrocarbon Perimeter Monitoring System.
These niffty buildings function like a lesser version of the Cybran T3 building; however, they don't take cost any energy to use. The downside is they take up your Hydrocarbon spot so they are area specific and can't be used on some maps at all!
Cybran
Cybran definitely get the most love when it comes to the number of civilian buildings
Tech 1 Admin Building cloak field Generator.
Thus building is great for hiding forward defense outposts early game. It generates a small cloak field around it hiding everything under it from sight.
Tech2 Cybran Network Node
This building acts as a power distribution node effectively reducing the power consumption of buildings plugged into it as well as increasing the ROF of artillery. This building doesn't produce any resources if it's own, but it's adjacency is greater than a T3 power plant.
Tech3 QAI secondary mainframe
Brackman has finally gotten the rouge AI under control. This mainframe increases the efficiency of all buildings plugged into it by conferring every T3 adjacency bonus. It's quite a large building though so you'll have to use the space wisely.
QAI Mainframe Experimental Omni Jammer
The piece de resistance of Brackman tech the QAI Mainframe emits a quantum pulse jamming all Omni in range. Each pulse effectively reduces the range of all Omni generators making them ineffective.
UEF
Tech 1 Hydrocarbon Perimeter Monitoring System
Works like the Aeon building of the same type, but the UEF have added a small shield to it. Effective at holding off T1 units but will buckle under sustained fire
Seraphim
Yes the seraphim get some love in this mod.
Tech 1 Regen Field Generator
These little buildings increase the Regen rate of anything next to them in a small radius for the cost of power.
Tech 3 Experimental Power Plant
Instead of a Tech2.5 power plant the Seraphim have created a high powered plant that produces even more power than a Tech 3 pgens for a substantial build cost.
Now for my pet project buildings. I learned to mod coding these buildings so they may be a little OP. Based On feedback I may move them around the tech tree. These are only available to the Aeon and UEF factions.
Tech 1 Experimental Command Suite
Thus building is my master piece. It basically acts like a stationary commander with the Cybran hives assist ability. It has its own upgrade patches and can upgrade it's building tech all the way to tech 3. This building can also plug into any building in your grid. Takes quite a long time to build for a Tech 1 building too at 90 seconds.
So there you have it. I'll be uploading it to the Vault in the morning. Feel free to tell me what you think. Bear in mind this mod is probably not completely balanced.
Link for the mod: https://www.dropbox.com/s/g9xun3n1zu09ur9/CiviliansV2.zip?dl=0
Changelog
Version 1.1
Many bug fixes thanks to Uveso's debugging.
The Manufacturing Facilities that each race can build have been repurposed for a completely new mechanic. These buildings now function as T2 mass storage, but instead of mass storage adjacency they have a completely new adjacency mechanic. These buildings will give a build rate bonus when plugged into any building that can build units or that can upgrade to a new unit (i.e. shields, mexes, etc.). This feature is still being tested so let me know what you think. This build rate adjacency is also included in the adjacencies offered by the residential buildings and the T3 QAI secondary mainframe.
Version 1.2
Added unit descriptions for all buildings and streamlined the buildrate adjacency code.