Economic Warfare mod

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Economic Warfare mod

Postby StylisticSagi » 23 Nov 2016, 12:50

Well i just made my first mod for supcom so i was wondering how everybody feels about it.
First and all i created this mod to play with friends. I am very aware thet the balance is completly changed in how you play the game with this mod on (balance between factions remains however).

What i see in many online replays is thet players have to make 1 choice:
Do they tech race or are they gonne t1 the hell out of the enemy.
So i tought why not both?
This mod makes that possible. It also creates a much faster game so you lose less time in time consuming projects, it is also posisble to get more resources early on.

You can find the mod in the vault under the name economic warfare
here is the changelog:

-Paragon Build by all
-All storage has been doubled, start the game with double resources
-All units have double line of sight for a more enjoyable visual experience of the game
-All land units and mobile shields have double health this is because larger armies move around difficult making them useless against longe range defences
-All t1 except buildings cost no mass (pro rushing and defence when in economic trouble, t1 production not slowed down by mass shortage)
-All t2 land units cost half mass price
-All t3 units cost double mass (they also have the greatest benifit of the double health bonus)
-T3 mobile artillery has double rate of fire to count up for there increased cost
-All tactical missiles except buildable ones now track there target
-Tactical missile structures now have X3 Range but no missile tracking
-T2 and T3 Air and naval is build much faster exept gunships, but not cheaper!
-Gunships now have area of effect but fire less accurate
-torpedo bomber planes are now much more effective by various factors
-All aircraft has only half the fuel to create a need for air staging and aircraft carriers in large maps
-All commander and sacu upgrades are instantly if you have the resources
-Hydro plant generates 1000 energy AND 25 mass to make it more interesting also late game
-All buildings upgrade very fast this includes both factories and defence/intel buildings
-Navel now all moves at the same speed because naval had a hard time moving around in groups with diffrent tech
-fix for beam weapons who keep firing after every enemy is eliminated
-Structures no longer deal damage when destroyed except for the paragon so no chain reactions
-Nukes have a smaller area of effect
-Nukes are much cheaper but still require a long time to build
-anti nukes are cheaper and fast build but they are more expensive then nukes!
-Anti nukes can be placed in the sea and can only hold 3 anti nukes
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Re: Economic Warfare mod

Postby Masyaka » 27 Nov 2016, 07:43

I'd say some cancer but can be fun to play.
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Re: Economic Warfare mod

Postby StylisticSagi » 28 Nov 2016, 17:45

you may specify...
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Re: Economic Warfare mod

Postby vongratz » 28 Nov 2016, 22:18

Some points are very interesting to test. Equalize the speed of the ships is one that Ive done, in another terms, by groups.
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Re: Economic Warfare mod

Postby StylisticSagi » 30 Nov 2016, 20:37

Yeah the ships needed that.
Let me know what you think when you tested it.
It's nice to hear what people like and dislike about it.
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