hey kids!
its that time of the year again when a ui mod comes out and maybe it does something!
have you ever been in that situation when you build loads of stealth fields and then get your power sniped? Or your ally gives you an omni without telling? built too many radars by accident?
we all know what happens then - you get hit with a crippling energy stall and until you figure out which of the 200 units is doing that, none of your intel works anyway but keeps draining your energy! well worry not since Dr Retard fixed it! and not just in some balance mod but right here for you!
Since every time you stall all your stuff turns off already, theres never a reason to leave them running for that period! So all we have to do is simply make a mod that turns these things off! So simple and so effective!
Who needs this mod?
When stalling energy, have you ever thought that it would be better if you had more income? if you ever answered yes, then this is for you!
6k e stall before:
no stall after:
See? Just like that, we magicked 6k e/s out of nothing! and with absolutely no impact on our game! none of that stuff will be working anyway!
The important bit is that this mod ISNT some ecomanager. It always performs the most obvious action possible, and there are no situations where you dont want it to act.
1.It only turns of intel and stealth, since they are 100% non operational when you stall.
2.It only acts when you are actually stalling, and the units actually turn off. there is no predictive ecomanagement, so you never end up in a situation where it turns of a radar and you needed it.
3.Radars normally turn back on after 5 seconds, resulting in blips flashing up for a moment. worry not, this mod takes that into account and tries to turn everything on after that time, so you still get your radar flashes!
4.Whats more, if any building was turned off before you stalled, the mod detects this, and puts everything back to how it found things when you started stalling, so there is no impact on your decisions! remember, turning off manually is still more effective since its preemptive, while this mod isnt.
This means its pretty simple, designed to run in the background as some quick fix, so you turn it on and never need to worry about it again.
some additional notes:
1.It doesnt affect any eco buildings. use some uimassfabmanager or the like for those.
2.It doesnt toggle shields since that affects their blinking rate. here we only go for the absolute no brainer decisions.
3.It doesnt toggle cybran asf and strats since their stealth is off by default, again only absolute no brainers.
4.It doesnt pause any production or anything like that, the units in the screenshot are pretty much all it affects.
Why use this mod:
1.you get FREE* energy whenever you stall! if you have this mod your energy income will effectively increase at that point! its just like magic! never a reason not to use!
2.your rating increases automatically when you use this mod! since not only do you never have to turn off a radar again, but also this is a true manifestation of the effect that gives pro players more resources when they play! this is how they do it!
3.this is the mod icon:
Drawbacks:
1.some people might get upset that you are using this mod since its "unfair". you can tell them that they too can get this mod, its free!
2.sometimes you might feel a little guilty that you have such a cool mod in your folder, but thats ok, we all feel a little guilty now and again. Remember, the key to happiness is to see the problems you have and actively solve them rather than getting all upset! and this mod just solved your energy stalling issues!
How to get it
a most simple guide, right here and today:
1.Search for [e] on the mod vault and press the search button. download the one called [e] please V4 (or maybe in the future its more than V4!)
2.this mod requires common mod tools v1, so make sure you get that too!
3.dont forget to turn it on in the manage ui mods button in the client
4.laugh at those misfortunate enough to think that they dont need this mod
Questions:
some people were asking me questions about this mod so here they are:
-Q: Does it turn radars and stuff back on afterward?
Of course! it turns them back on after the exact same time as they would normally be off for due to stalling (5 seconds) energy. the only difference is that you get extra income during that time.
-Q: How does your mod decide what to disable? i.e. if you stall and turning off 3 stealth fields would be enough but you also have 10 shields + omni?
The mod doesnt decide what to disable. It waits until the engine has already disabled everything, and then simply toggles the appropriate units for your free energy. This way it ensures that your energy is always free and it never makes a mistake. Also, as mentioned above shields arent toggled since that actually has an impact on gameplay.
also, should i rename this mod to stall r[e]mover? or is its current name better? this is extremely important to the future of the mod so you must leave feedback!