New mod - Total Mayhem Lite

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New mod - Total Mayhem Lite

Postby wodzu_93 » 30 Sep 2019, 22:49

This mod rebalances part of the units found in Total Mayhem mod to match vanilla unit balance. Remaining unbalanced units are removed from play.

viewtopic.php?f=47&t=12248
Total Mayhem mod is required for this mod, but it only needs to be INSTALLED, not ACTIVE. If both are active, both versions of units will be present.

Fix for missing strategic icons: copy "texturepack.nxt" file from the mod directory into FAF assets directory, by default here:
"C:/ProgramData/FAForever/gamedata"

Credits to Burnie as creator of original Total Mayhem, and Uveso as a current maintainer.
Permission for the mod granted by Uveso (Forge Alliance Forever Discord #creations-development, 30/9/2019)

Changelog:
Spoiler: show
V11:
- Added T3 land unit for each faction.
- Added more strategic icons to "texturepack.nxt" (apply strategic icon fix again)

V10:
- Aeon T1 Experimental Engineer:
* Fixed wreckage insta-drop.
* Removed weaponry.
* Mass Cost: 820 -> 980
* Max Speed: 6 -> 4
* HP: 5800 -> 3350
* Build Rate: 50 -> 35
- Seraphim T2 Teleport Bot:
* Added teleport range limit, 50 range.
* Teleport charge time: set to 15 seconds
* Teleport charge energy cost: 100 -> 200
- UEF T2 Experimental Assault Bot:
* Replaced TML with Ripple Missile Battery due to faulty unit targeting after firing a missile.
- All T4 Experimentals:
* Halved mass killed to get a vet.
- Aeon T3 Hydro Shield:
* Power usage: 50 -> 1000

V9:
- Fixed AI build lists.
- Fixed script errors in seraphim antiship PD and PMS.

V8:
- Added more strategic icons to "texturepack.nxt" (apply strategic icon fix again)
- Added T4 unit for each faction.
- Changed Perimeter Monitoring System buildings for all factions:
* Tech Level: 1 -> 2
* Build Time: 300 -> 1200
* Mass Cost: 200 -> 800
* Energy Cost: 3600 -> 12000
- Scaled down Cybran T1 Cruiser model.
- Scaled up UEF T2 Experimental.
- All T1 and T2 non-Cybran experimental changes:
* Regen: X -> 0
- All T1 and T2 Cybran experimental changes:
* Regen: X -> 10
- Normalized veterancy for all units.

V7:
- Added T3 hydrocarbon structures for each faction.

V6:
- Added more strategic icons to "texturepack.nxt" (apply strategic icon fix again)
- Aeon T1 EXP changes:
* Regen: 0 -> 5
* HP: 4800 -> 5800
* Mass cost: 860 -> 820
* Build rate: 40 -> 50
- Cybran T1 EXP changes:
* Regen: 6 -> 20
* Mass cost: 900 -> 860
* Microwave Laser damage: 18 -> 22
* Heavy Electron Bolter fire rate: 0.4 -> 0.55
* Iridium Rocket Pack range: 24 -> 28
- Seraphim T1 EXP changes:
* HP: 8200 -> 8900
* Regen: 0 -> 5
* Movement speed: 2.4 -> 2.6
* Turn speed: 20 -> 40
* EM Quarnon Cannon damage radius: 7 -> 8
- UEF T1 EXP changes:
* HP: 3550 -> 5400
* Regen: 0 -> 5
* Movement speed: 1.6 -> 1.9
* Turn rate: 20 -> 30
* Heavy Gauss Cannon fire rate: 0.2 -> 0.22
- Added T2 experimentals for each faction.

V5:
- Added T1 Experimental unit to each faction.

V4:
- Added T3 Mobile TMD for all factions.
- Fixed overblown LOD range for all units.
- Fixed missing big strategic icon for E-Storage since patch 3708.

V3:
- Added following units:
* Aeon T1 Ambush Tank
* Cybran T1 Sniper Bot
* UEF T1 Amphibious Tank
- Changes to Cybran T3 Rocket Battery:
* Minimum range 20 -> 60
* Maximum range 100 -> 120
* Firing randomness 4 -> 3
* Missile acceleration 3 -> 0.5
* Missile Velocity 20 -> 25
* Missile Velocity Randomness 0.5 -> 0.1
- Added more strategic icons to "texturepack.nxt" (apply strategic icon fix again)

V2:
- Fixed Seraphim Restoration Bot being amphibious.
Increased both direct fire and AA DPS.
- Fixed missing range overlay for torpedoes on Aeon T1 torp bomber.
- Increased AI usage of new units slightly.
- Reduced launch velocity of Aeon T2 Anti-Ship PD to match its projectiles max speed.
- Resolved missing strategic icons, follow instructions at the top of this file.
- Partially fixed faulty FAF weapons descriptions. Now it properly lists all weapons unit has
when unit mounts multiple weapons of the same type.

V1:
- First upload
Last edited by wodzu_93 on 28 Nov 2019, 19:11, edited 1 time in total.
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Re: New mod - Total Mayhem Lite

Postby Evono » 02 Aug 2020, 18:13

Thanks for this mod ! will this ever get updated that it doesn't need total mayhem ?

Because plenty of people see just 2 mayhem and wont join or multiple people leave both enabled.
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