TML HP reduction (test mod included)

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TML HP reduction (test mod included)

Postby Evan_ » 22 Mar 2020, 04:20

I'm not in the 'TML is OP' camp (nor do I think it needs a buff) but I find it can turn teamgames into something of a coinflip, where if you or a teammate lets someone eco/tech up without being attacked then they can effectively lock you out of T2 by hitting your factories/mexes. this isn't OP or even strong outside of very specific situations, but I think there should be some opportunity for counter-play other than to rush t2 and get a tmd up. To that end I feel that dropping TML hp down to around where a faction's tmd is at allows for more options as you can get up a few bombers and take it out.

I made a test mod in the vault, with name "TML HP Rebalance Test Mod", or you can download it here. Sidenote: It seems to increase the number of missiles that a launcher can load, I don't know how to fix it. Oh well. I set all launchers to 1000 hp, making it take 3-5 bombers per faction assuming you only get one pass and no vet. I think this much or slightly less is fair considering it's still above the hp of most tmd.
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Re: TML HP reduction (test mod included)

Postby RedX » 25 Mar 2020, 08:14

Your mod sets MaxProjectileStorage = 20, which is why the storage is increased. You also don't need to (and shouldn't) include all the files for the units, just the part that needs to change (the BP file).
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Re: TML HP reduction (test mod included)

Postby Evan_ » 26 Mar 2020, 16:14

Thank you very much RedX! I will update the mod and make sure to keep this in mind when modding in the future.
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Re: TML HP reduction (test mod included)

Postby speed2 » 26 Mar 2020, 16:24

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