Once i assigned Hotkeyed group to Commander, that Hotkey is erased. Make it possible to use group hotkeys on assigned to Commander units, like it works with sensors. Vengeance: HP - 300 to 250, armor - 28/25 to 30ĭamage - KINETIC to HEAT, 4 to 8, bonuses from ENERGY weapon upgrades PowerModifier reduced from 90 to 70 on Hard difficultyĮvery newly researched body now has slightly more hp and armor than the old one (now New Paradigme's bodies CAN'T be ignored).Īll bodies now have equaled kinetic and heat armors. I want to increase repair range from 2 to 5 tiles due to pathfinding issues, but I can't figure out how. Increased repair rate from 15hp/0.7sec to 30hp/0.5 sec, makes it a bit powerful early game, but more usable lategame. Increased range of sensor turret from 12 to 14 tiles (vanilla sensor unit had lesser spotting range than some dirrect fire weapons, this is just wrong). Scavengers got some big buffs to compete with us, and hell they do in first few missions They are OP, sudgest something if you wish. 80 tiles range (ultimate stationary offense arty)Īnti-Air guns untouched so far. 40 tiles range (late game deffense and mobile offense arty), 20 tiles range (early and late game deffense and mobile offense arty), 10-13 tiles range (early to late game higly mobile arty units) Vanilla ranges are 6 to 16 tiles(3 for flamers).Īll artillery remade, biggest changes are made to rockets and missiles. Dirrect and few indirrect weapon ranges now vary from 9 to 13 tiles (7-8 for flamers). Weapon accuracies mostly untouched, because most unaccurate weapons have close to 100% hit chance at Elite/Special/Hero ranks, and it gives subtle but huge increase in damage.Īll low range weapons got their ranges slightly buffed, and long range wepons got their ranges nerfed. Make campaign a little harder in a smart way. remake totally useless or overpowered weapons (It's not a way to ballance something, it's just something fresh). make upgrades progression more dynamic (Considering that enemies share these stats and always have higher tech, i hope it wont make game easier). Overall i like the mod, pretty much waht i wanted. Also you have to take some anti structure/bunker units or you will struggle against defences. go full anti personnel and you will get war from New Paradigms cannon tanks. If you go full anti tank squad, you will struggle. You can't go only MGs or only Flamers, you forced to switch squads.Īlso game forces you to use different type of weapons in squad in further missions. The goal is to get them thru all campaign with 0 loses.įirst few missions were much more challenging than vanilla, game forces you to use flamethrowers and hit&run tactics. Usually i roleplay small squads of 4-5 tanks and get to 10 tanks at later missions, generally 4 main force anti-tank units, 2 repairers, 4 special task units (anti-personnel/anti-air/artyllery/anti-structure). I almost finished New Paradigm campaign and it was pretty fun. Mod is made for "small squads/high ranks/zero loses" playstyle on Hard difficulty, keep that in mind when reading thru changes! You can't load a save game if mod's name is changed, rename the updated mod file to the state it was when you saved the game (if you started to play with "OMT1.0 campaign mod 3.2.3" and than updated to "OMT1.1", rename it to "OMT1.0 campaign mod 3.2.3" or start a new campaign) wz archieve, otherwise you wont be able to load games To use this mod with others, put all mod files in one. To install a mod, put this file into this folder: Warzone/mods/autoload OMT1.2.wz (19.13 KiB) Downloaded 312 times Install instructions:
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |