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I'm hoping that I'll be able to do more work on my mod in the following summer, as for awhile here I'm going to be too backed-up on school to really do a lot in one day.
Until then, I would like everyone's opinions and thoughts on the following possible modifications to make Zero Hour and even better game.
Let's go!
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China Tank General
-- Red Guards are trained one at a time.
-- Red Guard Training unavailable.
-- Tank Hunters instead fire a tank shell, that somehow flies at aircraft. The differance, however, is primarly cosmetic and the weapon has the exact same stats as the normal Tank Hunter weapon. (It can also be shot down by Avengers and will also be affected by ECM Tank missile-redirection.)
-- And... Tank Hunters can now get the Auto-Loaders upgrade, which will cause them to fire two shells at once.
-- Buildings will spawn Tank Hunters when destroyed, similar to how the USA spawns Rangers when their buildings blow up, and now how the infantry general's buildings create Minigunners.
(I tried to make it spawn Battlemasters instead, but that turned out to do nothing.)
-- Tank Paradrop has an equal number of Gattling Tanks paradropped along with the Battlemasters. This will greatly help against the airforce general inparticular.
-- Electrostatic Discharge Upgrade: Costs $1000, purchased at the Propaganda Center, and researches quickly. It will cause certain units' weapons to create an EMP spheriod when they attack, which will hugely help against base defenses once they are in range (which is perhaps the reason Kwai is one of the easiest generals to counter)
------- I have a few ideas for this upgrade and what it does. The first is that it causes the Gattling Tank to inflict EMP damage with its bullets (I can use an invisible projectile and create a gattling projectile weapon with a tracer), which will instantly shut down enemy vehicles, buildings, and aircraft when it attacks. The problem is that this is quite overpowered against aircraft and may very well make the Gattling Tank far too powerful against everything else.
------- The second idea is that it causes ALL tank shell weapons to create an EMP effect upon their explosion. Only thing is, it could potentially be hard to code because the Battlemaster for example already has a weaponset upgrade. I could instead choose to give it to only the Emperor Tank, but either way Kwai will still have a problem against aircraft in many cases.
------- The final idea is that this only makes the Tank Hunter's weapon have an EMP effect, which will likely be more balanced because Kwai's weaker transport vehicles carry infantry.
-- Troop Crawler carries 4 Red Guards and 4 Tank Hunters.
-- Or, the Troop Crawler is replaced by the Bunker Avenger I have already shown off before.
China Nuke General
-- Nuclear Missiles create Nuclear Mutants when they detonate. The Nuclear Mutant is not controllable and is comparable to a Brute of Yuri's Revenge.
-- "Nuclear Virus" replaces Black Lotus' Vehicle Shutdown. It will cause any target, including infantry (Rule of Fun TV Trope, even though it makes no sense) to explode in a nuclear blast with damage comparable to a Nuke Cannon's weapon.
-- Dragon Tank is replaced with Radiation Tank. Though utterly worthless against buildings, this new tank will spew out a stream of nuclear waste similar to a Toxin Tractor and will clear out buildings with ease. Like a Toxin Tractor, it can lay down a huge field of radiation.
-- Inferno Cannon's weapon will leave a pool of radiation when it attacks, as well as fire.
China Infantry General
(He has already been signifigantly modified and is basically finished in my mod, but I still have a few ideas for him.)
-- All vehicles spawn a Minigunner when destroyed. Presumably that Minigunner was the vehicle's pilot.
-- Can train Hijackers, which are identical to the standard GLA version.
-- Has a unit named "Chinese Colonel Burton", which is quite obviously a carbon copy of the USA's Colonel Burton. Except that he uses a gattling gun and that 5 can exist at once. (5 Black Lotuses can also exist, the Chinese Burton will serve as an excellent unit to assist and defend the Lotuses in the game.)
-- Dragon Troopers replace Dragon Tanks. No firewall ability, but they are trained two at a time and have Horde.
-- ECM Tank is replace by the Red Mech, which is a giant mech of a Minigunner that has the same missile-redirection of the ECM Tank.
-- Or, the ECM Tank is replaced by the Propaganda Avenger.
USA Air Force General
-- All aircraft trained as veterans.
-- Raptor Training: Effectively Red Guard Training, but instead causes King Raptors to be trained as Elites.
-- Colonel Burton's Comanche: Costs the same as Colonel Burton and is available at the Airfield. It's basically a stealth Comanche with a longer-range version of Colonel Burton's gun.
-- Combat Chinooks require a Warfactory OR and Airfield to be built, use Avenger targeting assistance, and slowly self-repair in the air (which was a huge weakness of the normal Combat Chinook, the fact that you required an Airfield to heal it.)
-- Composet Armor Upgrade is brought back, but instead applies to Aircraft.
-- Stealth Fighter uses the MiG's weapon and can attack aircraft. The weapon can still be upgraded with Bunker Busters.
-- Black Napalm upgrade at the Strategy Center for the Stealth Fighter.
-- All Infantry can use vehicle Drones.
-- Colonel Burton has 2 non-controllable flame Stealth Fighters following him.
-- All Aircraft can use vehicle Drones.
USA Laser General
-- Ranger is equipped with a short-ranged laser gun, and Flashbang is replaced with a laser grenade that explodes in a beautiful but deadly show of light that incinarates anything nearby.
-- Missile Defender takes half as long to deploy his laser-guidance.
-- Comanches use a four-shot laser as their secondary weapon instead of rockets.
-- Laser Bomber replaces Aurora Bomber. It fires a very powerful one-shot laser that will clear out buildings instantly.
-- Stealth Fighter unavailable.
-- Laser Raptor: Uses more damaging lasers as its weapon as opposed to the normal missiles. Fires 4 shots before eeding to reload.
-- Sentry Drone Gun gives the Sentry Drone a comparatively weak laser gun. However, the Sentry Drone will be unable to do anything if he loses power.
-- Starts with Laser-Guided Missiles.
(In case you are wondering, all aircraft now use laser missile defense in my mod.)
Basically, EVERYTHING in his army will use lasers, but he will be next to defenseless without power.
USA Superweapons General
-- Tomahawk Missiles create an EMP spheriod when they blow up.
-- Firebases can accept vehicles in their garrison.
-- Nuclear Missile and Dr. Thrax's SCUD Storm. The Nuke has no mines and the SCUD Storm has no GLA Hole.
-- Comanche's missiles use EMP, and the Rocket Pods create big pools of Anthrax Beta when they explode.
-- Anthrax Gamma available at SCUD Storm along with Junk Repair for all vehicles.
-- Upgrade to give Raptor's missiles a nuclear payload is available at the Nuclear Missile.
-- A-10 Thunderbolt's missiles have an EMP effect.
-- Avenger's turret is replaced with a standard Patriot Battery and the laser assistance is replaced with a machine gun. Patriot Battery's weapon will create a small amount of Anthrax Beta.
-- Sentry Drone Gun upgrade gives Sentry Drones a faster-firing Pulse Gun.
-- Humvee's TOW Missile uses EMP but fires at half the rate.
-- Microwave Tank is replaced with a Toxin Tractor that starts with Anthrax Beta.
-- New Hero unit: Nuclear Defender: Fires a missile that causes a huge nuclear blast.
GLA Stealth General
-- Camoflauge Upgrade will stealth all infantry excluding Angry Mobs
-- Workers are always stealthed
-- Can train Snipers: They are identical to USA Pathfinders except that they reveal themselves when they attack.
-- Jarmen Kell can detect stealth, can snipe garrisoned buildings, and can plant Tank Hunter TNT. Up to 5 of him can exist.
-- Quad Sniper can be built at the Arms Dealer and is another Hero unit. It is singlehandedly the very worst nightmare for infantry rushes, and has a much further-ranged sniping weapon (which deals half the damage of a Pathfinder weapon) and a long-ranged Quad Cannon weapon weapon. Only one can exist.
-- Technicals, Quad Cannons, Radar Vans, and Rocket Buggies are stealthed by default.
-- The Rocket Buggy cannot be upgraded with more Buggy ammo, now.
-- Terrorists are stealthed by default when not moving. The Camoflauge Upgrade does not change this.
-- Stinger Site has shorter range and uses RPG Troopers. A down-grade, so that Kassad focuses more on being stealthy, agressive, and mobile rather than bunkering up base defenses.
-- Can build a stealthed MCV (Mobile Construction Vehicle) that can instantly deploy into a GLA Command Center.
-- Battle Bus can disguise as another vehicle much like a Bomb Truck. Also, during its second life, the Battle Bus bunker is stealthed when not firing.
-- Bomb Trucks are stealthed when not moving. [Might actually be technically impossible to code because the Bomb Truck's disguise code is actually a Stealth Module.]
-- Tunnel Sneak Attack is stealthed after deployed.
GLA Demolitions General
-- All explosive weapons have a scatter effect.
-- Rebels can be upgraded with Flashbangs.
-- Terrorists eject out of destroyed Bomb Trucks.
-- SCUD Launchers available without promotion, will fire two SCUDs at a time, can attack aircraft, and are trained as veterans.
-- Rocket Buggies can attack aircraft.
-- Tunnel Network fires Tank Hunter missiles.
-- RPG Troopers can plant TNT like a Tank Hunter.
-- Can train Stinger Soldiers. They do less damage than RPG Troopers but have longer range and detect stealthed units.
-- Sabotours can place Timed and Remote Demo Charges and TNT.
-- Scorpion Tank can attack aircraft with the Scorpion Rocket.
-- All vehicles cost $100 more.
-- Toxin Tractor replaced with Terrorist Tractor, which spawns 5 smaller, less-damaging, uncontrollable Terrorists to attack its foes.
-- RPG Rampage Upgrade: Costs $2000 and will cause all buildings to spawn 2 RPG Troopers when built.
-- Battle Buses can create standard Demo Traps.
-- Carpet Bombing replaces Anthrax Bomb: Identical to the Chinese version except that it will drop as many bombs as Granger's version, but the plane is the same speed as the chinese version.
-- Technical can attack aircraft with its Salvaged missile weapon.
-- Jarmen Kell can plant Tank Hunter TNT
GLA Toxins General
-- Re-titled as the GLA Chemical Warfare General
-- Workers wear hazmat suits and are completely immune to toxins and nuclear raditation.
-- Toxin Rebels re-named as Anthrax Rebels
-- Anthrax Rebels completely immune to toxins and radiation.
-- All missiles create a tiny amount of Anthrax OCL when they explode, but otherwise have identical stats to a standard GLA variant (in contrast to the current, overpowered missiles he has)
-- Toxin Tractor somehow attacks aircraft with its stream of Anthrax. Does it make sense? No. Does it fit him? Yes.
-- Toxin Tractor and Demo Trap have normal price tags.
-- Toxin Tractors built as Veterans.
-- Jarmen Kell's weapon leaves a pool of Anthrax behind when it hits its target and can attack vehicles.
-- Tiberium Trees replace his Black Markets. The tree will create Tiberium that only he and his allies can harvest (this is already a part of how "harvesting" money works; you can only harvest allied or neutral supplies), and since his Workers are completely immune they are protected against it. Upgrades from the Black Market are purchased at the Tree itself.
-- Can create Anthrax Zombies.
-- Buildings create Anthrax Zombies when destroyed.
-- Bomb Truck deals the same amount of damage as the standard version but leaves a pool of Anthrax behind.
-- SCUD Launcher fires two SCUDs at a time to make up for the less damage.
-- Quad Cannons and Technical bullets create tiny pools of Anthrax when they hit their target.
-- Chem Suits upgrade for all infantry aside from Workers and Anthrax Rebels.
Boss General
-- Delibrately overpowered.
-- Uses the best of the best of the vanilla factions, with a few exceptions.
-- All aircraft built as Veterans.
-- GPS Scrambler
-- All infantry trained as Veterans.
-- All vehicles built as veterans.
-- Listening Outpost replaces Sentry Drone, and functions like a Radar Van and can reveal parts of terrain.
-- Superweapons cost half the price they normally do.
-- All buildings slowly self-repair and will spawn Pulse Rifle Rangers when destroyed.
-- Tunnel Network is stealthed and spits out two Tank Hunters when created.
-- All aircraft can use Countermeasures
-- Nuke Cannon replaces pointless Tomahawk.
-- All vehicles can use vehicle Drones.
-- All infantry can use vehicle Drones.
-- All aircraft use laser missile defense.
-- Humvee replaces demo bike.
-- Terrorist replaces Angry Mob.
-- Additional Upgrades:
------ SCUD Storm: Junk Repair for all vehicles, Anthrax Beta, Radar Van (Listening Outpost) Scan, Camouflage for all infantry.
------ Tank Hunter can use AP Rockets and laser-guidance.
------ Patriot Battery can use AP Rockets.
------ Airfield: Countermeasures for all aircraft, MiG Armor, Bunker Busters for MiG (my MiG for her is stealthed and has the voice of a Stealth Fighter), Rocket Pods for Comanche, Stealth Comanche Upgrade.
------ Particle Cannon: Laser-guided Missiles for all aircraft except Aurora (a very strange ommission in the unmodded game...), TOW Missile for Humvee, Sentry Drone Gun removed, Supply Lines for Hackers and Supply Center.
------ Composite Armor boosts health of aircraft as well as tanks
------ Nuclear Missile: Nuclear Tanks for all tanks, Uranium Shells for all tanks, Auto-Loaders for Paladin, Subliminal Messaging,
-- Supply Center can build Combat Chinooks in addition to Supply Trucks.
Vanilla USA
-- Detention Center returns, but instead acts as a second Barracks. This allows them to train slightly differant versions of other faction's units.
-- Microwave Tank can disable vehicles. No other sub-faction's Microwave Tank can do this.
-- Paradrop Ability will drop in an equal amount of Missile Defenders with the Rangers.
-- Specter Gunship's crew of Rangers and Missile Defenders will paradrop out when the gunship is destroyed. No sub-faction's Specter will do this.
-- Sentry Drones start with Sentry Drone guns. No sub-faction's Sentry Drones will start with weapons.
-- Colonel Burton detects stealth. No sub-faction's Colonel Burton can.
-- Can built Granger's Colonel Burton's Comanche.
-- Two new Hero units (done):
------- Charles Crisp: Attacks with a medium-ranged continuous laser beam.
------- Nigel Grant: Attacks with the EMP Patriot System's weapon.
Vanilla China
-- "Media" Upgrade, which costs $1000 and is bought at the Propaganda Center, will double the range of the Speaker Tower's healing and firing rate bonus.
-- Speaker Tower can create mines. Does not apply to any sub-faction.
-- Gattling Avenger replaces ECM Tank.
-- Overlord has a second life as an immobile bunker much like the GLA Battle Bus, provided is has the Bunker upgrade. [Might be very difficult to code.]
-- Troop Crawler has no additional armor but the infantry can fire out of it and the Troop Crawler has a second life as an immobile bunker.
-- MiG can be upgraded for $1000 to be stealthed.
Vanilla GLA
-- Heavy Machine Upgrade for $500 will replace the Technical's machine gun with the Combat Cycle's machine gun. Does not apply to sub-factions.
-- The vanilla GLA's Technical's passengers can fire out of it.
-- Can build Garrisonable Windmills, which provide a measely 3 points of power and can be garrisoned with 5 men. However, the Windmills require an Arms Dealer to be built.
-- Can train the new Crescent Forces. Each infantry requires a Palace.
------- Quad Soldier, effectively a non-salvagable Quad Cannon on foot that detects stealth.
------- Gattling Girl: Kind of a female Minigunner that is stealthed and uses the Gattling Gun building's weapon.
------- Chemical Warrior: Uses a powerful shotgun that will create a small amount of Anthrax or Anthrax Beta when it hits its target. Clears out buildings, assuming he can get in range.
-- Maruader Tanks can rotate their turret. Does not apply to any sub-factions.
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