Posted by: Gameanater - Thursday, April 28, 2016 2:37:24 PM
-- All vehicles can Horde. -- All vehicles except for the Sentry Drone can produce USA drones (Hellfire, Battle, and Scout). Yes, even the Combat Cycle can, for whatever it's actually worth. -- All vehicles can use Junk Repair. -- All vehicles now have the SALVAGER KindOf to allow them to pick up Salvage crates, but none of them can actually upgrade weapons with it. -- Most vehicles are more expensive to compensate for their increased power over other vanilla units. -- Overlord can upgrade with an Avenger turret to better counter air units and defend against missiles, but cannot provide targeting assistence. Overlord can also now be upgrade per-unit with Camo Netting, placing a big camoflague net where a turret/prop tower/bunker would go and stealthing the Overlord (Stealthlord, anybody?). Overlord can now also upgrade with a Technical gunner to massively increase its speed and allow it to use salvage crates to upgrade its weaponry. The Technical Gunner one may be impossible to code, however. -- All tanks (Paladin, Avenger (the game considers it a tank and it has Composite Armor anyway), Dragon, and Gattling) can be upgraded with Nuclear Tanks upgrade. -- Paladin can be upgraded with Uranium Shells. -- Avengers now start without a turret, and can upgraded to having its normal turret or an Overlord Gattling Cannon, Bunker, Propaganda Tower, or Camo Netting. -- Tomahawk is now actually worth using due to being able to use Nuclear Tomahawk Missiles or be upgraded to use Neutron Tomahawk Missiles, a la the Nuke Cannon. -- Combat Cycle now uses the correct voice set and be occupied by the Ranger, Tank Hunter, Hacker, Burton, Kell, Lotus, Pathfinder, and Advanced Terrorist. ---- Combat Cycles can plant TNT with the Tank Hunter, use Flashbangs with the Ranger, generate cash with the Hacker, disable buildings with the Hacker, plant Bombs with Burton, capture buildings with Lotus, hack Supply Centers with Lotus, disable vehicles with Lotus, and snipe enemy vehicles with Kell.

Posted by: Zatsupachi - Thursday, April 28, 2016 8:09:28 PM
Stealth Overlord doesn't feel natural. Though having an Avenger turret upgrade sounds neat. Combat Cycles that inherit all apropriate rider abilities sounds cool. I don't see the point in hording hackers, it doesn't speed up their attacks(nor that they have a normal attack). I've only known one other mod that does jet horde and that was Xenoforce, I wanted to see the difference but it was very miniscule it just means that they unload their payload faster and their forced to return to base to reload. It doesn't make going to base any drastically faster because jet locomotors. Also what's you and bunkering tanks? For one, I'd make an actual tank bunker for that. There's the issue with regards to the whole: 'the tank is facing the direction it entered when bunkered' but I propose trying biker logic. Whenever the tank bunker is empty there's a no-model vehicle that kills itself when replaced with an actual vehicle. The evacuate button on the tank bunker is actually an upgrade that removes itself after a commandset change, it replaces the rider with the no-model object which in turn evacuates the current vehicle inside. This means you'll have to make different model conditionstates of whatever tank the decides to be bunkered.

Posted by: Gameanater - Thursday, April 28, 2016 8:19:45 PM
[quote=Zatsupachi;140039]Stealth Overlord doesn't feel natural.[/quote] How so? [quote]Though having an Avenger turret upgrade sounds neat.[/quote] Sweet. [quote]Combat Cycles that inherit all apropriate rider abilities sounds cool.[/quote] Sweet. [quote]I don't see the point in hording hackers, it doesn't speed up their attacks(nor that they have a normal attack).[/quote] Yeah, I see your point. It COULD perhaps grant Horde to a group of 4 Rangers, but it's not like even Super Hackers see much offensive use, and they're the ones that can disable vehicles. So I guess I'll leave Horde out of the Boss Hackers. [quote]I've only known one other mod that does jet horde and that was Xenoforce, I wanted to see the difference but it was very miniscule it just means that they unload their payload faster and their forced to return to base to reload. It doesn't make going to base any drastically faster because jet locomotors.[/quote] Alright, good point. What about for the Helix and Comanche, though? IIRC that'll make their primary guns faster, and those don't reload at the airfield. [quote]Also what's you and bunkering tanks?[/quote] Heehee. I just think it's cool. And kind of funny too see an Overlord pop out of a Bunker half its size. XD But for the record I've only done this once before, on the Tank Gen's Bunkers. [quote]For one, I'd make an actual tank bunker for that. There's the issue with regards to the whole: 'the tank is facing the direction it entered when bunkered' but I propose trying biker logic. Whenever the tank bunker is empty there's a no-model vehicle that kills itself when replaced with an actual vehicle. The evacuate button on the tank bunker is actually an upgrade that removes itself after a commandset change, it replaces the rider with the no-model object which in turn evacuates the current vehicle inside. This means you'll have to make different model conditionstates of whatever tank the decides to be bunkered.[/quote] That sounds pretty cool except for that I'm wondering why one couldn't just use Firebase code to show the occupant on a bone? it would face the direction it entered in but just making the tank bunker circular in design would solve that problem. It seems quite a bit simpler to me. OOOOooo! What about bunkering Tomahawks in the Firebase for the SupW general? Jk. XD

Posted by: Zatsupachi - Thursday, April 28, 2016 8:31:14 PM
Usually big units like Overlords aren't stealth since big units are usually very tanky and if someone is caught by surprise by it there'd be less and less efficient counter to it. The problem with using firebase code is that: A) Those nitpickers with: 'the tank is facing the direction it entered when bunkered.' B) It'd still susceptible to Jarmen Kell. So you'd have an unmanned vehicle in a tank bunker.

Posted by: Gameanater - Thursday, April 28, 2016 8:37:52 PM
It could make it easier to sneak it into someone's backdoor or flank, though. I might just try it out and see how it works. If it doesn't fit, I'll just comment the command button out on its command set(s). A) Hmm, true. B) Oh. I didn't think about that, I suppose it that definitely could happen, the enemy targeting the Tank Bunker inside with the vehicle snipe ability. Okay, then I guess I'll have to try to experiment with Combat Cycle code. That'll be a bit of an adventure for me.

Posted by: zzc - Monday, June 20, 2016 5:37:38 AM
The extra damage you could just use a new upgrade that affects all of them instead of needing 2 buttons, saving the space for something else. The vanilla boss general is really broken - doesnt quite have all the best units & upgrades. Its only difficult to beat cause of the terrain. kinda rush job by ea lol. like the power plant should be using the superweapon's - gives the most power nuclear missile and particle cannon should be from the nuke & superw general I like your idea and have been doing something similar for meself with china faction heh.

Posted by: klingondragon - Monday, June 20, 2016 7:33:57 AM
The boss is actually very powerful when used by the player rather than the AI. With just a couple of minor changes to make it more suitable for a human to use it's easily better in skirmish. Just try playing with them. (To play as the boss you could try using either my boss mod or my small changes mod).