eddie wrote: ↑Great work! I really like the new faction.
Some things I noticed:
- Sog has a Humvee as starting unit although it can not build Hummvees
It's an oversight. I was pondering wether to give SoG the Jeep or the Hummer, and I stuck with the Jeep in the end. Will fix.
eddie wrote: ↑
- Tanja shows up in the Sog techtree but can not be build because the allied tech center is required.
Initially I wanted SoG to be able to build both Tania and the GDI commando since they are an elite allied faction, but for now I decided against it. Will try it out in the next release see how it goes.
eddie wrote: ↑
- The new airdrop is pretty cool but the reload time is too long IMHO
I tried 3 minutes, but it makes NOD kind of OP being able to spam vehicles all over the map like that... I might shorten it to 5 minutes - but if you tested it out you noticed just like I did that a proper airdrop can succesfully take out an enemy building or do serious damage and / or bolster base defence in case of emergency. The airdropped squad is quite e bit stronger than GDI and Soviet paratroopers. [/quote]
eddie wrote: ↑
I read somewhere (moddb?) that you had to remove the TD service depot. Is there no way to add it to GDI and Nod?
I removed it because it didn't work. Vehicles would not drive on top of a building for repairs unless it's called FIX in the rules file. It might be a missing trait, or a bug/limitation of the openRA engine. I copied the building exactly, applied the old c&c .shp file, and checked all traits so it should have been working. The cursor will show up indicating the vehicle should drive on it for repairs, but when you click on the depot it would just drive up next to it and sit there. It's not a game critical feature, so I didn't press on to find a solution.
eddie wrote: ↑
It would be really cool if you change the way GDI and NOD build units and buildings. At the moment there is only one queue for buildings and units no matter how many conyards or factories you've build. In the TD mod you have one queue per production building. It would be interesting to have the TD way for GDI and Nod and the RA way for allies and soviets. It would need proper balancing but it would allow complete different tactics within one game.
I don't think implementing that is possible. How actors (units) are built and categorized comprises the core of the mod, and as far as I can tell, what you are proposing is currently impossible. You can't have faction specific UI functionality. I might be wrong, but I can't imagine a way to make it work.
Interesting idea tough.
P.S. Thanks for the bug reports, and keep 'em comin' !