A simple and a "concept" version of one faction to just demonstrate the potential stuff in the mod...
A simple and a "concept" version of one faction to just demonstrate the potential stuff in the mod...
So this is important:
>You, the player/host, can choose to select the Command Pioneer/Station as starting units.
>The Starting Units will grant you Resources to use.
>>Deploy the Command Pioneer if you selected it.
>>Do not undeploy the Command Station (You can't unless you finish building important buildings)!
>Build the first Builder (Pioneer) and build everything that is blinking as it is necessary (the AI does the same thing).
>After that you can have fun building everything you can but keep an eye on the POWER.
>The resources are needed in bulk and I'M VERY SORRY ABOUT THAT!
>The AI will never build walls/gates but you can build them yourselves.
And here are the issues:
>The resources needed for stuff are in awful quantities for certain units/buildings/attachments!
>The Ant (harvester) has some strange visual issue (strangely it's blinking in and out of existence on certain occasions).
>Transports built by the Motorpool appear on top of it when exiting (which is apparently normal).
>Buildings might have TOO MUCH HP and it will be a pain to destroy them.
The contents of this mod are simplified - in other words, "everything" is unlocked quite early. I'm sorry if you can't Build the DRONE variants, but there is a complex building I have to make for them... The units themselves are unlocked instantly (with no needs) so you can just make the building that produces them and that's it. Some upgrades won't/don't work in this version because I didn't spend any time working on them (they can be bought/added for the armory but grant no benefits).