T0 mod! :D

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NoQ
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T0 mod! :D

Post by NoQ »

Thanks to Iluvalar, i finally understood how to make research mods. Here's my first funny attempt.

This mod limits the tech tree to a few very early technologies. Thus, you have only:
  • machinegun with a few upgrades
    mg towers and cyborgs
    repair turrets and cyborgs
    sensor towers and turrets
    tank traps
This might be fun to see how this set of units works out in multiplayer.

But - curiouser and curiouser! (c) - the AIs don't seem to obey these limitations. So, when you play skirmish, you're having a hard time recovering other essential technologies as artifacts! Have fun :P

This mod doesn't make much sense when played with bases or at T2 or T3.
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Iluvalar
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Re: T0 mod! :D

Post by Iluvalar »

Please always give you file a long and relevant special name with preferably a version number.

i'll try it if you give me feedbacks on ToughTrucksV02 ;)
Heretic 2.3 improver and proud of it.
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Iluvalar
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Re: T0 mod! :D

Post by Iluvalar »

I tried your mod. Funny :) . Not enought deep for long game play put interesting to try. I had almost the same game experience while i was playing with research point modifiers. Basically by increasing really exponentially the research costs and callibrating in on a particular level I have been able to almost freeze the research on a particular level.

So I already had that sort of low tech experience by another way. :)
Heretic 2.3 improver and proud of it.