Nuclear Option

Nuclear Option

The Elevation Czar : High Altitude Wave Defense [0.31]
Hiển thị 1-10 trong 12 mục
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Cập nhật: 2 Thg10 @ 5:30am
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- Minor fixes due to flight profile changes.

Cập nhật: 26 Thg09 @ 4:19pm
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-Bigger runways and revamped pathing/base layouts. The changes to Ai flight and pathfinding has been large and so have the changes to the map!

-Base defenses have been improved for both factions making for better game flow and longer engagements. New hull down parts have been placed under every emplacement.

-Destroyers added to wave 2 for cool factor. -Nuclear bunkers added to bases.

-Significantly reduced ai crashes, albeit they now crash for new and annoying reasons. Some hangers are disabled until patched.

-Ibis added to wave attacks.

-Attacker event vehicles have less fuel. (They were all at 100% oops)

-Experiementing with neutral bases that grant bonuses when captured.

-New sneaky base added.

-Attacker event loadouts are far more dangerous.

-Maris airbase is no longer insta-captured, it should be more representative of a base raid.

-Timers on some events to prevent them from stacking on top of one another and causing lag.

-New photos added to workshop.

Know issues/Concerns:

-Pathfinding can be a mess. Nothing I can do about it unfortunately.

-Revokers in particular just love takeoff stalls.

-Runways still cant be made indestructible. Im not using the mod for this as its something I anticipate will come to base game eventually and working with the editor is tedious enough to warrant wanting to do less changes down the line.

Cập nhật: 26 Thg09 @ 3:38pm
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Same as the next version, except with a radar truck that didnt have hold move on.

Cập nhật: 17 Thg06 @ 7:36pm
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Maris Under Siege Massive Update:

This will not be comprehensive and will only cover the largest changes.

-At least 6 new bases for both PALA and BDF.

-Lore accurate vehicles for both factions. Compass left so both factions and the player have a LVL 1 vehicle to use. It also lacks a counterpart, so any vehicles like it are free to use by both sides. Its an easy fix if this is a problem for you, just one number in the editor.

-Runway adjustments, helipad positioning changes, removal of lag causing vehicle depots, and the ability for both teams to land large vehicles at multiple locations. (No more ejections!)

-Moved things away from the bridge on Messenger Island so it can last long into the end game.(Maybe)

-Utilized the larger platforms on some custom runways as they have larger health pools and can survive into the late game.(Sometimes)

-A carrier for BDF has been added to replace the destroyer at Maris downtown. Its simply too powerful and the Carrier is just a fun and weird spawn point instead of a cruise missile monster.

-Both teams get more nukes from the start. This helps mitigate the slow down of late mid game and you'll be seeing some slug fest from both sides.

-Added new events for PALA and expanded on new ones featuring progress updates and new ways to win/lose.

-Streamlined the victory/lose conditions to be just securing the largest bases and destroying the carriers. Note, if one of the larger bases is captured the mission will shift to base securing AND carrier destruction.

-Reduced number of landing craft in the wave 3 Annex's.

-Some events spawn things in and can slow down the game temporarily. I have done my best to limit the amount of spawns at any one time but it will vary based on in game progress. My computer isnt very goodm so it cant be expressed enough how many times I tested this to see if it ran fine enough for myself and fellow low spec gamers. It should be no worse than late game archipelago.

-Added a cricket to the mission start. Its called a scout craft but it exist to force BDF to spawn at Messenger and Victory.

-Ai actually launches from carriers now that it can only use the ifrit and compass.

-Sandrift airbase activated however it stands out as a very powerful airbase for BDF. I will add more PALA outpost to compensate for this.

-Changed event squad and bomber loadouts to be more fair, fun and more impactful. Sometimes they die instantly, sometimes they drop 8 250kt on Messenger island. Good times.

-Unified AA and ground unit types for both factions. There is some overlap because I dont believe theres and official faction designation for them yet and some are "captured". Except for the one Ifrit that spawns for the BDF. No idea where bro got that one. (Ive looked.)

-Higher starting budget for the BDF. Should help them spawn more tanks and such.

-PALA bases now have enrichment plants. End game looks a lot more charred...

This update list again not comprehensive but it took a lot of work, enjoy and let me know of any issues, complaints or compliments you may have.

Cập nhật: 8 Thg06 @ 12:17pm
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Big Update:

-Messenger island runways and bridges made neutral to help them survive into late game. When captured, the enemy will launch a ground siege as intended and use captured runways to force a stalemate.

-Added new work in progress Maris bases which also function as runways for the dark reach to land at. (No more ejecting after they launch their payload!)

-Reinforced the Bowl FOB to give it a little more time before annihilation. If captured, enemy will also use it to force a stalemate/enable a win condition.

-Added a friendly carrier to Maris Downtown that will be useful for when I add 2 additional waves. Currently carriers do not hold position so I have placed it on some platforms, apologies for how it looks. It can be safely deleted if you find it annoying.

-Reduced instances of AI crashing on takeoff across the board.

-More pillboxes to spread out enemy damage and extend fights.

-Reduced number of launched landing craft from wave 3 annexes.

-Kingdom come helipad move down the mountain along with 2 AA vehicles. Should help the Tarantula's resupplying get to it easier without faceplanting into the mountain.

-Adjusted number of nukes on ambush aircraft in wave 3. The enemy still has a small arsenal of them, and the 2 bombers have 16 250kt warheads each. I've seen them get shot immediately and blow up the map in seconds which is intended. The player is who should decide which team wins or loses.

Cập nhật: 5 Thg06 @ 1:36pm
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Cập nhật: 4 Thg06 @ 11:46pm
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-Wave 3 annex landing craft amounts reduced.

-Wave 3 generally buffed.

-Base buildings are named and ready for whenever they can be made them indestructible.

Cập nhật: 4 Thg06 @ 3:28am
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- Wave 3 is now more difficult.

-Added a revetment airfield to messenger island.

-More nukes.

Cập nhật: 4 Thg06 @ 1:35am
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-Spaced out the enemy landers a bit to give them better odds of landing.

-Reduced number and size of late game enemy nukes.

Cập nhật: 3 Thg06 @ 9:31pm
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-Adjusted team numbers to prevent AI over spawning.

-Fixed Wave 3 flow chart so it actually spawns(whoops)

-Kingdom come hanger bay elevated so it doesn't instant kill aircraft.

-Victory runway smoothed out more. -Wave change and completion messages added.

-Intermittent timers added.