Mod Idea
Posted: Fri Jun 10, 2011 5:37 am
I worked on a mod like this for AT but I think I am going to start it again in ATG. Please let me know what you think.
Iron Knight’s SFT Mod
Goals:
Add levels to all SFTs, increase SFTs to provide more options (including making all faction SFTs availible to all players), a few small SFT changes, add more ‘stone age’ SFTs, and redesign tech system structure. Designed to be used in random games with human players, with AI compatibility a secondary goal.
Adding Levels:
Engineers – Increase HP, EP generation, armor or fortification attack increase.
Paratroopers – Match rifle progression
Armored Cars –Increase recon, speed, and HP (slightly). Possibly lower fuel consumption.
Trucks – Increase logistic cap, HP, and lower fuel use.
Trains – Increase logistic cap.
Horses – Slightly increase HP and movement. Add a small amount of logistic cap similar to truck with no oil use, if possible.
Cargoship –Increase sea cap and transport cap.
Transport – Increase transport cap and HP.
‘Stone Age’ Units:
Dreadnought – Weaker battleship with higher oil use.
Peace Cruiser – Weaker cruiser with higher oil use.
Gunship – Weaker destroyer with higher oil use.
Biplane – Weak multi-role aircraft with very little range.
Cannon – Weak infantry gun/artillery.
Early AA – Weak flak.
Early Tank – Very slow light tank.
New Air Units:
Interceptor – short range anti-bomber.
Heavy Fighter – Better firepower and range than standard fighter, but more expensive.
Escort – Longer range and more HP than fighter, but less attack power.
Recon – Recon aircraft with very little attack. Takes up less space on a ship.
New or Changed Land Units:
Self Propelled Artillery – ‘Armored’ artillery.
Self Propelled Anti-Air – ‘Armored’ flak.
Assault Gun – Anti infantry, anti-fortification tank, with light and heavy variants. Rename old assault gun to defensive tank.
Light Tank Destroyer – A micro tank destroyer.
Engineering Vehicle – High EP generation, small EP storage.
Flamethrower – Generally weak infantry with high fortification attack modifier.
Elite Infantry – A more expensive infantry with better stats.
Halftracks – Increase in line with light tanks & Armored Cars. Make more viable.
Supply Truck – Like a truck but instead of transport cap it has a large supply storage capacity.
New or Change Sea Units:
Destroyers, Cruisers, and Battleships – Add a new SFT for each class with different strength in anti-ship, anti-air, HP, and speed.
Attack Submarine – More expensive sub that can threaten larger warships.
Escort Carriers – Smaller but less efficient carriers.
Supply Ship – Like the supply truck for sea.
Advanced/Oddball Units:
Missile Ships – Ships with a long range bombardment.
Anti-Sub Cruisers – Cruisers that focus on anti-sub warfare.
Armored Transport Ship – Armed ships with transport capacity (possibly multiple sizes, up to battleship size.)
Transport and Carrier Subs – New units for more stealth options.
Heavy Recon Aircraft – Very long range recon aircraft.
Jet Aircraft – Very expensive tech, but jet SFT types would be quite powerful.
Battleship Tanks – Tank with many attacks, similar to the super heavy tank, but more anti-infantry.
APC’s – Armed halftrack.
Rocket Artillery – More powerful artillery with greater supply consumption will have Self Propelled variant.
Structure Change:
General Tank Tech 1 --> General Tank Tech 2 --> ect.
..|...............................................|
..|...............................................|
..V..............................................V
Each individual unit tech at reduced cost.
Iron Knight’s SFT Mod
Goals:
Add levels to all SFTs, increase SFTs to provide more options (including making all faction SFTs availible to all players), a few small SFT changes, add more ‘stone age’ SFTs, and redesign tech system structure. Designed to be used in random games with human players, with AI compatibility a secondary goal.
Adding Levels:
Engineers – Increase HP, EP generation, armor or fortification attack increase.
Paratroopers – Match rifle progression
Armored Cars –Increase recon, speed, and HP (slightly). Possibly lower fuel consumption.
Trucks – Increase logistic cap, HP, and lower fuel use.
Trains – Increase logistic cap.
Horses – Slightly increase HP and movement. Add a small amount of logistic cap similar to truck with no oil use, if possible.
Cargoship –Increase sea cap and transport cap.
Transport – Increase transport cap and HP.
‘Stone Age’ Units:
Dreadnought – Weaker battleship with higher oil use.
Peace Cruiser – Weaker cruiser with higher oil use.
Gunship – Weaker destroyer with higher oil use.
Biplane – Weak multi-role aircraft with very little range.
Cannon – Weak infantry gun/artillery.
Early AA – Weak flak.
Early Tank – Very slow light tank.
New Air Units:
Interceptor – short range anti-bomber.
Heavy Fighter – Better firepower and range than standard fighter, but more expensive.
Escort – Longer range and more HP than fighter, but less attack power.
Recon – Recon aircraft with very little attack. Takes up less space on a ship.
New or Changed Land Units:
Self Propelled Artillery – ‘Armored’ artillery.
Self Propelled Anti-Air – ‘Armored’ flak.
Assault Gun – Anti infantry, anti-fortification tank, with light and heavy variants. Rename old assault gun to defensive tank.
Light Tank Destroyer – A micro tank destroyer.
Engineering Vehicle – High EP generation, small EP storage.
Flamethrower – Generally weak infantry with high fortification attack modifier.
Elite Infantry – A more expensive infantry with better stats.
Halftracks – Increase in line with light tanks & Armored Cars. Make more viable.
Supply Truck – Like a truck but instead of transport cap it has a large supply storage capacity.
New or Change Sea Units:
Destroyers, Cruisers, and Battleships – Add a new SFT for each class with different strength in anti-ship, anti-air, HP, and speed.
Attack Submarine – More expensive sub that can threaten larger warships.
Escort Carriers – Smaller but less efficient carriers.
Supply Ship – Like the supply truck for sea.
Advanced/Oddball Units:
Missile Ships – Ships with a long range bombardment.
Anti-Sub Cruisers – Cruisers that focus on anti-sub warfare.
Armored Transport Ship – Armed ships with transport capacity (possibly multiple sizes, up to battleship size.)
Transport and Carrier Subs – New units for more stealth options.
Heavy Recon Aircraft – Very long range recon aircraft.
Jet Aircraft – Very expensive tech, but jet SFT types would be quite powerful.
Battleship Tanks – Tank with many attacks, similar to the super heavy tank, but more anti-infantry.
APC’s – Armed halftrack.
Rocket Artillery – More powerful artillery with greater supply consumption will have Self Propelled variant.
Structure Change:
General Tank Tech 1 --> General Tank Tech 2 --> ect.
..|...............................................|
..|...............................................|
..V..............................................V
Each individual unit tech at reduced cost.