Huhnu Alert 3 First Release Outline, What shall be in and what shall not. |
Huhnu Alert 3 First Release Outline, What shall be in and what shall not. |
25 Apr 2010, 19:24
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Group: Members Posts: 211 Joined: 16 August 2009 Member No.: 356 l33t |
First off, I have to admit, the amount of work going into the Ore Fields(getting them to work perfectly, which is taking much work[I could explain if someone wishes to know what I mean]) has about doubled the size of the mod. It is now around 1 GB. This is a perfect reason that I shall not include them in the first release, which will speed the mod along, while I will come back and fix this up after the first release.
What shall still be in v1.0: - Full Upgrade trees for every faction(15 upgrades). - 5 other upgrades per faction. 3 unit upgrades and 2 Special Power Upgrades.(Meaning an overall amount of 20 upgrades per faction, with more to come.) - Epic Units. Epic Units have been changed. They are now: Future Tank X-1, Tesla Tank(I may 'enhance' the model a little bit), and the Greater King Oni. - Research Facilities(where you will pay for a majority of the mods upgrades). - Revised Tech Trees. - Enhanced AI, perhaps even new AI(although I am going to remove the videos, they are rather annoying). - Main menu Logo. - Sped up Ore Node economy. - Existing balance changes. - New veterancy levels(General and Major) although I have not figured out how to add new veterancy pictures. As an alternative to having an ore field button, I have been wondering if it would just be better to have ore nodes and ore fields on maps at the same time. This would reduce the size of the mod enormously(and I do mean, by at least 300 mbs), and be very much easier to code. I will most likely be taking this path, as it would work out the best as well. This would also mean I could include it in the first release. Revora Forums Huhnu Alert 3 ModDB |
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