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Gundam Mod *grateful for any help*

 
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Gundam Mod *grateful for any help* - 4/6/2017 3:08:48 AM   
alomoes

 

Posts: 46
Joined: 12/29/2012
Status: offline
I want to make some new themed units for ATG, but I've found that I have no idea how to balance things. As such, I would like for someone to help me balance them for the game. Also I need help working with events, as I'd like to add in manpower, and make my games random generation friendly.

The options I'm going with in order of what I'd like to do to what I do not want to do are Gundam, 19th century, Star Wars, Halo, and perhaps Warhammer 40k. I'm sure I could do others if someone has a preference.

In theory, I could do a mash up of different sci-fi universes.

With the Gundam mod, it'll be about the clash between Zeon and the Federation of Earth on the ground during the One Year War, borrowing ideas specifically from the 08th MS team, and Mobile Suit Gundam 0079. This one will attempt to be more of an add on to the base game, adding in super heavy mobile suits. If I actually get through with this one, then I'll consider adding new races from different series, such as wing or seed, although I've only watched Universal Century stuff. I already have a list of mobile suits and vahicles from 0079 that would be included in the game, I just need stats.

With the 19th Century mod, it'll be a total conversion where it is more likely to capture or rout the enemy than to kill them, at least early on. If I did this mod, it would possibly go in timeline all the way to WW1. Obviously, this one will take a lot of work. I could make it a pure WW1 mod, detailing the change from a mobile war to trench warfare to a mobile war again. As with the Gundam mod, I already have a list of units that will be in the game, although that list is MUCH longer, and at times includes redundant units that's stats would change only slightly from unit to unit.

So yeah, if you are interested, friend me on steam, my username is the same, or post here. I am more likely to respond on steam though. If you want me to put up other ways to contact me, I will.

EDIT: I'm changing the name of the thread, since I decided what the theme of this mod will be.

Currently finished the RX78 line of mobile suits. They should be VERY over powered.

RX-78-2
The first upgrade improves maneuverability and reaction time, increasing survivability. Health +25%

Health 100,000/100,000
vs. Infantry 400/350
vs. Soft Mobile 400/350
vs. Artillery 400/350
vs. Armor 1000/875
vs. Aircraft 120/120
vs Mobile Suits 1250/1250



Still working on the RGM line, but I decided the base health should be around 60,000.



< Message edited by alomoes -- 4/11/2017 4:07:48 AM >
Post #: 1
RE: Looking for people to help with modding projects - 4/8/2017 11:36:57 PM   
alomoes

 

Posts: 46
Joined: 12/29/2012
Status: offline
To show I'm actually doing this, I designed the entire Zaku II line of research. Here is the combat information of the Zaku II C Early Type.

Zaku II C

The Zaku II is the most mass produced Zeon mobile suit in the entirety of the One Year War. It was developed to be a general purpose mobile suit, and is cheap and reliable. The 'C' is the early type that was the first mass produced mobile suit. It upgrades into the Zaku II F.

Base Stats

Movement Type = Foot
top speed 88 km/h
Unit Group = Mobile Suit

Health 20,000/20,000
vs Infantry 200/150
vs Soft Mobile 200/150
vs Artillery 300/250
vs Armor 400/350
vs Mobile Suits 400/350
vs Aircraft 40/40
vs Helicopters 40/40

I'm probably going to give them an AP bonus, but I still haven't worked out whether I'm going to keep their movement type as foot or a custom type. Latter on, I will add the Dodai YS, which can para-drop these things one at a time.

The last thing I need help with is getting events set up for random games, but I'll get to it once I have the Federation and the Zeon forces finished up. Any help on that is good, though, as I will be very happy to be able to randomly generate a game and start playing.

If you want to see the other Zaku IIs as they stand, just ask. I have the S, J, F, and upgraded variants of those three. I'm considering adding the FZ and possibly up to the JZ and SZ, even though those don't exist. I consider them to be what would have happened if the war on earth lasted into 0080.

And for those who noticed, yes, I'm adding helicopters, along with a variety of other stuff. Also, I lumped fighter and non-fighter into one for the purpose of saving time. I'm not doing that in game though. I might add larger ships and mobile armor. This will be for after the ground forces are sorted out though.

I'm going to go work out the RGM79 and RX79 [G] lines now. Considering all the variants I have to work through, and the lack of information for some of them, this will be fun and time consuming. Fun thing though, the Feds did construct special variants based on terrain though, so we'll see different terrain modifiers in place.

< Message edited by alomoes -- 4/11/2017 4:09:01 AM >

(in reply to alomoes)
Post #: 2
RE: Looking for people to help with modding projects - 4/10/2017 12:12:01 PM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
I find this a great initiative, and wish you lots of luck. If you stumble in your (or your teams) attempts at coding I would love to help. However I am a bit hung up on other projects... sorry.

(in reply to alomoes)
Post #: 3
RE: Looking for people to help with modding projects - 4/11/2017 3:21:49 AM   
alomoes

 

Posts: 46
Joined: 12/29/2012
Status: offline
Okay, thanks. I'll probably have a bunch of questions on how to make it random gen compatible, but I'll get to it latter when I have the units set up.

I took a look at the Gouf, and I designed it to be a mobile suit hunter. There is also a tank hunter type, the MS07C "Heavy Arms", which replaces the close combat weapons with more numerous and better quality 80mm hand cannons.

The Gouf was not popular during the One Year War because very quickly during its production life it was surpassed by the Dom. Notable shortfalls include the lack of a quality ranged weapon.

This was solved in several prototype Gouf types by simply replacing the melee weapons with ranged ones, but this happened after the Dom was being produced.

Gouf MS07B

Standard type. Armed with five 75mm Cannons and a heat rod. Good for taking out other light mobile suits.

The standard Gouf should be deployed as a mobile suit hunter. A couple of these should be able to defeat early enemy mobile suits.

Health 45,000/45,000
vs Infantry 300/225
vs Soft Mobile 300/225
vs Artillery 500/450
vs Armor 800/750
vs Mobile Suits 1000/850
vs Aircraft 40/40
vs Helicopters 40/40

There is a big problem with the Gouf's designed role as a mobile suit hunter, but I won't get into that until latter when we meet its opponent, the RGM79 GM.

Standard Variants include the C series "Heavy Arms", D "Desert", and F "Hunter".

The F "Hunter" is developed for tropical warfare. It gets a bonus in forests and jungles.

There is also the G-1 and G-2 types, the G-1 being a bulldozer, and the G-2 being an tactical assault mobile suit that has ranged as its primary combat mechanism, but I'm not sure if I'll add them in.

Edit: I'm considering adding them in as specialized urban mobile suits, or at least the MS07 G1 would be. Historically, they acted in pairs, where one was for removing "obstacles", and the other was for ranged fire support.

< Message edited by alomoes -- 4/11/2017 3:27:39 AM >

(in reply to ernieschwitz)
Post #: 4
Gundam Mod *grateful for any help* - 4/12/2017 1:38:54 AM   
alomoes

 

Posts: 46
Joined: 12/29/2012
Status: offline
I decided to do a small battle in ATG, and the result was surprising. 6 Federation captured Zaku Fs attacked 5 Zaku Js and a Zaku S. Over the course of a week, each and every Zeon Zaku II was destroyed. This is interesting because the Zaku II F is mostly statistically inferior to the J and S, even between offense and defense. Well, that's randomness for you, unless I'm doing stats wrong somewhere and missing something. I have done that before.

(in reply to alomoes)
Post #: 5
RE: Gundam Mod *grateful for any help* - 5/4/2017 3:56:30 AM   
alomoes

 

Posts: 46
Joined: 12/29/2012
Status: offline
Just here to say that I'm still working on this even though I took a break. I decided to take the health of every mobile suit and multiply it by one tenth. This is because I wanted the Gundam to have health over 100,000, and that was not possible. Enemy attacks against mobile suits will also be multiplied by one tenth. I did not change attacks from added mobile suits. Initially, the battles happened more like an attrition, now, they die pretty quickly. I'm sure initiative should also be changed.

I finished the RX79 [G]. It is not good against infantry, at least when compared to other mobile suits. It has much better health than the Gouf, but slightly worse combat power in a mobile suit fight due to being equipped only with a machine gun. A latter upgrade will be equipped with a beam gun and have better odds.

Health 6,000/6,000
vs Infantry 200/150
vs Soft Mobile 300/225
vs Artillery 400/350
vs Armor 900/850
vs Mobile Suits 900/900
vs Aircraft 60/40
vs Helicopters 60/40

On another note, I believe the issue with unbalanced combat lies with initiative. I'll change some numbers and such, and then try out the RX79 [G] against a force of Goufs.

< Message edited by alomoes -- 5/4/2017 3:59:22 AM >

(in reply to alomoes)
Post #: 6
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