#This Game Has Too Much Micromanagement for building units, please add this new mod?>

1 messages · Page 1 of 1 (latest)

blissful pine
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I primarily play FPS games and sometimes MMO, won't get into all the games I mainly play but for RTS games most similar to BAR it has been several Command and Conquer Games in the past, I am new to 4X RTS but classic RTS llike C&C is the closest RTS games I've played to this genre.

What I don't like is there is way too much micromanagement to increase build speed. Can there be a mod where all units in Non-Experimental facilities all have a designated build time? Instead of using construction units or those construction towers to make build time faster, basically the construction tower things will be removed. Construction units can assist only in making units from the Experimental facilities build faster, since those units are the heavy hitters there should be more micromanagement.

uncut epoch
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There's an option to make it so construction units will automatically help the facility it was built from. That'll help with the micro

cursive halo
drifting laurel
static zealot
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I would think you could achieve significant portions of this via tweakdefs magnus (open question if folks want to play in your lobby when you run them). If I was going to try to implement it, I would make the build-power required for units crazy high, and increase the factory build-power by the same factor, also consider removing the construction turrets altogether. Still would make it so multiple construction vehicles helps to build buildings faster but would make them effectively worthless for supporting factories.

ember garden
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Honestly i think bar has a perfect balance of micro and macro

drifting laurel
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Necrrooo 💀

But yeah, this is a mod request and not a core game suggestion, I don't really see an issue with this being a mod - not having to care about scaling your BuildPower macro is as valid as any other mod

Like @static zealot said, @blissful pine, you could achieve this with use TweakDef'ing things, like...

  • Unit Cap of all Constructors to 1.
  • Unit Cap of Construction Turrets to 0.
  • For whatever build time you want for a given unit, change that unit's BuildCost (or whatever it's called.)

And there you go, more traditional unit building with set, desirable times.

You'd have to take the time to balance everything, as some things would be impossible to build this way if they kept their default BuildCosts - or if the Cons and Labs kept their default BuildPowers... But yeah, it's actually a really simple thing to do, might just be time-consuming to balance it.

Let us know if you want some guidance in how to TweakDef/etc.!

dapper kiln
ember garden
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does kinda make it play similar to generals or C&C/RA 3

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so i guess that could work (ignoring all the other gameplay changes that differ greatly to those games)

drifting laurel
# dapper kiln And then you have to build 50 botlabs to spend your metal. Which is worse.

Noooot if the BuildCost is lowered, which has the consequence of increasing the required Metal/PerSecond!
Or if you increase the BuildPower of the Lab. Or both?

(The other obvious thing is to also tweak the Metal/Energy costs... But that would mean less units overall if they were more expensive - which I guess is more in line with C&C style gameplay anyway, to have fewer units, but still)

ember garden
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RA3 and C&C 3 are more micro intensive while generals and the games before that involve much more spam

drifting laurel