True40K mod initially started out to be a dow2 mod in which each unit was represents accurately toward that units description in the lore, add new stuff and be "balanced" at the same time. But I quickly gave up on that.
Afterwards i started reading how people prefer dow1 for the base building and (for 1v1 players mainly) is more centered around macro. Thus i wanted to create a mod that brought a bit more dow1 in the game without breaking the true nature on dow2 which is centered around points. So i created a few points (NOTE!!! the FOLLOWING POINTS ONLY EXIST IN THE MAPS I CREATED YOU CAN STILL PLAY THE NORMAL GAME AS WE KNOW IT NOW):
Forward Bases Points
These points purpose is pretty obvious. It provides a place for you to bolster your control at a specific part of the map. It allows you to retreat to, reinforce, purchase units and fortify that area. Once captured, a player must purchase a "node" to be able to purchase and reinforce models. If you do not it will only be a retreat point.
Once you purchase the nodes a "building" will drop. This place is something you can select to build additional defensive. Each Race will have a very "cheaper" purchasable defenses. However these cheaper versions are limited to your tier and you can only have one of each (except for nids that also unlock more based on how much time has pasted in the game to give a "race against time feel"). So you can choose to heavily fortify one Forward base but that will leave your other wide open. A Player will have other options instead of only the "cheaper" variety but those will be of course more expensive.
To keep the HQ relevant outside of the the Annihilate game mode, purchasing units at the forward bases is slightly more expensive than purchasing at the HQ. This is where a player must figure out if they want the unit on the field now but cost slightly more or if they can wait and it will cost the same but take more time to hit the field.
Forward Bases Points can only hold up to 5 buildings (not including defensive point) even in multiplayer. Forcing players to pick and choose what buildings to build. There are some basic points. I will be using some Dow1 terminology to describe each building.
Barracks: Build Basic Infantry
Machine Cult: Build Vehicles and some Heavier Infantry units (like Ograns)
Armory: Purchase upgrades (atm there are not many). Each Race shares the same 4 upgrades atm. Each Upgrades can be purchased 3 times but cost increases after each time. Increase Infantry Health, Increase Infantry Damage, Increase Vehicles Health, Increases Vehicle Damage.
Command Station : Your second HQ. Produces an extremely small amount of red over time and you can purchase a few units there as well. (Imperial Guards is the only exception in that they can purchase their Full HQ at the forward base. But it will be expensive. Very expensive)
Military Support Building: Provides additional population and a small amount of req to "counteract" the upkeep value from the pop increase. Still needs work
Supply Depot: allows the production of generators at the forwards base and also passively spawns crates. These crates can be destroyed so a player can pick the drops. Only the player who destroys the crate will benefit from the pick up. If a different player picks up the drop then it will be considers "denied" But just like the military support building Still needs work
Just as the name suggests. But there is a catch. There are 2 generators near each small cluster of turrets. One generator when captured grants ownership. The other is target able allowing a player to disable them altogether and forcing a player to "repurchase" the generator sso it can be captureable again. A player can temporarily disable a turrets by getting the targeted turret's hp under a certain threshold but they regenerate their HP slowly so it will be operational again.
These turrets that can be captured do little damage (making it more annoying to the players than damaging). But if a fight is forced around them and is prolonged the damage starts to add up even if its only one turret firing. However these turrets have a small sight radius and are not auto target able making going around them simple and for them to be effective require "manning" or seeing for the weapons.
These points produces a small amount of red. But each Stratagem can be temporary noded to "activate" and ability. When an ability is activated 4 generators will drop. An Enemy player can lower the duration of the ability by destroying the generators.
This building has gone under a lot of changes. As of now these building can have two functions. When captured all buildings and vehicles under allied control gain a small repair aura. When"noded' that Automated foundry will override all capture turrets on the map and turn them their control to the owner of the Foundry. These turrets will have their damage and sight radius increased. However after a certain amount of time all of the turrets will malfunction and the generators keeping the powered will be destroyed. Requiring players to spend resources for a slightly more defensible position.
This building gives a slightly larger sight radius to all allied infantry. Making it easier to spot trouble or the scout. When the ability goes off the sight radius of all "allied" points increases. Allowing a player to more easily track or find a sneaky back capping unit or see if the enemy is flanking.
This build by default does not offer much other than a slightly larger sight radius (not as large as the CA) and Slightly more red income. The Stratagem's benefit comes from it's ability. When activated the point becomes a Victory Point. Allowing a player to both stale for more time or to help close out the game.
This building does nothing too special. And has to "node" ability." But what this point does is increase their req income of your points all over the map whilst decreasing your opponents AND produces resources that are completely unaffected by broken supply lines. This buildings income increased based on how many players are on a team. This is also the only point that can be destroyed.
I mentioned this above to I'll do a small explanation here. Requisition points are the only ones affected by this keep that in mind. Ill keep this simple.
2 allied requisition point near each other increases the production of requisition of each other. If an enemy requisition point is near them both however, the productions is severely lowered. this makes keeping control of your supply lines very important and too much neglect will sharply decrease your income to a near crawl. Allowing for another way to fight and deal economic damage.
Disable able Victory Points are also in the game too. Pretty much copy and paste version from FFA.
There are also hazardous areas. Like Flame on the ground that does DoT so keeping the enemy there can be beneficial as it does extra damage based on a % of their HP (to make it decent vs Low model high hp squads).
Infiltration cover (I CAME TO THIS IDEA FIRST DAMN IT! AND ITS NOT LIKE DOW3 SHIT INFILTRATION COVER). Vehicle cannot infiltrate in the cover. Only Infantry (idk if terminators can though I think i changed it since it was on my mind. I cannot remember if i actual got around to it, if they can i need to change that). Units only stay infiltrated so long as there are not enemy units with 15 radius of them. You can still do a "surprise attack" but it is not as easy. Besides you are almost in charge range for most melee units so you should be fine.
Negative cover: Simple really. You in it you take 20% more range damage. Range Damage increase DOES NOT STACK WITH OTHER SOURCES!!! But I have not made many maps with it yet so its more of a heads up. Negative cover is signified like in dow1. Water you stand in. ONLY AFFECTS INFANTRY! And I will repeat this ONLY IN THE MAPS I CREATED!!!
But any way i call it AVP mode for Advance Victory Point control. Still work in progress though
Things i am working on are more Maps of course (slow progress).
Until i can learn to code it in i removed the Upgrade position's upgrades. When i can learn to code it in i will be added a second global bar and there were those ability will go from the upgrade position. And it will act more like the doctrine systems from CoH2 where you some choices. You get one. And you are stuck with it. Not totally required for you to immediately choose the doctrine. But nice to have when you figured out what you want.
MOD DOES NOT HAVE A WORKING UCS FILE USE UCS INSTALLER:
https://drive.google.com/open?id=1ns2mC ... czPaHJ6Ybx
UCS INSTALLER (fixed again, wrong destination)
https://drive.google.com/open?id=1GNUfd ... pcuFT-WF-4
MOD INSTALLER HAS THE WORKING UCS FILES
https://drive.google.com/open?id=1EdhUi ... 3YGKSsaosQ
There is the mod. I am Hoping the installer works since i had to build it from scratch for whatever reason my "saved" installer setting were not working. Let me know if think are going wrong. Play the maps to figure out each race for the forward base since each race is different.
I am creating some video to help shed some light on the mod without people having to download it. The Link below is to the playlist that I will slowly be working on. Input is welcome
https://www.youtube.com/playlist?list=P ... G1CWVcbygR