[OBSOLETE][Server] Junkyards Wars 2.3.4 [82293]

Discussion in 'Released Mods' started by wondible, October 19, 2014.

  1. wondible

    wondible Post Master General

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    This mod has a set of units designed for reclaim-oriented games.

    Tip: use Junkyard dogs (combat fabs) for early eco; they are cheap and 4x more energy efficient than basic fabricators, but very vulnerable to attack.

    Tip: to reclaim units, you have to target them explicitly. To reclaim features, use area commands.

    Units

    Basic units with weapons retain them, so you may need to hold fire if you want all the metal from a live target. Modified units can build mex, and sometimes something else.

    - Basic Combat Fab is the Junkyard Dog - a cheap scavenger, which is also buildable by naval factories.
    - Advanced Combat Fab provides long-range auto-repair, manual-reclaim, and defense emplacements. It also has radar equal to it's fab range, hold CTRL to see the range. Buildable by naval factories.
    - Inferno has a powerful short-range lathe for mopping up an enemy base and quickly mining metal spots. However, it's flamethrower is less effective than vanilla.
    - Vanguard has a heavy reclaim tool; you won't like the power bill, but it usually doesn't need to operate for long. It can also build walls to further protect units units behind it.
    - Firefly has a very weak lathe for picking up small rocks and trees, and can build radar for remote reconnaissance (albeit very, very slowly)
    - Gunship has a moderate lathe for reclaim raiding, and can build teleporters to call in reinforcements.

    Related mods

    - Finite Metal -or- Minimal Mex
    - No Metal Commander
    - Reclaimable Features
    - Wreckage

    Playing against the AI

    The AI is designed for a streaming economy and really doesn't get this mode. I've tricked into playing with x5 eco and metal_drain_check 0.12, but it will still get stalled pretty easily.


    - https://github.com/JustinLove/junkyard_wars
    - http://wondible.com/pa/junkyard_wars_v2.3.4.zip
    - PAMM

    Changelog

    ## 2.3.4

    - PA changes for 82293:
    - Inferno ammo
    - Help topic prelude

    ## 2.3.3

    - Update for 79317

    Planned Features

    Might look for unit to replace metal extractors; tried reclaim towers but found them fiddly.
    Last edited: May 30, 2015
  2. liquius

    liquius Well-Known Member

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    So it looks like you're using the reclaim mechanic as a weapon. Have you figured out a way to automate it, or do you have to give the order manually?
  3. wondible

    wondible Post Master General

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    I modified the combat fabs and found myself on a slippery slope where bot factory first was pretty much required. Manual weaponization is an option, but it's more so every factory has a way to gather resources.

    However I did up wreckage fraction once I found out out it wouldn't add metal, but that may make reclaim attacks too powerful.
  4. Baleur

    Baleur Member

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    I so badly want a mod that ONLY enables all units to leave wrecks, nothing else.
    Would it be possible for you to make a mini-mod like that?
  5. wondible

    wondible Post Master General

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  6. wondible

    wondible Post Master General

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    Junkyard Wars 1.0.1; managed to trick the AI into playing a bit, it still needs testing but I'm less afraid that the economy is completely unworkable.

    - Make mex buildable just for area-build and to help the AI
    - Remove metal from Jig
    - Update unit descriptions
  7. wondible

    wondible Post Master General

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  8. trialq

    trialq Post Master General

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    If the last post means we have to get all the other mods listed for this one to work, can you add them as dependencies please?

    edit: Also, reclaimable features doesn't appear to be present on PAMM.
    Last edited: October 28, 2014
  9. wondible

    wondible Post Master General

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    The other mods aren't required for this to work; you could play with just the modified units if you wanted. They all point towards a particular style of play, but each part can be varied independently.

    Thanks, maybe I forgot to hit publish.
  10. wondible

    wondible Post Master General

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    Junkyard Wars 2.1.0

    - Made junkyard dog (basic comfab) select as a fabber
    - Fix category typo
  11. wondible

    wondible Post Master General

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    Junkyard Wars 2.1.1 - Fix for 75539 and a few pte earlier: some modified units listed Jig in build bar.
  12. wondible

    wondible Post Master General

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    Not sure what to do with the gunboat. Keeping it inline with the inferno would mean giving it a weaker weapon, which wouldn't leave it as viable for self defense as the inferno. At least it's got a turret now. Don't want to just drop reclaim; naval is already short an advanced reclaim unit.

    The problem with picking underused units is that they tend to get fixed ;^)
  13. wondible

    wondible Post Master General

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    Junkyard Wars 2.2.0

    - Update unit specs to 76456
    - Remove Sunfish
    - Junkyard Dog and Adv. Comfab are buildable by naval factory
  14. wondible

    wondible Post Master General

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    Junkyard Wars 2.3.0

    - Support Server Mod Help Chat
    - Support Mod Help Player Guide
  15. wondible

    wondible Post Master General

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    Junkyard Wars 2.3.1 - Update for 77443
  16. wondible

    wondible Post Master General

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    Junkyard Wars 2.3.2 - Update adv comfab with mine sight
  17. wondible

    wondible Post Master General

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    Junkyard Wars 2.3.3 - Update for 79317
  18. wondible

    wondible Post Master General

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    Junkyard Wars 2.3.4

    - PA changes for 82293:
    - Inferno ammo
    - Help topic prelude
  19. wondible

    wondible Post Master General

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    Delisting Junkyard Wars. I'll probably do something different with universal metal-damage in the future.

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