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Video made in french by Asdrubael, Subtitled by Manimal ----- PART 2/2 -----
So it's enhancing nicely.
Let's produce a Heavy Bot, a Heavy Tank and an Artillery.
You can see the Bot is slower
but well armored in counterpart.
Same thing for the Heavy Tank
It's slower but more efficient.
This is Tech 2 artillery that's modified.
Here is a quick demo of the new firepower.
it hurts a little bit.
with 4 Cannons and 4 Missile Launchers.
Tech 2 Missile Launcher becomes a bit harsh.
Tech 2 Tier 5 are tough units, 0:01:00.000,0:01:03.000 and obviously, there are chances
the opponent use the same stuff.
See a demo of the new firepower
with Tech 2 Tier 5 Mobile Missile Launcher.
Notice any Lab should not be buildable twice, as they are unique.
So it's been taken off from the build menu.
Now let's see the Air Lab in action.
[grabbing Engineers to assist the Air Lab]
Air Enhancements mainly affect
Unit's speed and armor.
I hope you'll like the overall changes.
See details on Enhancements @ GPG Forums.
Now all Air Unit have a missile weapon
for allowing them to shoot at Land Units.
Let's see a demo.
[spawning enemies for this purpose]
Their cost was increased accordingly.
They are faster now they've been enhanced.
See how those 3 enhanced Interceptors behave with their missiles against enemy units.
Damages on Land units are rather low,
but they can still defend against Land Units.
Bombers are slightly different
as Enhancement increased a lot their damages.
Now bombers hurt more with their missiles.
Last, here are the new Naval units.
New units are the Artillery Ship and the Aviso.
Aviso is a cheap boat that's nice for harassing a little bit the opponents.
[close view on the Naval Lab}
Some players may like the Artillery Ship.
because it has a pretty good range and damage.
This should encourage players to defend themselves
by using some Naval units.
I started to research Tier 5 in the Naval Lab.
Each unit shows up a detailed description.
Notice that all UEF Naval units
have a missile launcher at Tech 1 tier 4.
Let's rush to Tier 5 and see the difference:
speed and firepower are increased,
and units now have a missile launcher.
[Close view on the Arty ship]
They are all equiped with a missile system.
[demo of their firepower}
See the submarine shooting its missiles from underwater.
This will require you to pay attention now to the Naval threat.
[upgrading the Naval Factory to Tech 2]
[now upgrading the Naval Lab to Tech 2]
There are still the 3 kinds of Engineers (Land, Air and Naval)
Other new things in the mod
are the Tech 2 Resources Buildings.
The new Mass Fabricator is intermediary to
the regular Tech1 and Tech2 resource buildings.
It produces 6 mass and consumes 2200 energy.
the Hydrocarbon powerplant produces 700 energy.
[Close view on the Naval Tech 2 Mass Fabricator]
Both the Mass Fab and the Power Gen adjacency links are operational.
We didn't have time to create new icons and
descriptions, however standard ones are operational.
Note that when playing Cybran you may not want to go to superior tiers
because of the resurection unit.
However beware of the units that made the
kill as they gain tiers and become stronger.
So all in all, its a matter of choices according to the actual advancement of the opponents.
We wish you to have loads of fun with our mod.
Thanks for supporting Experimental Wars.